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Iron Kingdoms

A Pathfinder Rules Update


Updated 7 June, 2016

Foreword:

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

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

Acknowledgements:

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

A special shout-out to an anonymous friend who provided extensive critique and collaboration on this work.

Table of Contents
Chapter One: Races ...………………………………………………….5

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

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

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

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

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


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

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

Men of the Northern Kingdoms

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

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

Ryn:
Ability Modifiers: +2 Charisma, -2 Wisdom
Automatic Class Skill: Diplomacy
Skill Bonuses: +2 Bluff and Sense Motive
Automatic Languages: Llaelese
Bonus Languages: Cygnaran, Khadoran, Caspian, Rhulic (spoken), Rhulic (written), Shyr (spoken, requires 2 Int.
modifier points)

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

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

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

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

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

Radiz: These dark-skinned peoples have a well-earned reputation as gypsies, tramps, and thieves. Their
appearance outside of town often means the circus has arrived. Most Radiz worship the Twins syncretically, paying
homage to both depending on their needs.
Ability Modifiers: +2 Dexterity, -2 Wisdom
Automatic Class Skill: Sleight of Hand
Skill Bonuses: +2 Escape Artist and Stealth
Automatic Languages: Cygnaran, Khadoran, Ordic, or Llaelese (Spoken)
Bonus Languages: Cygnaran, Khadoran, Llaelese, Ordic, Five Cant, Farrow

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

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

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

Men of the Southern Kingdoms

Caspian:
Ability Modifiers: None
Automatic Class Skill: Knowledge (Religion)
Skill Bonuses: +2 Diplomacy and Linguistics
Automatic Languages: Cygnaran
Bonus Languages: Caspian, Llaelese, Ordic
Idrian:
Ability Modifiers: +2 Dexterity, -2 Intelligence
Automatic Class Skill: Ride
Skill Bonuses: +2 Survival and Stealth
Automatic Languages: Idrian, Cygnaran (Spoken, Sulese dialect)
Bonus Languages: Cygnaran (Written), Khadoran, Khurzic, Molgur

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

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

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

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

Sidebar: Soulless Iosans


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

Soulless Iosan
CR: +2
Alignment: Always True Neutral. Magical effects that would change alignment cannot change a Soulless Iosan’s
alignment from True Neutral.
Type: Humanoid (Elf)
Saves: A Soulless Iosan suffers a -4 penalty on Will saves
Defensive Abilities:
Mage Static (Ex): Soulless Iosans interfere with magic in their immediate area. Any spellcaster that attempts to cast a
spell while the spellcaster or the effect produced by the spell is within 30 feet of a Soulless Iosan must make a
Concentration check with a DC of 20 + the spell level or lose the spell. Even on a success, spells with an area of effect
have all numerical effects decreased by half in a 10 foot radius around the Soulless Iosan.
Disbinding (Ex): Soulless Iosans attract magical energy to themselves like a lightning rod. Whenever a spell effect
begins its duration within 30 feet of the Soulless Iosan, the spell immediately fails and the Soulless Iosan takes 5 points
of damage for every level of the spell.

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

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

Nyss:
Ability modifiers: +2 Dexterity, +2 Strength, -2 Wisdom
Size: Medium
Normal Speed: 30 feet
Low-Light Vision
Nyss Resistances: Immunity to magical sleep effects and a +2 bonus on saves against Enchantment spells and effects.
+2 bonus on saves against any Cold-based effect, and Nyss do not suffer penalties for cold conditions until 40 lower o

than normal. However, they suffer penalties for heat at 20 lower than normal.
o

Silent Hunter: Nyss reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running
at a -20 penalty (this includes the penalty reduction from this trait)
Skill Training: Survival and Perception are always class skills for Nyss.
Skill Bonuses: +2 racial bonus on Stealth checks and Perception checks.
Weapon Familiarity: All Nyss are proficient with Longbows, Shortbows, and the Nyss Claymore
Automatic Languages: Aeric (spoken)
Bonus Languages: Aeric (Written, clerics and sorcerers only), Cygnaran (Spoken), Khadoran (Spoken), Shyr (Spoken),
Rhulic (Spoken)

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

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

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


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

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

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

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

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


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

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

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

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

Tharn
Ability modifiers: +4 Strength, +2 Constitution, +2 Dexterity, -2 Intelligence
Size: Medium
Speed: 30 feet
Darkvision: 60 feet
Chaos Frenzy: Tharn can rage, as a Barbarian, once per day. If they have actual levels in Barbarian, they can rage
once more per day. Whenever a Tharn rages (no matter if they use their racial ability or the Barbarian class feature),
they gain +2 natural armor, +3 bonus on Will saves, a bite and two claw attacks (1d6 and 1d4 respectively), and the
Scent ability
Automatic Languages: Tharn (spoken)
Bonus Languages: Khurzic (spoken), Molgur (spoken)
Chapter 2: Character Options
The rules below discuss some of the ways characters in the Iron Kingdoms differ from those in other fantasy settings. In
addition, a number of new classes, archetypes, feats and skills are introduced.

Classes of the Iron Kingdoms:


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

Core Classes:
Barbarian: No change. Few truly barbaric peoples can be found in the Iron Kingdoms, but some still exist in small
numbers on the fringes of civilization. Khadorans of the Malgur Forest, Thundercliff Peaks, Scarsfell Forest, and
northern reaches are often barbarians. Reclusive Trollkin kriels boast large numbers of barbarians, though the more
civilized ones have higher proportions of fighters. In the south, isolated island folk living on the Broken Coast are
sometimes barbarians, and the Idrian tribesman of the western Bloodstone Marches boast a rich culture that has, until
recently, been untouched by western civilization.
Bard: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms. Bards are a rare
breed in Immoren. Though music itself is not magical, those with the Gift are capable of channeling magic into their
music through dedicated study to produce magical effects. Because their raw talent has been tempered with such
study, and because it is vastly more entertaining, the common folk of the Iron Kingdoms do not attach the same stigma
to bards as they do sorcerers and witches. Bardic training is usually done through apprenticeship to another bard, but
in Ord there exists a number of concert halls that have begun recruiting magical talent to add to their symphonies and
operas.
Cleric: Class features for divine classes change as detailed below. See Chapter 5 for how magic is different in the Iron
Kingdoms. Clerics are common across all of Immoren, but the greatest concentration of them is the Sancteum of Morrow
in Caspia and the Protectorate of Menoth.
Druid: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms. Druids in the
Iron Kingdoms are secretive and insular. Some priests of nature-related deities, such as Dhunia and Scyrah, manifest
their powers as druids instead of clerics, but the majority of druids are the mysterious Blackclads of the Circle
Orboros. The Circle is an all-human religious sect related to the Devourer Wurm, though much of their work involves
maintaining the balance of nature and civilization in an attempt to appease the Devourer and, so doing, save the world
from destruction.
Fighter: No change. Fighters are found everywhere in Immoren, especially with the rising tensions and imminent war
that most authorities are predicting. Many fighters are drawn from the ranks of national armies or mercenary companies,
who are building up forces before the war. The Cygnar-Khador border has always been well patrolled by both sides, as
conflicts are frequent there. In the south, many Menites have taken up the art of arms in support of separatist actions
for the Protectorate. Along the Broken Coast, pirates and sailors from Cryx, Cygnar, and Ord all ply the waters and
depend on sharp steel and heavy guns to defend themselves. Cygnar’s elite infantry are represented below in the
Trencher archetype. Skilled riflemen who reach out to touch the enemy are represented by the Sniper archetype below.
Monk: No change. The Abundant Step class feature of the monk does not draw Infernal attention as other teleportation
effects in the Iron Kingdoms do. Monks are rare in the Iron Kingdoms, and most come from religious organizations.
Menite monks are the most numerous and are members of the Order of the Fist, an organization that aids the Scrutators
as secret police within the church, passing unarmed and unnoticed amongst the population. Morrowan monks are
members of the Order of Keeping, which is responsible for guarding religious relics of the Morrowan faith and for the
protection of important members of the church. A number of monks arise from the Paingivers of the Skorne Empire,
with their powers arising from their intimate knowledge of anatomy. Archetypes for the Order of the Fist and the Order
of Keeping are detailed below.
Paladin: Class features for divine classes change as detailed below. See Chapter 5 for how magic is different in the
Iron Kingdoms. Paladins are seen across all of Immoren, but the greatest concentration of them is the Sancteum of
Morrow in Caspia and the Protectorate of Menoth, though most Menite Paladins are members of the waning Order of
the Wall.
Ranger: No change, though Skirmisher and Trapper archetypes outnumber the default ranger. In the Iron Kingdoms,
most rangers are outdoorsman, explorers, and scouts that live by skill, ingenuity, and respect for nature. Despite this,
the rangers of Immoren are seldom capable of casting spells. Those that do use magic are usually related to the Circle
Orboros or the religions of Dhunia, Scyrah, Nyssor, or others related to nature.
Rogue: No change. The Bodger archetype is available to rogues of the Iron Kingdoms and is detailed below. Thieves,
tricksters, and those who survive by the sharpness of their skills alone can be found in all civilizations, though some
cities, such as Five Fingers, are notorious for their expansive criminal elements.
Sorcerer: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms. Immorese
sorcerers are outcasts, often greeted with equal parts scorn and fear, the common person trusts sorcerers far less than
wizards or bards because they wield dangerous powers without the training in when their use is appropriate.
Furthermore, the source of sorcerous powers is often assumed to be Infernal in nature, and fears surrounding those
fiends are great enough that the common person may not be willing to listen to reason when it comes to sorcery. A
notable exception to this is the Trollkin, amongst which sorcerers are stunted in growth and albino. Despite these
marked differences, Trollkin Sorcerers are a respected caste of society. The following bloodlines are available in the
Iron Kingdoms, along with a description of the source of that bloodline: Aberrant sorcerers derive their magic from the
changes wrought from a dragon’s blight. Abyssal sorcerers derive their magic from the fell influence of the Infernals,
though usually this is the result of an ancestor’s dealings tainting the bloodline. Accursed sorcerers carry the taint of a
hag or some other inherently magical creature in their blood. Arcane sorcerers are by far the most common bloodline,
and they represent those who benefited the most from the Gift of Thamar. Destined sorcerers are those rare individuals
who fate has granted power, often born or conceived during auspicious celestial events. Fey sorcerers draw upon the
strange magic of the grymkin, and are often products of unfortunate meetings between those creatures and humans or
the result of being conceived or born at the convergence of ley lines. Harrow sorcerers are born to the Radiz people
and represent an offshoot of typical sorcerous power that has developed along a particular line. Undead sorcerers are
exceedingly rare in most of the Iron Kingdoms, but Cryx is so saturated with necromantic magic that they are the most
prevalent sort of sorcerer in that region.
Wizard: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms. Wizardry was
originally developed by the savant Sebastian Kerwin during the Orgoth Occupation, and has developed since then at
an exponential rate. The majority of wizards are trained through apprenticeships, but all of the Iron Kingdoms but the
Protectorate of Menoth train wizards for their military forces, and a number of non-governmental organizations train
people in the arcane arts.
Base Classes:
Alchemist: No change. Alchemy is a growing scientific tradition in Western Immoren, and its practitioners are respected
members of the academic community. Usually, an alchemist with the Chirurgeon archetype is who the common man
will turn to for medical care. The Order of the Golden Crucible, based out of Llael, is the largest organization based on
alchemical study and membership in the Order is highly prestigious. In the far east, the Skorne Empire also produces
alchemists, though they refer to the art as chymistry. The most notable practitioners of chymistry are the Paingivers,
alchemists possessing the Vivisectionist archetype.
Cavalier: No change. Mounted traditions exist across all of Immoren, but none are as famous as the Horselords of
ancient Khador (these warriors may be represented by the Horselord archetype, except their favored terrain is Cold).
Gunslinger: No change. Firearms were originally invented some 600 years ago during the Orgoth rebellion and they
have only become more deadly and more reliable since. Though the cost of firearms is prohibitive for most commoners,
everybody has at least seen a firearm. Gunslingers are not a common sight in the Kingdoms for this reason, though
many developed out of the dueling traditions of Llael and aboard the ships plying the coasts of Ord, Cygnar, and Cryx.
Inquisitor: Class features for divine classes change as detailed below. See Chapter 5 for how magic is different in the
Iron Kingdoms. Inquisitors are the agents of the many religions of the Iron Kingdoms, and nearly every religion trains
them in small numbers. Menite Scrutators and the Morrowan Order of Illumination are the most prevalent examples of
Inquisitors, but many agents of the Retribution of Scyrah and a fair number of ordinary Thamarite priests are Inquisitors
as well. Despite the name, the Cygnaran Inquisition did not boast any Inquisitors, as the evils it perpetrated ran against
the principles of Morrow, whose name they persecuted people in.
Magus: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms. Very common
in the militaries of the Iron Kingdoms, most Magi do not initially set out on that path. Indeed, most are wizard’s
apprentices who are thrust into violent situations and begin developing martial and magical skills in parallel. Despite
this deviation from training, they are valued assets the various crowns that rule Immoren.
Oracle: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms. Oracles are
rare, since the gods of Caen keep their distance, but they do exist. Perhaps the most famous example in recent history
is the Harbinger of Menoth. Many religions that aren’t organized around churches, such as Dhunia, possess Oracles
instead of Clerics.
Summoner: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms, though
note that their powers are Infernal in nature. Summoners are exceedingly rare, numbering fewer than 100 across all of
Immoren. These evil men and women have delved so far into Infernal lore that they possess one of the despicable
creatures at their beck and call.
Witch: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms, though note that
their powers are Infernal in nature. Witches exist in all of the Iron Kingdoms, and are the subject of many cautionary
children's tales. These men and women have learned the forbidden lore of Infernals and made pacts with those
creatures- trading either their souls or those of others for the magical powers they now wield. The familiars of witches
are distinguishable from those of other arcane spellcasters by their soullessness and tell-tale physical manifestations of
their Infernal nature. These differences are not known by most commoners, however, and many who possess familiars
from other arcane spellcasting classes are suspected of Infernalism.
Alternate Classes:
Antipaladin: Paladin changes apply this class. The vast majority of Antipaladins are devoted to Thamar or Toruk,
though a rare few are in the service of the Devourer Wurm and Menoth.
Ninja: No change. Ninjas exist amongst the Skorne Empire, where they are often drawn from the ranks of apprentice
Paingivers who show great ability for killing rather than torture and chymistry. Since failed apprentices usually die
amongst Paingivers, these few that are skimmed off the top are seldom noticed and they are taken to be trained in
hidden schools for the art of killing. Rumor has it that there is an order of ninjas that serve as the eyes and ears of the
church of Thamar, but there is no confirmation of this.
Samurai: No change. Samurai are not trained by any tradition in Western Immoren. They exist amongst the Skorne
of Eastern Immoren, though they often ride exotic warbeasts (commonly Feroxes) into battle since horses are unknown
the Skorne.
Hybrid Classes:
Arcanist: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms. Arcanists
combine the talents of sorcerers and wizards in an eclectic style setting them apart from either. They are usually
considered failures by their wizardly masters, but often strike out on their own to become quite successful.
Bloodrager: No change in class features, but see Chapter 5 for how magic is different in the Iron
Kingdoms. Bloodragers are usually the products of those with sorcerous talents born into violent
situations. Bloodragers face the same stigmas as sorcerers and can choose from the same bloodlines.
Brawler: No change. Brawlers are often street toughs and can be found anywhere in the Iron Kingdoms. Of note, the
Idrian tribes of the Bloodstone Marches have an ancient, well-proven system of hand to hand combat that trains students
as Brawlers.
Hunter: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms. Hunters are
essentially less mystically focused druids, and most are affiliated with the Circle, though they do not have to be.
Investigator: No change. Investigators are often found in the same roles as alchemists, though a growing number
have developed out of the obscure discipline of forensics and are employed by governments across Immoren to hunt
down fugitives.
Shaman: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms. Shamans
are exceedingly rare, existing only in the frozen northern reaches of Khador, depths, the wildest depths of Immoren’s
forests (often amongst the Tharn and Trollkin), and amongst the Idrian tribes of the Bloodstone Marches. The most
notable shaman in Immorese history is the Old Witch of Khador, whose mysterious origins lie in the northern forests of
Khador.
Skald: No change in class features, but see Chapter 5 for how magic is different in the Iron Kingdoms. The Fell Caller
archetype is available to trollkin characters and is described below. Skalds are the feral cousin of bards, and are usually
trained by the “uncivilized” peoples of Western Immoren, notably the Skirov of Khador, the Nyss, the Gnasir of Cygnar,
and the Idrian tribes of the Bloodstone Marches. Trollkin have their own distinct, but more prominent, tradition of skalds
known as Fell Callers.
Slayer: No change. Slayers are often wanderers, tracking bounties and fugitives across the Iron Kingdoms. Some,
such as the notorious Alten Ashley, make their living as professional monster hunters, selling their services as
mercenaries.
Swashbuckler: No change. Swashbucklers are most often found around the sea, travelling port to port aboard ships
of all types. The largest concentrations of Swashbucklers are in Ordic and Cygnaran ports, though a sizable number
live in Cryx as well.
Warpriest: Class features for divine classes change as detailed below. See Chapter 5 for how magic is different in the
Iron Kingdoms. Warpriests are an increasingly common variety of priest found in nearly all religions in the Iron
Kingdoms. Lots of Menite priests are Warpriests, and Morrowan battle chaplains are usually Warpriests. The sect of
the Menite known as Reclaimers are all Warpriests.

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

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

Devourer Wurm:
Channel Savagery: Disciples of the Devourer Wurm possess the ability to manipulate the predatory instincts of
creatures. At 1st level, they may use this ability a number of times equal to 3 + their Wisdom modifier. For each level
thereafter, they can use this ability 2 additional rounds per day. Starting Channel Savagery is a standard action, but it
can be maintained each round as a free action. Channel Savagery cannot be disrupted, but ends if the character is
prevented from taking a free action. Channel Savagery affects the character and all allies within 30 feet of the character.
When the character begins their Channel Savagery ability, and at the start of each ally's turn, the character’s allies must
decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song.
If accepted, the effects of Channel Savagery last for that ally's turn or until the ability ends, whichever comes first. At
1st level, creatures affected by Channel Savagery gain +2 Strength and +2 Constitution, but suffer a -1 penalty to AC
and cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or
any ability that requires patience or concentration. At 8th level, the Strength and Constitution bonuses increase to +4,
and at 16th level, +6. If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or
skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties,
based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, Channel
Savagery does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood
casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features. This
ability replaces Channel Energy.
Scent: Any disciple of the Devourer Wurm who would gain the ability to Detect Alignment instead gains the Scent ability.
Frenzied Strike: The Devourer’s influence has taken root in the character, exacerbating their feral instincts. They gain
low-light vision and may add their Charisma bonus to all attack and damage rolls made with natural weapons. This
replaces the ability of Paladins, Antipaladins, and other characters who worship the Devourer Wurm and gain Smite Evil
or a similar ability.
Shape of the Beast: This ability modifies the Divine Bond or Fiendish Boon ability of paladins and antipaladins. The
character may not select a mount as a divine bond. Furthermore, the character permanently gains a bite and two claw
attacks, that deal damage appropriate to their size (these natural weapons are an extraordinary ability and may not be
dispelled). The character may use their Divine Bond ability to modify natural weapons. The character may substitute a
+1 enhancement bonus for one of the following abilities, which lasts for the duration of the Divine Bond ability: +10 ft
movement speed, +2 Dexterity, +2 Strength, or +2 Natural Armor.

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

Cyriss:
Channel Geomantic Energy: Disciples of the Maiden of Gears gain the ability to temporarily align and channel the
geomantic energy suffusing their immediate area. They may use this ability to heal or damage Constructs within range
as they see fit. If any Gremlins (MN1 pg 86) are within the area, they are harmed by the powerful energy
fluctuations. Furthermore, they may use this ability to power Cyriss-Tech devices and Arcanika. This ability modifies
the Channel Energy ability.
Sacred Geometry: Disciples of Cyriss gain the Sacred Geometry feat as a bonus feat at 5th level.
Detect Mechanika: Disciples of Cyriss who possess the ability to Detect Alignment as a class feature instead gains the
ability to cast Detect Magic at will.
Overload Construct: Disciples of Cyriss who possess a class ability that targets a creature of a particular alignment (like
a Paladin’s Smite Evil ability) instead may target any construct or inanimate object (including items carried by creatures)
with their ability.
Divine Bond: Paladins of Cyriss may not gain a mount as a divine bond. They may instead choose to gain a Mechanikal
Familiar as an Arcane Mechanik of their Paladin level.

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

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

1 -

2 -

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

4 Immunity to Sleep

5 Claw attack (1d4), Bite attack (1d6)

6 Darkvision 60 ft

7 Can speak, read, and write T’kra

8 +2 Constitution, Scent

9 -

10 +4 Natural Armor

11 Spell Resistance 5 + Antipaladin level

12 -

13 Immunity to Paralysis

14 Regeneration 2 (Fire, Acid)

15 Blindsight 15 ft

16 -

17 Spell Resistance 10 + Antipaladin level

18 -

19 -

20 Regeneration 5 (Fire, Acid)

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

Table: Arcane Mechanik


Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th

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


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

3rd +2 +1 +1 +3 Craft Wondrous Item, Mechanikal 4 3 - - - - -


Familiar

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

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

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

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

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

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

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

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

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

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

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

15th +11/+6/+1 +5 +5 +9 Recharge 5 5 5 5 4 3 -

16th +12/+7/+2 +5 +5 +10 Innovation 5 5 5 5 4 3 1

17th +12/+7/+2 +5 +5 +10 Efficiency (50%) 5 5 5 5 4 4 2

18th +13/+8/+3 +6 +6 +11 Innovation 5 5 5 5 5 4 3

19th +14/+9/+4 +6 +6 +11 Swift Construction 5 5 5 5 5 5 4

20th +15/+10/+5 +6 +6 +12 Grand Innovation 5 5 5 5 5 5 5

Class Features:
Weapon and Armor Proficiency: An arcane mechanik is proficient with all simple weapons. An arcane mechanik is
also proficient with light armor. He can cast arcane mechanik spells while wearing light armor without incurring the
normal arcane spell failure chance. Like any other arcane spellcaster, an arcane mechanik wearing medium armor,
heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A
multiclass arcane mechanik still incurs the normal arcane spell failure chance for arcane spells received from other
classes.
Spells: An arcane mechanik casts arcane spells drawn from the Sorcerer/Wizard spell list. An arcane mechanik must
choose and prepare his spells ahead of time from a spellbook.
To learn, prepare, or cast a spell, the arcane mechanik must have an Intelligence score equal to at least 10 +
the spell level. The Difficulty Class for a saving throw against an arcane mechanik’s spell is 10 + the spell level + the
arcane mechanik’s Intelligence modifier.
An arcane mechanik can cast only a certain number of spells of each spell level per day. His base daily spell allotment
is given on Table: Arcane Mechanik. In addition, he receives bonus spells per day if he has a high Intelligence score.
An arcane mechanik may know any number of spells. He must choose and prepare his spells ahead of time by
getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the arcane mechanik decides which
spells to prepare.
Cantrips: An arcane mechanik can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane
Mechanik under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and
may be used again.
Spellbooks: An arcane mechanik must study his spellbook each day to prepare his spells. He cannot prepare any spell
not recorded in his spellbook except for read magic, which all arcane mechaniks can prepare from memory. An arcane
mechanik begins play with a spellbook containing all 0-level sorcerer/wizard spells plus three 1st-level sorcerer/wizard
spells of his choice. The arcane mechanik also selects a number of additional 1st-level sorcerer/wizard spells equal to
his Intelligence modifier to add to his spellbook. At each new arcane mechanik level, he gains two new sorcerer/wizard
spells of any spell level or levels that he can cast (based on his new arcane mechanik level) for his spellbook. At any
time, an arcane mechanik can also add spells found in other spellbooks to his own.
A arcane mechanik can learn spells from a wizard’s spellbook, just as a wizard can from an arcane mechanik’s
spellbook. An alchemist can learn formulae from an arcane mechanik’s spellbook, if the spells are also on the alchemist
spell list. An arcane mechanik cannot learn spells from an alchemist’s formulae book.
Mechanikal Training(Ex): An arcane mechanik adds half his class level as a bonus to all Craft and Knowledge
(Engineering) checks. Additionally, he gains Etch Rune Plate and Scribe Scroll as bonus feats at 1st level, even if he
does not meet the prerequisites for those feats.
Quick Fix (Su): At 1st level, an arcane mechanik gains the ability to use their magic to repair broken down items by
expending spell slots. An arcane mechanik may restore 1d6 hit points per spell level he sacrifices to any construct or
item. He may sacrifice any number of arcane mechanik spell slots he likes when doing this. Use of this class feature
is a standard action and has a range of touch.
Trapfinding (Ex): A 1st level arcane mechanik’s long familiarity with machines and their mechanisms aids him in
spotting and disabling traps. He gains half his class level (minimum +1) to all Disable Device checks and Perception
checks to spot traps. An arcane mechanik may disable magical traps.
Innovation: As he gains levels, an arcane mechanik hones his skills and mechanikal aptitudes. Starting at 2nd level,
and then again every 2 levels thereafter (up to 18th level), an arcane mechanik develops a new innovation. Unless
otherwise noted, an arcane mechanik cannot select an individual innovation more than once. Some innovations can
only be learned if the arcane mechanik has met certain prerequisites first, such as discovering other innovations or an
amount of ranks in a certain skill. The DC of any saving throw called for by an innovation is equal to 10 + ½ the arcane
mechanik’s level + the arcane mechanik’s Intelligence modifier.

Innovation Prerequisites Benefits

Workshop Training - The arcane mechanik gains a bonus feat, which must be an Item
Creation feat he meets the prerequisites for.

Tricks of the Trade - Arcane mechaniks are adept at the regular use of most
(Ex) mechanika. When attaching arcanodynamic conduits, replacing
arcanodynamic power sources, fueling engines, or other mundane tasks,
reduce the time needed by half.

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

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

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

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

Fast Fingers (Ex) - Once per day, an arcane mechanik with this innovation can roll two dice
while making a Sleight of Hand check and take the better result. She
must choose to use this innovation before making the Sleight of Hand
check. The arcane mechanik can use this ability one additional time per
day for every 5 arcane mechanik levels she possesses.
Fast Picks (Ex) - An arcane mechanik with this innovation can use the Disable Device skill
to attempt to open a lock as a standard action instead of a full-round
action

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

Scavenger (Ex) - An arcane mechanik with this innovation can pick up and stow an object
as a swift action instead of two separate move actions. She gains a +2
bonus on Sleight of Hand checks to pick the pockets of creatures that
are stunned or disabled.

Trap Spotter (Ex) - Whenever an arcane mechanik with this innovation comes within 10 feet
of a trap, she receives an immediate Perception skill check to notice the
trap. This check should be made in secret by the GM.

Weapon Training - An arcane mechanik that selects this innovation gains Weapon Focus as
a bonus feat

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

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

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

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

Major Alchemy 11 Intelligence, An arcane mechanik with this innovation chooses a 1st level formulae
(Su) Minor Alchemy from the alchemist formulae list. She may prepare this extract from
memory, just like the formulae gained from the Minor Alchemy
innovation. She may create two extracts from memory each day, and
these extracts may be carried and imbibed by others, as if the arcane
mechanik possessed the Infusion alchemist discovery.

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

Reinforce (Ex) Arcane Mechanik 2 The arcane mechanik may reinforce all weapons and armor, as well as
items with dimensions no larger than a five foot cube, increasing its
hardness by +1 and its hit points by +2 for every two arcane mechanik
levels possessed. Reinforcing an item in this way requires 1 day as well
as the expenditure of 100 gp per two arcane mechanik levels. Such
reinforcement lasts until all the bonus hit points provided by this feature
are removed, at which point the hardness and maximum hit points of the
item resume their normal state.
Barricade (Ex) Arcane Mechanik 4, The arcane mechanik may now use his reinforce innovation on any
Reinforce innovation construction, such as a section of wall or stagecoach, up to a 10 foot
cube in volume. Alternatively, the arcane mechanik may use this ability
upon a construct. In such a case, the construct gains temporary hit
points equal to 1/3rd the arcane mechanik’s level (rounded down) per hit
die it possesses. These temporary hit points persist until they are lost or
an arcane mechanik uses this ability on the construct again.

Salvage (Ex) Arcane Mechanik 3 When the arcane mechanik dismantles existing mechanika into its
components, his yield improves by 15% (up to a max of 90%), regardless
of success or failure on the requisite check.

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

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

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

Armorer - The arcane mechanik gains the Gunsmithing and Martial Weapon
Proficiency (Firearms) feats

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

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

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

Advanced Trap Trap Training, The arcane mechanik chooses one ranger trap she does not already
Training (Ex) Arcane Mechanik 7 know how to create when she gains this innovation. She learns how to
create this ranger trap, in addition to those she already knows. The total
number of ranger traps the arcane mechanik may create in a day
increases by 1. This innovation may be selected multiple times. Each
time this innovation is gained, the arcane mechanik learns another
ranger trap and increases her total traps per day by 1.

Frugal Trapsmith Arcane Mechanik 8, When an arcane mechanik with this innovation constructs a mechanical
(Ex) Trap Training, trap, she only pays 75% of the normal cost.
Advanced Trap
Training

Improved Arcane Mechanik 4 Any mechanikal prosthetics the arcane mechanik builds have a +2 bonus
Mechanikal to Strength and Dexterity. Additionally, the DCs involved with
Prosthetics (Ex) maintaining them are reduced by 5.
Metamechanika Arcane Mechanik 5 The arcane mechanik can apply the benefits of any metamagic feat he
(Su) knows to a mechanikal device he is using by expending a number of
kerwins from its arcane power source equal to twice the increase in spell
level of the metamagic feat. The arcane mechanik must thoroughly
understand the principles underpinning the spell he is modifying and may
not modify a spell above the level of a spell he could normally cast.

Improved Servitors Arcane Mechanik 5, Each servitor the Arcane Mechanik creates has a +4 enhancement
(Ex) Craft Construct bonus to Strength and the Toughness feat.

Improved Arcane Mechanik 8, Each ‘jack the Arcane Mechanik creates has a +4 enhancement bonus
Steamjacks (Ex) Improved Servitors to Strength and the Toughness feat.

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

Aetheric Arcane Mechanik 6 Whenever the arcane mechanik activates a mechanikal device, it has a
Frequency (Su) 100% chance of affecting incorporeal creatures.

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

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

Power Efficiency Arcane Mechanik 6 When the arcane mechanik uses a mechanikal item, multiply the number
(Su) of Kerwins it uses by 0.9.

Improved Power Arcane Mechanik When the arcane mechanik uses a mechanikal item, multiply the number
Efficiency (Su) 12, Power Efficiency of Kerwins it uses by 0.8. This does not stack with the power efficiency
innovation innovation.

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

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

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

Improved Rune
Plates
Improved [Power
Source]

Craft Wondrous Item: At 3rd level, the arcane mechanik gains Craft Wondrous Item as a bonus feat.
Mechanikal Familiar (Ex): At 3rd level, arcane mechaniks have a surpassing familiarity with numina, the strange forces
that inhabit cerebral matrices and cortices. They develop a bond with one such pseudo-consciousness, enhancing it
as described below. In lieu of bonding with a construct, an arcane mechanik can choose to bond with a mechanikal
item equipped with a cerebral relay. Whichever an arcane mechanik bonds with, he gains the ability to control it
telepathically, in a way very similar to how a warcaster controls steamjacks. He may control an item selected as a
mechanikal familar out to a range of 5 feet per arcane mechanik level or a servitor or construct selected as an mechanikal
familiar out to a range of 1 mile. If the familiar has sensory equipment (such as most servitors and steamjacks), he may
choose to receive sensory information from the familiar instead of his own senses by concentrating as a standard action.
If his mechanikal familiar is destroyed, he may bond with a new one after an 8 hour period of familiarization, tinkering,
and customization requiring mechanikal components equal to 200 gp per arcane mechanik level.

Table: Mechanikal Familiars

Arcane Mechanik Level Familiar Intelligence Familiar Charisma Special

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

5th-6th +0 +0 Overdrive

7th-8th +1 +1 -

9th-10th +1 +1 Deliver Touch Spells

11th-12th +2 +1 -

13th-14th +2 +2 Shunt Magic

15th-16th +3 +2 -

17th-18th +3 +2 Arc Node

19th-20th +4 +3 -

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

Grand Innovation Prerequisites Benefits

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

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

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

Diesel Power Grand Innovation The arcane mechanik has discovered how to use liquid fuel sources,
designing an engine that will run off of the combustion of Menoth’s
Fury, an incendiary alchemical weapon produced in the
Protectorate. These combustion engines are much more efficient than
steam engines, are much more compact and lightweight, and don’t
require pressure to build before they can operate. Steamjacks,
medium sized servitors, and steam armor can all be constructed to use
diesel power rather than conventional steam engines. Diesel power
reduces their weight by 20%, increases Strength and Dexterity by +4
each, and means that they don’t have to be fired before operation.
Menoth’s Fury is volatile however, and if the device is brought to 0 hit
points with a critical hit, it explodes as its fuel tank is compromised.
Such an explosion has a radius of 20 feet and deals 5d8 fire damage.
Advanced Firearms Grand Innovation, The arcane mechanik has developed firearms with superior rifling and
Armorer moving internal bolts that are fed brass-cased ammunition from a
magazine inserted into the weapon. Any generic firearm can be built
as an advanced firearm by the arcane mechanik at the cost of +3,000
gp. Any such firearm follows the rules for advanced firearms from
Ultimate Combat. Additionally, their capacity is increased to 8 for one
handed firearms and 15 for two handed firearms. Ammunition cost is
multiplied by 10 to account for custom manufacturing.

Geomantic Induction Grand Innovation The arcane mechanik has discovered secret behind the arcane power
source in use by Ios, Cyrissists, and other highly advanced groups.

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

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

Advanced Grand Innovation The arcane mechanik has invented a way to modulate the frequency
Telecommunications of arcanodynamic waves to broadcast information to a receiver miles
away. Initially, the same code used in telegraphs is used, but the
arcane mechanik soon modifies phonographs to project spoken words
over a distance.

Solar Panels

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

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

Table: Gun Mage


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

1st +0 +0 +2 +2 Arcane Pool, Cantrips, Gunsmith, Gun Sorcery, 1 - - - - -


Magelock Bond

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Table: Gun Mage Spells Known

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

1st 4 2 - - - - -

2nd 5 3 - - - - -

3rd 6 4 - - - - -

4th 6 4 2 - - - -

5th 6 4 3 - - - -

6th 6 4 4 - - - -

7th 6 5 4 2 - - -

8th 6 5 4 3 - - -

9th 6 5 4 4 - - -

10th 6 6 5 4 2 - -

11th 6 6 5 4 3 - -

12th 6 6 5 4 4 - -

13th 6 6 5 5 4 2 -

14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -

16th 6 6 6 5 5 4 2

17th 6 6 6 6 5 4 3

18th 6 6 6 6 5 4 4

19th 6 6 6 6 5 5 4

20th 6 6 6 6 6 5 5

Class Features:
Weapon and Armor Proficiency: A gun mage is proficient with all simple and martial weapons, and with all firearms. A
gun mage is also proficient with light armor. He can cast gun mage spells while wearing light armor without incurring
the normal arcane spell failure chance. Like any other arcane spellcaster, a gun mage wearing medium armor, heavy
armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass
gun mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A gun mage casts arcane spells drawn from the magus spell list. A gun mage can cast any spell he knows
without preparing it ahead of time. To learn or cast a spell, a gun mage must have a Charisma score equal to at least
10 + the spell level. The Difficulty Class (DC) for a saving throw against a gun mage’s spell is 10 + the spell level + the
gun mage’s Charisma modifier.
A gun mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment
is given on Table: Gun Mage. In addition, he receives bonus spells per day if he has a high Charisma score.
The gun mage’s selection of spells is extremely limited. A gun mage begins play knowing four 0-level spells
and two 1st-level spells of the gun mage’s choice. At each new gun mage level, he gains one or more new spells, as
indicated on Table: Gun Mage Spells Known. (Unlike spells per day, the number of spells a gun mage knows is not
affected by his Charisma score).
Upon reaching 5th level, and at every third gun mage level after that, a gun mage can choose to learn a new
spell in place of one he already knows. In effect, the gun mage “loses” the old spell in exchange for the new one. The
new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than
the highest-level gun mage spell the gun mage can cast. A gun mage may swap only a single spell at any given level,
and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A gun mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he
has not yet used up his allotment of spells per day for the spell’s level.
A gun mage may use a firearm in place of any spell focus component, and does not require inexpensive material
components for his spells. A gun mage counts as having the Eschew Material Components feat for fulfilling any
prerequisites.
Arcane Pool (Su): At 1st level, the gun mage gains a pool of personal eldritch energy, equal to ½ his gun mage level
(minimum 1) + his Charisma modifier. The pool refreshes after 8 hours of sleep. He can draw upon this pool to fuel his
powers and enhance his firearms.
At 1st level, a gun mage can expend 1 point from his arcane pool as a swift action to grant any firearm on his
person a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the firearm gains another +1
enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the firearm, stacking with
existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: distance, flaming, flaming
burst, frost, ghost touch, icy burst, keen, reliable, shock, shocking burst.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These
properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least
a +1 enhancement bonus must be added before any other properties can be added. These bonuses cannot be changed
until the next time the gun mage uses this ability. These bonuses do not function if the firearm is wielded by anyone
other than the gun mage.
A gun mage can enhance a number of firearms this way up to his Charisma modifier, however, he must pay the
cost for each weapon separately. He can enhance multiple firearms with the same swift action, and does not necessarily
need to be wielding them.
Cantrips (Sp): Gun mages learn a number of cantrips, or 0-level spells, as noted on Table: Gun Mage Spells Known
under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used
again.
Gunsmithing: At 1st level, a gun mage gains one of the following firearms of her choice: blunderbuss, long rifle, military
pistol or small pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures
treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for
anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The
gunslinger also gains Gunsmithing as a bonus feat. A gun mage counts as a gunslinger for the purposes of the
Gunsmithing feat.
Gun Sorcery (Ex): At 1st level, a gun mage learns to cast spells and wield his firearms at the same time. This functions
much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability the gun mage
must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-
handed firearm in the other hand. As a full-round action, he can make all of his attacks with his firearm(s) at a -2 penalty
and can also cast any spell from the magus spell list with a casting time of 1 standard action that has a range of Personal
or Touch, but in the latter case the spell must target the gun mage himself. A gun mage may choose to siphon some of
the energy from the spell into his first shot made that round, taking a further penalty on all of his attack rolls that round,
up to his Charisma modifier, but adding his Charisma modifier to the first damage roll he makes with his firearm. This
bonus damage is force damage and is multiplied on a critical hit. The gun mage must cast at least a 1st level spell to
gain this bonus damage. If the attack misses, the extra damage is forfeit, but further attacks still take the penalty. A
gun mage can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he
cannot cast the spell between weapon attacks. He may still increase the damage of his first shot even if he makes all
of his attacks before casting his spell. The gun sorcery ability can only be used to cast spells from the magus spell list.
Magelock Bond (Su): At 1st level, a gun mage may forge a magical bond with firearms made out of a special alloy and
known as magelock firearms (see Chapter 3: Equipment for details). These firearms are especially attuned to the
sorcerous powers of gun mages and once a gun mage bonds with one, requiring a ritual that takes 8 hours and materials
worth 200 gp per gun mage level, a gun mage unlocks the true potential of their power. A bonded magelock weapon
bestows all the benefits described below. A gun mage may bond with a number of magelock weapons equal to his
Charisma modifier. Magelock weapons never take damage from a gun mage’s spellshot class feature, whether or not
they are bonded to the gun mage using them.

Gun Mage Class Level Special

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

3rd-4th Arcane Capacitor

5th-6th Arcane Trigger

7th-8th -

9th-10th Gunsight

11th-12th -

13th-14th Gun Scry

15th-16th -

17th-18th Dauntless

19th-20th -

Alertness: While a gun mage is holding his bonded magelock, he gains the Alertness feat.
Share Spells: Any spell that takes effect on the gun mage may, at the gun mage’s discretion, affect his bonded
magelocks as well, if they are a valid target for that spell.
Arcane Conductor: Whenever a gun mage uses his arcane pool ability to enhance his bonded magelock, one
expenditure of arcane pool points will enhance all of his bonded magelocks. Additionally, the duration of these
enhancements is doubled.
Arcane Capacitor: At 3rd level, a bonded magelock firearm can store a small amount of sorcerous energy within
itself. A gun mage may store a number of arcane pool points within a one-handed bonded magelock firearm equal to 1
+ his Charisma modifier, or 3 + his Charisma modifier within a two-handed magelock firearm. Storing these points within
the bonded magelock is exactly as if the gun mage had expended that many points from his arcane pool for that day,
however these points persist within the bonded magelock indefinitely and can be drawn upon by their master as long
as the weapon is on his person (he need not be wielding it). Only the gun mage with whom the magelock firearm is
bonded may access these points. If another gun mage forges a bond with a firearm that already has points stored within
it, those points are lost.
Arcane Trigger: At 5th level a gun mage may cause his bonded firearm to discharge so long as it is within 30
feet of him and loaded. The gun mage has no control over the gun’s aim, but this could have numerous consequences
if it is loaded with a rune bullet, or even just to serve as a good distraction.
Gunsight: A 9th level gun mage may concentrate on one of his bonded magelocks and magically see out of the
sights or barrel of that firearm instead of using his own eyes, allowing him to make spectacular trick shots and aim the
weapon without looking. By spending a full-round action that provokes attacks of opportunity concentrating on his
weapon, he may make a single attack with his bonded magelock while maintaining total cover. Because the gun mage
is seeing through the gun itself and not his own eyes, this attack is not subject to the penalties of any blindness effects
currently affecting the gun mage.
Gun Scry: A gun mage of 13th level or higher may scry on one of his bonded magelocks (as if casting the
scrying spell) once per day.
Dauntless: At 17th level, a gun mage’s bonded magelock never misfires. Even on a roll of natural 1, the attack
misses as normal with no adverse effect for the firearm.
Spellshot (Su): At 2nd level, whenever a gun mage casts a spell that requires a touch attack or ranged touch attack
from the magus spell list, he can deliver the spell through a bullet. Instead of the free touch attack normally allowed to
deliver the spell, a gun mage can make one free ranged attack with his firearm (at his highest base attack bonus) as
part of casting this spell. If successful, this ranged attack deals its normal damage as well as the effects of the spell. If
the gun mage makes this attack in concert with gun sorcery, this ranged attack takes all the penalties accrued by gun
sorcery attacks. This attack uses the weapon’s range for both the firearm and the spell, but each uses its own critical
range and multiplier. The firearm must be loaded to be used in conjunction with this class feature.
Normal weapons are not capable of handling the stresses such power puts upon them. For every spell level
cast through the weapon this way, the weapon takes 1 point of damage (ignoring hardness). Cantrips aren’t potent
enough to cause degradation, so they can be used with no damage to the weapon. Magelock weapons are immune to
this damage. This damage can be repaired as normal, unless the firearm is completely destroyed.
Arcana: As he gains levels, a gun mage learns arcane secrets tailored to his unique combination of spellcasting and
shooting. Starting at 3rd level, a gun mage gains one arcana. He gains an additional arcana for every three levels of
gun mage attained after 3rd. Unless specifically noted in an arcana’s description, a gun mage cannot select a particular
arcana more than once. Arcana that affect spells can only be used to modify spells from the magus spell list unless
otherwise noted.
The following Magus Arcana can be taken by Gun Mages as a Gun Mage Arcana so long as they meet the prerequisites
for them and could be taken by a Magus of their Gun Mage level. Any Magus Arcana that uses Intelligence uses
Charisma when taken as a Gun Mage Arcana. Any Arcana that requires the weapon to strike a creature is wasted if
the attack misses with a firearm. Any references to the Spellstrike ability of the Magus are replaced with references to
the Spellshot ability of the Gun Mage. Despite names that reference melee weapons, any of the following Arcana will
function with firearms: Arcane Accuracy, Arcane Cloak, Arcane Edge, Arcane Scent, Concentrate, Bane Blade, Devoted
Blade, Dispelling Strike, Enduring Blade, Empowered Magic, Familiar, Hasted Assault, Lingering Pain, Maximized
Magic, Prescient Attack, Prescient Defense, Quickened Magic, Reflection, Rod Mastery, Rod Wielder, Scroll Mastery,
Silent Magic, Spell Shield, Spell Trickery, Still Magic, Wand Mastery, Wand Wielder.
Gunfighter (Ex): By expending 1 arcane pool point, the gun mage will not provoke attacks of opportunity for
attacking with a ranged weapon in melee combat for a number of rounds equal to his Charisma modifier. While in effect,
a gun mage can make attacks of opportunity with ranged weapons as if they had a reach of 5 feet. A gun mage must
be 8th level before selecting this arcana.
Ricochet (Su): The gun mage can fire a shot at an object with a hardness of 8 or greater and have it ricochet
off with arcane accuracy. When he does so, use the position of the object to determine line of sight to a target, and this
square is considered the new origin square of the attack, using it to determine the effects of cover, but the gun mage’s
own to determine the effects of concealment. The total distance between the gun mage, the object, and the target is
used to determine penalties for long range and armor penetration of the shot. The use of this ability costs one arcane
pool point and takes a standard action. A gun mage must be 6th level before selecting this arcana.
Arcane Draw (Su): The gun mage may spend one point from his arcane pool to call his firearm(s) to his hands
from a distance. He may cause any unattended firearm he has line of sight to into his open hand as a standard action.
The firearm moves at a speed of 30 ft per round, so if it further than 30 ft from the gun mage, it will continue to move
towards the gun mage so long as it is not intercepted and the gun mage continues to concentrate on it (determine the
difficulty of any concentration checks as if it were a 1st level spell). If the firearm is within 30 ft of the gun mage when
arcane draw is used, then it is only a move action, and if the firearm is on the gun mage’s person it can be summoned
to his hands as a free action. If the gun mage has the Quick Draw feat and the firearm is on his person, he may use
arcane draw as an immediate action.
Grapeshot (Su): A gun mage spend one arcane pool point to shatter a bullet exiting the barrel of his firearm,
granting it the scatter quality for that shot. This ability may not be used in conjunction with weapons that already have
the scatter quality or with rune bullets. Using this ability is a standard action.
Split Shot (Su): A gun mage may use his arcane power to split a bullet into two as it exits the barrel of his
firearm. Each fragment of the bullet use the same attack roll to determine success (with a -4 penalty on the attack roll)
and deal normal damage for the firearm. For every 5 points of base attack bonus above +6, the gun mage may fragment
the bullet again to a maximum of four fragments at base attack bonus +16 or higher. However, each fragment after the
second adds a cumulative -2 penalty to the attack roll (-6 for three fragments, -8 for four fragments). Regardless of the
number of fragments, precision based damage is only applied once and on a critical hit, only one fragment deals critical
damage. Split shot consumes one point from a gun mage’s arcane pool. This ability may not be used with weapons
that have the scatter quality or with rune bullets. A gun mage must know the Grapeshot arcana and be at least 9th level
before he learns this one. Using this ability is a standard action.
Firestorm (Su): A gun mage may send fragments of his bullets on impossible trajectories towards different
enemies. When the gun mage uses the Split Shot arcana, he may designate a different target for each fragment instead
of firing them all at the same unlucky sod. The gun mage makes a separate attack roll for each fragment, even if fired
at the same target. Each fragment is eligible for precision based and critical damage. This ability may not be used with
weapons that have the scatter quality or with rune bullets. A gun mage must know the Split Shot arcana and be 12th
level before he learns this one. Using this ability is a full-attack action.
Arcane Loading (Su): A gun mage with this arcana may load his firearms without use of his hands. This arcana
does not reduce loading times, but it does not cost an action to reload. Consequently, a gun mage wielding two pistols
could fire them alternately every turn. This arcana costs one point from the gun mage’s arcane pool and lasts for a
number of rounds equal to his Charisma bonus plus his gun mage level.
Penetrating Shot (Su): A gun mage who knows this arcana may spend one arcane pool point to change the
range of his weapon into a line with a range equal to the firearm. The gun mage makes one attack roll and everyone in
the line may make a reflex save with a DC equal to the gun mage’s attack roll to avoid damage. Those who do not
make their reflex save take full damage as if they had been shot by the firearm, although precision based damage does
not apply to this damage roll. Using this ability is a standard action.
Shrapnel (Su): A gun mage using this arcana may expend one point from his arcane pool, discharge his weapon,
and designate one point within range of his firearm. The gun mage makes an attack roll and every creature within 10 ft
of the designated point takes full damage as if they had been shot by the firearm (precision based damage does not
apply). Creatures may make a reflex save with a DC equal to the gun mage’s attack roll for half damage. Using this
ability is a standard action. A gun mage must be at least 6th level before selecting this Arcana.
Phase Shot (Su): A gun mage may expend two arcane pool points to make an attack roll against a target known
to him and within range of his firearm. The bullet travels in a straight path, passing through any nonmagical barriers in
its way (magical barriers stop the bullet). This ability negates cover, concealment, armor, and shield modifiers, resolving
against the target’s touch AC even if it is further than one range increment away. Using this ability is a standard action.
A gun mage must be 12th level before selecting this Arcana.
Guided Shot (Su): A gun mage may cause his bullets to track a target with the expenditure of one arcane pool
point. The target of a guided shot is denied their dexterity bonus to armor class, but the use of this ability requires great
concentration on the gun mage’s part and slows the projectile as it weaves towards the target, so this shot is never
resolved against the target’s touch AC and requires a full-round action. A gun mage must be 12th level before selecting
this arcana.
Mark Target (Su): A gun mage may use one point from his arcane pool as a swift action to cause a target he
just struck with a firearm to be outlined in faerie fire (as per the spell) for a number of rounds equal to his gun mage
level plus his Charisma modifier.
Thunderstruck (Su): A gun mage who knows this arcana may redistribute the force of their shot in order to push
an opponent away by expending one arcane pool point. This may substitute any ranged attack with a firearm that the
gun mage makes, including one made as part of a full attack, and the attack roll is substituted for the result of a combat
maneuver roll. If successful, the target is pushed back as if by a successful bull rush attempt.
Disarm (Su): A gun mage who knows this arcana may shoot something out of an enemy’s hand by expending
one arcane pool point. This may substitute any ranged attack with a firearm that the gun mage makes, including one
made as part of a full attack, and the attack roll is substituted for the result of a combat maneuver roll. If successful, the
target drops an item as if by a successful disarm attempt.
Sunder (Su): A gun mage who knows this arcana may target their enemy’s equipment by expending one arcane
pool point. This may substitute any ranged attack with a firearm that the gun mage makes, including one made as part
of a full attack, and the attack roll is substituted for the result of a combat maneuver roll. If successful, the target’s item
is damaged as if by a successful sunder attempt. Within the weapon’s first range increment, the object’s hardness is
ignored.
Trip (Su): A gun mage who knows this arcana may, by expending one arcane pool point, knock an opponent
down. This may substitute any ranged attack with a firearm that the gun mage makes, including one made as part of a
full attack, and the attack roll is substituted for the result of a combat maneuver roll. If successful, the target is knocked
down, as if by a successful trip attempt.
Akimbo (Ex): A gun mage who knows this arcana may ignore the somatic components for any spells he casts
through the spellshot or gun sorcery class feature so long as he is wielding a firearm in each hand or wielding a two-
handed firearm. This arcana does not allow him to cast spells from any other class without somatic components and
does not permit him to cast spells without somatic components so long as he has at least one free hand. He is still
subject to arcane spell failure if he is wearing medium or heavy armor.
Broad Study (Ex): A gun mage selects another one of his spellcasting classes. The gun mage can use his
spellshot and gun sorcery abilities while casting or using spells from the spell list of that class. This does not allow him
to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure, unless the
spell lacks somatic components. A gun mage must have at least 6 levels of gun mage before choosing this arcana.
Expanded Knowledge (Ex): When a gun mage selects this arcana, he must select one spell from the sorcerer
spell list that is of a gun mage spell level he can cast. He adds this spell to his list of spells known as a gun mage spell
of its sorcerer spell level. He can select two spells to add in this way, but both must be at least one level lower than the
highest-level gun mage spell he can cast. A gun mage can select this arcana more than once.
Daring Arcana (Ex): A gun mage gains the Deadeye and Quick Clear deeds from the gunslinger’s list of
deeds. The gun mage can spend points from his arcane pool as grit points to use these deeds and any other deeds he
gains from the deed arcana, but he cannot use points from his arcane pool to use deeds from other classes or those
gained by feats, nor can he regain points to his arcane pool as a gunslinger would regain grit points. Effects that add
to, reduce the cost of, or otherwise affect grit or panache don’t affect the arcane pool of a gun mage with this arcana.
Arcane Deed (Ex): When a gun mage takes this arcana, he can pick any one deed from the gunslinger class
feature as long as that deed can be used by a gunslinger of his gun mage level. The gun mage can use that deed by
using points from his arcane pool as the grit points required for that deed. A gun mage can take this arcana multiple
times, each time gaining a new deed. The gun mage must have the daring arcana to select this arcana.
Spell Versatility (Su): At 4th level the gun mage gains an increased flexibility in his spellcasting. As a swift action, he
can regain an expended spell slot by expending a number of points from his arcane pool equal to the spell’s level.
Bonus Feats: At 5th level, and every six levels thereafter, a gun mage gains a bonus feat in addition to those gained
from normal advancement. These bonus feats must be selected from those listed as Combat, Item Creation, or
Metamagic feats. If the gun mage has access to Grit, either from levels in the Gunslinger class or the Amateur
Gunslinger feat, they may also select Grit feats.
Cast Rune Bullets (Su): At 7th level, a gun mage learns how to imbue bullets he casts with arcane energy. By including
shavings of gold and other magically conductive metals in the molten lead as he casts his bullets, and then inscribing
upon them arcane sigils, he can infuse the bullet with magical power. This functions similarly to the Scribe Scroll feat,
and costs the same as creating a scroll of that spell, except the spell inscribed upon the rune bullet must be a touch,
ranged touch, cone, line, or spread. Furthermore, the spell is activated by shooting the bullet. This is a casting action
and works much like activating a scroll, including all the limitations thereof. Any non-material components must be
provided when the spell is cast from the rune bullet, and at the conclusion of the casting, a ranged attack is made, with
any modifiers that would normally affect the ranged attack applying. If the spell required an attack roll to take effect, the
ranged attack roll of the firearm delivering the bullet is substituted (if the bullet hits, then the spell takes effect). The spell
effect is centered on the target of the ranged attack. The attacker may instead choose to target a specific grid
intersection, much like attacking with a splash weapon, and must succeed on a ranged attack against AC 5. If the rune
bullet misses the intended target, center the effect on a grid square 1d3 squares away in a random direction. On a
misfire, the spell contained within the rune bullet takes effect in the attacker’s square. If the spell is a touch attack or
ranged touch attack, it resolves against the attacker. If it is a spread, it is centered on the attacker. If the spell is a cone
or line, it extends in a random direction from the attacker and affects him too. If the attacker takes damage from the
spell effect, resolve the same damage against the firearm itself. This ability may only be used to enhance bullets, not
pellets.
Reinforcing Runes (Su): At 7th level, a gun mage learns to reinforce the tools of his trade against the magical forces
he channels through them. By spending 2 hours, the gun mage may inscribe a firearm with magical runes. The runes
halve the damage caused by the Spellshot ability and grant the weapon +1 hardness and +2 hit points for every two
levels of gun mage the inscriber has at the time of etching the runes.
Improved Gun Sorcery (Ex): At 8th level, the gun mage’s ability to cast spells and make ranged attacks
improves. When using the gun sorcery ability to add extra force damage to his attacks, the extra damage applies to all
ranged attacks with firearms that round, not just the first one he makes.
Fighter Training (Ex): Starting at 10th level, a gun mage counts ½ his total gun mage level as his fighter level for the
purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Improved Spell Versatility (Su): At 11th level, the gun mage’s magical flexibility improves. When he uses his spell
versatility ability, he only must expend a number of points from his arcane pool equal to ½ the spell’s level (minimum
1). Furthermore, he can buy a spell slot of a level greater than he can cast, though if he does not know any spells of
that level he can only use it to cast spells improved by metamagic.
Gun Training (Ex): At 13th level, a gun mage may add his Dexterity modifier on damage rolls with firearms.
Greater Gun Sorcery (Ex): At 14th level, the gun mage gains the ability to seamlessly merge his spellcasting and
shooting. Whenever he uses the gun sorcery ability to add extra force damage to his attacks, the damage is equal to
twice the penalty he takes on his attack rolls.
Arcane Inferno (Su): At 16th level the gun mage may, once per day as a full attack action, fire at each and every target
within 30 ft, to a maximum of one target for every level of gun mage he has earned. Each attack uses the gun mage’s
full base attack bonus, and each enemy may only be target by a single shot. This ability may not be used with weapons
with the Scatter quality. The gun mage does not need to reload his weapon between these shots, the ammunition
simply teleports into the weapon so long as the gun mage has ammunition available on his person. If the gun mage is
wielding multiple firearms, he may choose which to attack with, but he is still limited in how many attacks he may make.
Greater Spell Versatility (Su): At 19th level, the gun mage reaches the pinnacle of magical fluidity. When he uses his
Spell Versatility ability, he may temporarily add a spell to his list of spells known from the Sorcerer/Wizard spell list by
expending a number of points equal to twice the level of the spell. This extra spell known persists for one minute. This
ability is not halved by the gun mage’s improved spell versatility ability.
Eternal Magic (Su): At 20th level, the gun mage becomes a master of spells and combat. Choose one 1st level spell
that he can cast with a range longer than personal. Any time he fires a non-rune cast bullet from one of his Bonded
Magelock weapons, the bullet includes this spell, using his gun mage caster level for it’s caster level. If this bullet is
also affected with Spellshot, both spells take effect on the creature that is hit by the bullet (if order is important, the gun
mage decides what order they take effect in). This spell cannot be affected by metamagic, and all effects (including
saving throws and caster level checks to overcome spell resistance) are as if the gun mage had cast from a 1st level
spell slot.

New Prestige Classes:

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

Requirements:

Base Attack Bonus: +3


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

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

Skill Ranks per Level: 4 + Intelligence modifier

Table: Mage Hunter

Level BAB Fort Ref Will Special

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

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

3rd +2 +1 +1 +2 Stalwart

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

5th +3 +2 +2 +3 Dweomerbane

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

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

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

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

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

Weapon and Armor Proficiency: A mage hunter does not gain any weapon or armor proficiencies.
Sneak Attack (Ex): A mage hunter’s sneak attack damage increases by +1d6 at 1st level and every 3 levels thereafter.
Witch Hound (Su): At 1st level, a mage hunter gains the ability to smell the stench of magic in his vicinity. A mage
hunter may identify spellcasters, spell effects, and magic items by their odor as easily as by sight. If the spellcaster can
only cast spells of 3rd level or lower, or if the magic item’s caster level is 5th level or less, the mage hunter may detect
them if they are within 15 feet. If the spellcaster can cast spells of 4th level, or if the spell or magic item’s caster level
is between 6th and 11th, the mage hunter can detect them if they are within 30 feet. If the spellcaster can cast spells
of 7th level, or if the spell or magic item’s caster level is between 12th and 20th, then the mage hunter can detect them
if they are within 60 feet. If a spellcaster can cast spells above 9th level, or if a spell or magic item’s caster level is
greater than 20th, then the mage hunter can detect them within 180 feet. When the mage hunter detects the scent of
magic, the exact location of the source is not revealed- only its presence somewhere within range and the strength of
its aura (as per Detect Magic). The number of spellcasters, spell effects, and magic items (the mage hunter can
distinguish between the scents of the three) within range are always known to the mage hunter. By succeeding on a
Spellcraft check of DC 15 + ½ the caster level, a mage hunter may determine the school of magic of a magic item, or
the school specialization, bloodline, or domain(s) of a spellcaster. A mage hunter may follow the trail left by a magical
aura by making a Spellcraft check. The typical DC for this is 10. For each hour that the trail is cold, the DC increases
by 2. Each aura of moderate strength being tracked provides a +2 modifier to the mage hunter. Strong auras provide
a +4 modifier and overwhelming auras provide a +6 modifier. The scent of a magical aura can penetrate barriers, but
1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The scent of a magical
aura can be purged from an area by a casting of Dispel Magic. Casting Dispel Magic upon a spellcaster will remove
the scent of their aura until the next cast a spell or prepare spells, however any spells they cast before then will still be
detected. A spell cast by or a magic item made by a spellcaster carries his scent, and the two may be linked if the mage
hunter is familiar with either.
Mage Slayer (Ex): The mage hunter gains Disruptive as a bonus feat at 2nd level. Additionally, any time a mage
hunter attacks a spellcaster in the midst of spellcasting, either using a readied action or taking an attack of opportunity,
he gains his sneak attack bonus as if the spellcaster were caught flat-footed.
Stalwart (Ex): At 3rd level, a mage hunter’s mental and physical resiliency is such that if he makes a Fortitude or Will
saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A
helpless mage hunter does not gain the benefit of the stalwart ability.
Tether (Su): At 4th level, for 1 minute after a mage hunter successfully damages an opponent with his sneak attack,
the mage hunter may make a Will save (as if he were resisting an effect cast upon him) every time that opponent utilizes
a spell, spell-like ability, or supernatural ability with the [teleportation] type, or that replicates the spells astral projection,
blink, dimension door, ethereal jaunt, etherealness, gate, greater teleport, maze, plane shift, shadow walk, teleport, or
teleportation circle. If his Will save is successful, he may automatically cause that spell to fail (with spell slots expended
as normal), or he may travel along with the spellcaster, appearing in the nearest open space. If there is no open space
available, this ability has no effect and the mage hunter takes 1d10 points of damage per level of the effect. This ability
adds an effect to the mage hunter’s sneak attack and may not be applied to any sneak attack affected by another ability
that modifies sneak attacks.
Dweomerbane (Ex): At 5th level, a mage hunter learns to disable magic items as he strikes his foes. He may use his
Disable Dweomer feat as a standard action. Additionally, a mage hunter may, as a full attack action, make one attack
at his highest base attack bonus and, if the attack hits, attempt to use his Disable Dweomer feat on any item the target
of the attack is carrying. Any effects of the attack are resolved before the effects of Disable Dweomer.
Nondetection (Sp): At 6th level the mage hunter is permanently under the effects of a Nondetection spell. The DC to
overcome this ward is 15 + the mage hunter’s Charisma modifier + his mage hunter level
Spellbreaker (Ex): At 6th level, a mage hunter gains Spellbreaker as a bonus feat.
Spell Resistance (Ex): At 8th level, the mage hunter gains spell resistance equal to 15 + his mage hunter level + his
Charisma modifier.
Slippery Mind (Ex): At 9th level the mage hunter gains the Slippery Mind advanced rogue talent.
Eldritch Hemorrhage (Su): At 10th level, a mage hunter’s attacks are anathema to spellcasters. Any time a mage
hunter makes a successful sneak attack against a targeted spellcaster, that spellcaster loses one prepared spell or spell
slot of his (the spellcaster’s) choice. The mage hunter is not aware of what spell slot is lost, its level, or if one is lost at
all. This ability adds an effect to the mage hunter’s sneak attack and may not be applied to any sneak attack affected
by another ability that modifies sneak attacks.

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

Bodger (Rogue Archetype): Bodgers are a special breed of scoundrel, not quite an engineer, and not quite an
artist. Bodgers excel at cobbling together devices from junk, making broken items work when they most certainly
shouldn’t, and adding radical and unorthodox modifications to equipment. As a side effect of their strange science, they
become very adept at disassembling machines to get some spare parts, even if the machine is a construct trying to kill
them!
Demolish: A bodger knows all about the workings of industry, and knows exactly where to throw a wrench into
the works. Against constructs, a bodger rolls d8s for sneak attack damage. Against everything else, a bodger rolls a
d4 for sneak attack damage. Furthermore, a bodger may apply his sneak attack damage against items, though he still
must account for hardness. This ability modifiers Sneak Attack.
Tinker: A bodger adds his full level to Disable Device checks, rather than ½. Additionally, a bodger adds half
his level to Use Magic Device checks and Craft checks so long as he has at least one rank in that skill. This ability
modifies Trapfinding.
Contraption: At 4th level, a bodger gains the ability to set Ranger Traps (as seen in Ultimate Magic), but
bodgers may only create extraordinary traps. Any time a bodger’s trap would use his Wisdom modifier, it instead uses
his Intelligence modifier. A bodger learns how to create a snare trap and one other ranger trap of his choice at 4th level.
A bodger may learn to create additional traps through the Learn Ranger Trap feat or in place of a Rogue Talent. A
bodger has no limitations on how many times per day he may set these traps.
At 8th level, a bodger may throw a trap he has created as a grenade-like weapon with a range of 10 feet, and
counts as setting the trap in the square he attacks. The DC of a trap set at range is 5 lower than normal.
This ability replaces Uncanny Dodge and Improved Uncanny Dodge.
Bodge: At 3rd level, a bodger’s intuitive approach craftsmanship allows him to improvise tools for any
situation. A bodger always counts as having the appropriate artisans tools for any craft skill he has at least one rank
in. Furthermore, if the bodger has artisan’s tools for a given craft skill, his bonus increases to +2, and if he has
masterwork tools, his bonus is +4.
A bodger truly shines, however, when dealing with mechanikal devices and magical items. If a bodger succeeds
on a Craft (Mechanika) check with a DC equal to the device’s activation DC, he may choose one of the following benefits
to apply to the device as a swift action, unless stated otherwise.
Overdrive: The device’s DC for any of its effects is increased by half the bodger’s level.
Arcane Supercharger: By expending 5 additional charges from a wand or mechanikal item, or 3 charges from
a staff, he may apply the effects of the Empower Spell, Enlarge Spell, Extend Spell, or Maximize Spell feat to any spell
cast from the item.
Jumper Cables: Whilst holding two wands or mechanikal items (in any combination), the bodger may transfer
any number of charges between the two. To do so, he must pass the activation check for both items. The use of this
ability is a full-round action, which includes the Craft (Mechanika) checks for both items.
Jumpstart: The bodger may add 1d10 + his class level additional charges to an item for 1 minute.
The bodge ability may only be used on any given item once per day. If the item is bodged more than that, it
immediately gains the broken condition afterwards and all magical abilities cease to function until repaired. This ability
replaces all levels of Trap Sense.
Deep Pockets: At 4th level, a bodger begins to stockpile his many pockets with useful items he can use. A
bodger can retrieve any item that is not a weapon, piece of ammunition, shield, suit of armor, magical item, or alchemical
item from his person that costs less than 5 gp per bodger level as a full-round action (spent rummaging through his
pockets). These items must weigh less than the Bodger’s Strength score (not modifier).
Jury-Rig: At 20th level, a bodger is so good at improvising items from the many alchemical, clockwork, and
magical components he keeps around that he may create temporary magic items that last for 1 minute. He may create
up to 10,000 gp of items per day this way per point of Intelligence bonus he has. Creating a magic item in this manner
takes a full round action. If the magic item is a weapon, shield, or suit of armor, he must supply the base item before
adding any enhancement bonuses to it. This ability may not be used to upgrade an item that is already magically
enhanced. This ability replaces Master Strike.

Fell Caller (Trollkin Skald Archetype): Amongst the trollkin kriels of Immoren there are a few individuals for whom the
blood of Bragg, the ancient trollkin paragon, runs strong in their veins. These individuals are powerful warriors boasting
voices capable of shattering stone and shaking the sky. Their songs can rally allies to heroic efforts beyond the ken of
normal mortals. Even without their cries, fell callers are skilled warriors in their own right. Something in their blood
prevents these scions of Bragg from settling down. They feel compelled to travel far and wide, and feel an almost
irresistible urge to spread their seed, continuing the legacy of Bragg into the next generation. Fell callers are prone to
excessive drinking- even by trollkin standards- and incite wild revelry wherever they go. They are living histories of the
kriels, and most can recite hundreds of oral histories about their people. They also tend to cause trouble with their
uproarious and unannounced appearances, creating friction between them and communities they pass through, causing
them to stay on the move. Only trollkin may select the fell caller archetype. Fell callers may not be lawful, but tend
neither towards good or evil.
Bonus Feats: A fell caller gains a bonus combat feat at 3rd level, and every 3 levels thereafter. This ability
replaces the Cantrips, Scribe Scroll, and Spells class features.
Raging Song (Su): A fell caller gains access to the following raging songs.
Fell Call: At 1st level, a fell caller can use raging song to give forth a bellow so powerful that the very air quakes,
causing the teeth of his enemies to shatter apart and their ears to bleed. By expending 1 round of raging song, the fell
caller may deal 1d6 sonic damage in a 15 foot cone. Creatures caught in the cone may make a Fortitude save for half
damage with a DC of 10 + Charisma modifier + ½ the levels of Fell Caller the character possesses. Every 2 levels after
1st, he may expend an additional round of raging song to increase the damage by a further 1d6 (so, at 5th level he may
expend 3 rounds of raging song to deal 3d6 sonic damage). At 5th level and every 5 levels thereafter, the size of the
cone increases by 5 feet.
Stay Death: At 14th level, a fell caller can use raging song to urge his allies past the point of death. Any ally
within 60 feet will not die so long as the fell caller continues his performance and remains within 60 feet. When their hit
point totals are below 0, they automatically stabilize, do not fall unconscious, and may act normally without needing to
make a Constitution check each round to avoid losing additional hit points. When their hit point totals are below their
negative Constitution score, they do not die while the fell caller’s performance continues. Once the fell caller stops his
performance, any allies suffer the full consequences of their hit point totals, dying if their hit point totals are below their
negative Constitution score, and falling unconscious if their hit points are below 0 (though they remain stabilized). This
ability replaces Song of the Fallen.
Fighter Training: Starting at 4th level, the fell caller counts his total fell caller level as his fighter level for the
purpose of qualifying for feats. If he has levels in fighter, these levels stack. This ability replaces Uncanny Dodge and
Improved Uncanny Dodge.
Gift of Bragg: At 4th level, the fell caller gains Skald’s Vigor as a bonus feat. At 10th level, he gains Greater
Skald’s Vigor as a bonus feat, even if he does not meet the prerequisites.
Weapon Training: Starting at 5th level, the fell caller may select one of the fighter weapon groups. Whenever
he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. At 11th level and again at
17th level, he becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls
when using a weapon from that group. Additionally, the bonuses granted by previous weapon groups increase by +1
each. This ability replaces the Spell Kenning class feature.

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

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

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

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

Reclaimer (Menite Warpriest Archetype): From the moment a reclaimer dons the iron mask that will forever be the
tomb of his thoughts, he knows the sound of Menoth’s Voice. The last words he speaks are a promise to send chosen
souls to the Lawgiver on wings of fire and ash. He knows neither pain nor emotion, and he is driven only by the will to
serve. No man nor machine can stand in his way once the Voice has whispered a name in his heart- no explanation,
no refusal, no hesitation.
Vow of Silence (Su): The reclaimer has taken a vow of silence, and nothing short of divine intervention will break
that. The reclaimer may not speak words or utter any noise, though he may still learn new languages to expand his
literacy. The reclaimer may not write words either, though he is not prevented from making marks. The reclaimer is
immune to Detect Thoughts or any other spell or spell-like effect that might grant insight into his thoughts. Any who
attempt telepathic connection with him are Stunned for 1 round by the Voice of Menoth unless they succeed on a DC
20 Will saving throw. The reclaimer gains Silent Spell as a bonus feat at 1st level and automatically applies its benefits
to all divine spells he casts. This ability replaces Bonus Languages.
Gatekeeper (Su): The reclaimer’s divine mandate is to help send the souls of the faithful to Urcaen. Whenever a faithful
Menite dies within 30 feet of the reclaimer, the reclaimer regains one use of his fervor ability for every 3 HD the Menite
had. Furthermore, as the ordained ferryman of Menoth, the reclaimer may choose to interact with incorporeal creatures
as if they were corporeal. This ability replaces the blessings ability.
Mystic Interference (Su): At 4th level, a reclaimer’s presence disrupts the ungodly magic wielded by the enemies of the
True Faith. By consuming two uses of his fervor ability, the reclaimer may grant himself and all allies within 30 feet a
+1 sacred bonus on saving throws against spells and spell-like abilities for a number of rounds equal to his warpriest
level. At 8th level and every 4 levels thereafter, the bonus granted by mystic interference increases by 1 to a maximum
of +5 at 20th level. This ability replaces channel energy.
Banish Enchantment (Su): At 6th level, a reclaimer may, as a standard action, consume two uses of his fervor ability to
target a single creature within 30 feet with a targeted dispel magic. This ability replaces the bonus feat gained at 6th
level.

Mortitheurge (Skorne Wizard Archetype): Mortitheurges come to their arcane powers by a unique blend of
philosophy, the study of anatomy, and deep insight into the fundamental nature of the power inherent in the processes
of life and death. Mortitheurgy is practiced solely in the skorne empire, and their strange magics resemble necromancy
to western arcanists, but are truly a different beast altogether.
Weapon and Armor Proficiency: Mortitheurges are proficient with simple weapons and light armor. Mortitheurges can
cast mortitheurge spells while wearing light armor without incurring the normal arcane spell failure chance. Like any
other arcane spellcaster, a mortitheurge wearing medium armor, heavy armor, or a shield incurs a chance of arcane
spell failure.
Mortitheurgy: The mortitheurge casts spells from the Witch spell list, though they still learn and prepare spells from
spellbooks. The mortitheurge may copy a spell from a wizard’s spellbook if that spell also appears on the witch spell
list. Wizards may only copy spells from a mortitheurge’s spellbook if that spell appears on the sorcerer/wizard spell
list. This ability replaces the arcane school ability and alters the spellcasting ability. Mortitheurges do not choose
opposition schools.
Mortification: Mortitheurges can draw power from the vital essence of living creatures. By using a blade or some other
bloodletting tool, the mortitheurge can take a full round action to spontaneously cast a spell that they know and have
prepared without expending the spell slot. This inflicts 1d6 points of damage per level of the spell to the mortitheurge.
Damage is inflicted before casting the spell, and if the mortitheurge is incapacitated then the spell fails. Any effect which
would prevent the mortitheurge from taking this damage prevents this ability from functioning. After using this ability,
the mortitheurge cannot benefit from magical healing until they have rested for at least 8 hours. This ability replaces
arcane bond.
Greater Mortification: At 5th level, the mortitheurge can power this ability with the essence of another. By inflicting 1d8
points of damage per spell level to a willing or helpless subject, the mortitheurge can spontaneously cast any spell he
knows and has prepared as a full round action without expending the spell slot. Any effect which would prevent the
subject from taking this damage prevents this ability from functioning. After using this ability, neither the subject nor the
mortitheurge cannot benefit from magical healing until they have rested for at least 8 hours.

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

Aurum Ominus Alchemist [Society]


The character’s expertise and acumen has been recognized by the Order of the Golden Crucible, which has granted
them membership. The Order mainly concerns itself with cultivating financial and political power.
Prerequisites: Alchemist or Wizard level 1st, Craft (Alchemy) 1, Skill Focus (Craft [Alchemy])
Benefits: The Order of the Golden Crucible issues the character a signet ring of alchemically purified gold that bears
the seal of the Order, called the Aurum Ominus. This ring’s imprint marks letters as being officially sanctioned by the
Order, which can speed shipments of alchemical supplies, be regarded as official advice by aristocrats, or designate
the authority of scientific notes within.
The Order of the Golden Crucible maintains guild houses throughout all of the Iron Kingdoms except for Ios, which are
well guarded by loyal mercenaries. A member of the Order may lodge at one freely, receiving the same
accommodations he would at a good inn, with 3 good meals a day. Furthermore, a member of the Order may utilize
the state of the art alchemical facilities of a guild house to receive the following benefits:
 The character gains free use of an alchemist’s lab
 The character may analyze any potion, poison, or alchemical substance to determine its nature with a DC 20
Craft (Alchemy) check.
 Any potions or alchemical items produced by the character reduce the cost of raw materials by 50%
 The character may manufacture alchemical items and potions in half the time normally required
 May find copies of alchemical formulae for any alchemist extract of up to 4th level.
As an Aurum Ominus Alchemist of the Order of the Golden Crucible, the character must, of course, perform the duties
of a member. Membership duties include free exchange of alchemical research with other members of the Order,
safeguarding Order assets, and collaborating on projects with other members. Additionally, the Order may call upon
the character’s talents at any time, for any purpose, for up to one week at the character’s expense. Calling alchemists
to service is done rarely, and only in instances of legitimate need. Finally, the Order charges membership dues equal
to 1,500 gp per year, which may be paid in gold or in an equivalent amount of alchemical supplies. A one year grace
period is bestowed upon new members, absolving them from membership dues. If a membership payment is missed,
it accrues interest at 15% per year, compounded monthly. Members who do not pay their dues are not kicked out of
the order, but instead become increasingly indebted and indentured to the Order.

Fraternal Brother [Society]


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

Greylord [Society]
The character has sworn himself to the Motherland and the Greylords Covenant, becoming a member
thereof. Greylords are incredibly loyal amongst themselves and to Khador, and their unity leads them to be more
powerful than other arcanists, but they sacrifice a degree of personal freedom.
Prerequisites: Khardic, Kossite, or Skirov ancestry or proof of loyalty to the Motherland through military service, ability
to cast 1st level arcane spells.
Benefits: As a Greylord, a character is beholden first and foremost to Khador. Their specialized training also grants the
following benefits:
 Proficiency with light armor and a single weapon of their choice.
 Extra spell known every level chosen from the Sorcerer/Wizard spell list that is of the Evocation school.
While in Khador, they may request equipment and transportation at the expense of the state. Greylords hold official
military rank, which gives them great authority over subordinates, but also means they have little say when a superior
gives them an order. Greylords are given relatively free reign to research their topic of choice, so long as their research
is shared with the Motherland. This means that a character can find copies of any arcane spell up to 6th level
somewhere in the Greylord’s archives. The Greylords Covenant requires no membership dues, however, the members
are sworn to the Khadoran crown for life and can be called upon for any arcane service at the whim of the government.
In practice, older Greylords are left to their own devices and seclusion, though this is far from a constant. The character
enters the Greylord Covenant at the rank of Uchenik and gains rank as per the table below. Benefits are in addition to
the benefits possessed by all Greylords.

Rank Requirement Benefit

Uchenik Greylord feat None

Rastovik Able to cast 2nd level arcane spells None

Magziev Able to cast 4th level arcane spells, one Path feat Leadership as a bonus feat
available to Greylords.

Koldun Able to cast 6th level arcane spells, one Path feat Medium armor proficiency
available to Greylords, two Metamagic or Item
Creation feats (in any combination)

Koldun Lord Appointment by High Obavnik One item worth no more than
10,000 gp is gifted to the Koldun
Lord during promotion

Obavnik Unanimous accord of all Obavniks Bonus Metamagic, Item Creation,


Combat, or Path feat

High Appointment by Khadoran High Kommand Command of the Greylord


Obavnik Covenant is its own benefit
Arbiter

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

Battlecaster [Society]
The character has extensive experience combating the enemies of Khador with arcane might, and is well suited to the
battlefield.
Prerequisites: Greylord
Benefits: The character may add his Barbarian, Fighter, Ranger, Cavalier, Gunslinger, Brawler, and Slayer class levels
to his caster level for any arcane spells he casts. Additionally, the arcane spell failure chance due to wearing armor is
reduced by 5% per caster level of the Greylord.

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


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

Path of Frozen Discipline [Society] [Path]


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

Path of the War Ready [Society] [Path]


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

Path of the Iron Wall [Society] [Path]


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

Path of Eldritch Lore [Society] [Path]


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

Path of the Censor [Society] [Path]


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

Path of the Hidden [Society] [Path]


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

Path of Influence [Society] [Path]


This Greylord has become an discreet manipulator, developing their magic towards enchantment.
Prerequisites: Greylord, Bluff 5 ranks, Diplomacy 5 ranks, Sense Motive 3 ranks, able to cast Charm Person and
Suggestion.
Benefit: The Greylord may use the extra spell known from the Greylord feat to learn an Enchantment spell instead of an
Evocation spell. The Greylord gains Bluff and Diplomacy as class skills. Finally the Greylord may choose one
Enchantment spell they can cast and permanently sacrifice a spell slot of that level. Thereafter, the Greylord gains the
ability to use that spell as a spell-like ability 3 times per day.
Illuminated One [Society]
The Order of Illumination is a branch of the Sancteum, the seat of the Morrowan church, that studies how arcane magic
can be used to thwart the Dark Arts. Their ranks are primarily composed of wizards, but any arcane spellcaster who
does not practice witchcraft can qualify. It takes a special sort to be able to face infernalism and necromancy and remain
a pure and devout instrument of Morrow’s will.
Prerequisites: Able to cast 1st level arcane spells, Morrowan, Good alignment, Diplomacy 1 rank, Intimidate 1 rank,
Sense Motive 1 rank.
Benefits: An Illuminated One gains access to the following spells as arcane spells on their class spell list (for all arcane
classes they have levels in): aid, detect evil, dispel evil, holy smite, mark of justice, sanctuary, shield other, and spiritual
weapon. Spontaneous casters add these spells to their list of spells known. Beyond that, an Illuminated One gains
proficiency in a single martial weapon of their choice. Furthermore, they instantly recognize Telgesh glyphs, which are
used in any lasting work of necromancy, though they do not learn the meaning of said heresies. Additionally, an
Illuminated One may expend a spell slot to channel energy as a Morrowan cleric of the spell slot’s level. As an example,
expending a 5th level spell slot allows an Illuminated One to channel 3d6 positive energy in a 30 foot radius. An
Illuminated One must still present a holy symbol to utilize this ability.
The Illuminated One is an ordained member of the Morrowan church, and can technically perform religious functions,
though they are rarely asked to do so. At 7th level, they gain the benefits of the Leadership feat, but only in regards to
members of the Morrowan church. Illuminated Ones and their companions can find simple accommodations at any
church or cathedral of Morrow. Illuminated Ones are expected to root out heresy and the Dark Arts wherever they go,
and as such can be called upon to deal with such a situation when it arises and can be dispatched to various locales.
As devout members of the church, Illuminated Ones are expected to donate 10% of their personal wealth to the church,
as well as delivering reports periodically to his superiors. Failure to apprehend a witch, stay in contact with the church,
or donate their wealth can call their motivations into question and result in an inquisition into their lives.

Maritime Order of the Trident [Society]


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

Union Steamo [Society]


The Steam & Iron Worker’s Union has accepted the character into their membership, recognizing them as a skilled
mechanic that is deserving of political representation and monetary protection.
Prerequisites: Craft (Mechanika) or Craft (Steam Engine) 1 rank, Skill Focus (Craft [Mechanika] or Craft [Steam Engine])
Benefits: A member of the Steam & Iron Worker’s Union, colloquially known as a Steamo, gains the following benefits
while in any city or town that has a Union house:
 A Steamo may register with the local union to find work in the area. Until they recieve work, the Union will give
them a cot and food at the Union house, but they may have to perform odd jobs to earn their keep.
 Union shops sell mechanical parts and mechanika components at a 25% discount to Union members, though
they may not have every part available.
 If unpaid or underpaid for a job, a Steamo may petition the Union to arbitrate the matter, though they charge
10% commission on payments of over 5,000 gp.
 Union members may vote in the five year director elections, as well as the yearly board member elections.
 If a Union member gets in legal trouble, he may petition the Union to provide legal representation for him.
The Steam and Iron Worker’s Union charges 300 gp a year in membership dues. If a Steamo misses a payment, is the
object of a legitimate complaint, or otherwise represents the Union in an unprofessional manner, the Union will withdraw
membership benefits and issue a warning to the Steamo. If the Steamo suffers another such violation, then they will be
permanently cast out of the Steam & Iron Worker’s Union.
Arcane Tempest Gun Mage [Society]
The character is a member of the Militant Order of the Arcane Tempest and a gun mage in the service of the Cygnaran
crown.
Prerequisites: Spellshot class ability, Arcane Pool class ability, member of the Cygnaran military
Benefits: Arcane Tempest Gun Mages are well-drilled professional soldiers. Though most gun mages are possessed
of an independent streak, Arcane Tempest Gun Mages are trained to work together and within the confines of military
logistics. Arcane Tempest Gun Mages may easily bond with the weapons of the Arcane Tempest armory, and may
establish a bond with any magelock weapon that was previously bonded to another Arcane Tempest Gun Mage by
expending a point from their Arcane Pool. Arcane Tempest Gun Mages hold official military rank, which gives them
great authority over subordinates, but also means they have little say when a superior gives them an order. They may
requisition up to 15 spell levels worth of rune bullets per month from the Cygnaran Army, so long as supply lines are
running properly. If these rune bullets are discharged outside of military duty, then the gun mage is expected to pay for
their waste and may suffer disciplinary action. The Militant Order of the Arcane Tempest does not charge membership
dues, as a military organization, but it demands at least four years of service from gun mages and may recall retired
gun mages to duty if they need to.

Loyal Order of the Amethyst Rose Gun Mage [Society]


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

Bayonet Charge [Combat]


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

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

Powder Monkey [Item Creation]


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

Firearm Charges per Rifler’s Pound

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

Small Pistol 20

Clockwerk Arms Revolving Rifle 15

Military Pistol, Dragon Pistol, Long Rifle 12

Vislovski Rifle 9

Military Rifle/Carbine, Blunderbuss 8

Radliffe Quad-Iron, Vanar Liberator 4


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

Trollblood Heritage [Racial]


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

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

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

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

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

Pyre Troll: Your skin takes on a ruddy red hue and is warm to the touch. You gain Fire Resistance 10 and
Vulnerability to Cold. Once per day, you may spit a glob of flaming, pitch-like mucus at an enemy. Treat this as
a ranged touch attack with a range of 15 feet. On a successful hit, the glob deals 1d4 points of Fire damage per
round and burns for 1 round per two hit dice (round down). Flammable objects are set alight by this.
Alternatively, you may apply this to a weapon you are wielding (though it might be unwise to do so for wooden
weapons!).

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

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

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

Swamp Troll: Your skin is greenish in hue, unlike most Trollkins', and your eyes have a yellowish coloration.
You also have a long, toad-like tongue. You can make melee attacks with your long, sticky tongue. This is a
secondary attack. A creature hit by this attack cannot move more than 10 feet away from you and takes a –2
penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached).
The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the
attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does
not reduce the sticky-tongued creature’s hit points). You cannot move more than 10 feet away from a creature
stuck to your tongue, but you can release your tongue from the target as a free action. You can only have one
creature attached to your tongue at a time. As a swift action, you can pull a creature stuck to your tongue 5 feet
towards you. Speaking and verbal spell components are impossible to perform whilst your tongue is thus
employed.
Vine Pygmy: Your skin has a greenish hue instead of most Trollkins' blue. Your arms are disproportionately
long to your body, giving you better reach and climbing ability. You gain a Climb speed of 20 ft and a +8 Racial
bonus to all Climb checks. Once per day, you may poison a weapon with your saliva. Poison: Injury Fort DC (10
+ 1/2 Hit Dice + Constitution modifier); 1d2 Dexterity damage once per round for 4 rounds or until save is passed.

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

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

Mechanikal Familiar [General]


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

Create Thrall [Item Creation]


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

Etch Rune Plate [Item Creation]


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

Craft Cortex [Item Creation]


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

Craft Cyriss-Tech [Item Creation]


The strange and secretive science of the followers of Cyriss, the principles which underlie Cyriss-tech baffle conventional
engineers. Following her guidance, the chosen of Cyriss are able to empower mechanika with her divine power.
Prerequisites: Craft Wondrous Item, Craft (Clockwork) 3 ranks, Able to cast 1st-level divine spells, Devout worshipper
of Cyriss
Benefit: The character may use their divine magic in the construction of mechanika. If they possess the Etch Rune
Plate feat, they may also create rune plates out of any divine spell they are capable of casting.

Craft Arcanika [Item Creation]


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

Exotic Armor Proficiency (Steam Armor) [Combat]


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

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

Skills:

Craft (Mechanika) (Int; Trained Only): This skill governs the general use, upkeep, and repair of mechanika, as well

as the drafting of schematics and assembly of new devices. This skill is different from other Craft skills because you

cannot attempt its use untrained. Common tasks and their DCs are detailed below.

Task DC

Activate a single-function mechanikal device 5

Activate a multi-functional mechanikal device 10

Replace an arcanodynamic power source 10

Extract a damaged arcanodynamic power source 15

Remove or attach a rune plate 15

Unique mechanika +15

Foreign Construction or Design +5

Familiar item (used at least five times) -5

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

most modern technologies. This skill serves additional functions to those in the Pathfinder Core Rulebook. DCs are

described below.

Task DC Basic Item


Price

Design a simple steam engine (anything powering a basic turbine) 15 300 gp

Design a complex steam engine (an engine powering pistons, locomotive and 25 600 gp
steamboat engines, laborjack powerplants, etc)

Design an advanced steam engine (miniaturized power plants used in 35+ 1200+ gp
warcaster armor, warjack powerplants, etc)

Design a simple clockwork device (basic timers, clocks, alarms, fuses, etc) 15 25 gp

Design a complex clockwork device (precision clocks, clockwork automata, etc) 25 75 gp

Design an advanced clockwork device (miniaturized clockwork, realistic 35+ 150+ gp


automata, etc)

‘Jack Handling (Wis; Trained Only): Steamos, junkers, mechaniks, and ‘jack handlers use this skill to give steamjacks

and other mechanikal constructs instructions in terms that their cortices will understand. With this skill, the character

can perform the following actions:


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

performs the task until completion. This requires no check for a designated handler with which the steamjack is

familiar. A steamjack is considered familiar after regularly working with a handler for a week, or occasionally working

with a handler for two weeks.

“Push” a Steamjack: The character is trying to get a steamjack to perform a task that it doesn’t know, but is physically

capable of perform, or to carry out instructions from an unfamiliar handler. The DCs are listed below.

Program Steamjack Tasks: The character is trying to teach a steamjack to perform one of the tasks listed below. This

requires one week of training, tinkering, and fine-tuning and a successful check at the listed DC.

Steamjack DC Result
Tasks

Move 15 The steamjack moves to a designated location

Cease 15 The steamjack breaks off from combat or otherwise backs down. A steamjack that doesn’t know
this trick continues to fight until its opponent is defeated

Fetch 15 The steamjack goes and gets the specified object

Follow 15 The steamjack follows the character, at a distance of 10 feet if not specified.

Perform 15 The steamjack performs a particular trick

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

Stay 15 The steamjack stays in place, awaiting its handler’s return. It doesn’t challenge other creatures
that come by, but will defend itself if endangered

Work 15 The steamjack performs labor tasks

Attack 20 The steamjack attacks apparent enemies. The character may point to a particular creature that
the character wishes the steamjack to attack, and it will comply if able

Defend 20 The steamjack defends a target, or stands ready to defend a target if no threat is present

Guard 20 The steamjack stays in place and prevents others from approaching

Aid 20 The steamjack uses the aid another action in combat

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

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

Maneuver 20 The steamjack will attempt a particular combat maneuver on a designated target. This must be
taught separately for each combat maneuver

Flank 25 The steamjack will attempt to maneuver into a flanking position while attacking. The steamjack
must know the attack task first before learning this one

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

usually arrive from the factory with the Move, Follow, Work, Cease, Attack, Defend, and Guard tasks pre-programmed. If

a cortex is reset, however, these tasks have to be reprogrammed. Each cortex is hardwired to respond to commands
in a certain language, but sometimes ‘jacks will pick up on other languages if they are exposed enough. If a cortex is

reset, the ‘jack does not forget the hardwired language it was programmed with.

Steamjacks always have one designated primary handler, and may have up to half their Intelligence score of

designated secondary handlers. The primary handler’s commands take precedence over all others. The primary

handler also designates who the secondary handlers are and may authorize the ‘jack to “forget” a secondary

handler. The primary handler may only be reset by resetting the cortex.

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

Chapter 3.

Action: Handling a mechanikal construct is a move action, while pushing a construct is a full-round action. A character

may handle their mechanikal familiar as a free action or push them as a move action. Using hand signals alone

increases the DC by 5. Yelling, hitting, or calling the steamjack by name decreases the DC by 5. For particular

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

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

perform the actions again in the following round.

Special: A warcaster never needs to make ‘Jack Handling checks while commanding ‘jacks under his control.

Untrained: No.

Chapter 3: Equipment
Special Materials:

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

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

Item Type Serricsteel Cost Modifier Quenched Serricsteel Cost Modifier

Light Armor +600 gp +3,000 gp

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

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

Weapon +300 gp +1,500 gp

Other items 30 gp/lb 100 gp/lb

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

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

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

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

Siege Firearms Special Rules:

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

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

Table 3-1: Firearms

Name Cost Dmg Critical Range Misfire Capacity Weight Type Ammunition Special
Cost (each)

One-Handed Firearms

Clockwerk 280 gp 1d4 x4 15 ft 1 4 6 lbs B/P 5 sp -


Arms
Pepperbox

Pistol, 250 gp 1d6 x4 20 ft 1-2 1 3 lbs B/P 9 sp Scatter


Dragon

Pistol, 250 gp 1d8 x4 20 ft 1 1 4 lbs B/P 9 sp -


Military

Pistol, 430 gp 1d8 19-20 30 ft 1 1 2 lbs P 9 sp -


Serricsteel x3

Pistol, Small 185 gp 1d6 x4 10 ft 1 1 2 lb B/P 7 sp -

Radliffe 300 gp 4d4 x3 10 ft 1-2 1 6 lbs B/P 17 sp -


Quad-Iron
Pistol

Rynnish 210 gp 1d4 x3 10 ft 1-2 2 1 lbs B/P 5 sp Concealable


Holdout
Pistol

Amblerose 75 gp 1d6 x2 5 ft 1 10 3 lbs P 1 sp Special


Rivet Gun

Two-Handed Firearms
Blunderbuss 250 gp 1d8 x2 15 ft 1-2 1 8 lbs B/P 5 sp Scatter

Carbine, 375 gp 2d6 x4 30 ft 1 1 6 lbs B/P 11 sp -


Military

Clockwerk 705 gp 1d10 x4 25 ft 1-2 3 14 lbs B/P 8 sp -


Arms
Revolving
Rifle

Radliffe 400 gp 1d12 x4 30 ft 1-2 2 7 lbs B/P 9 sp -


Twoshot
Rifle

Rifle, Long 285 gp 1d12 x4 30 ft 1 1 7 lbs B/P 9 sp -

Rifle, Military 375 gp 2d6 x4 40 ft 1-2 1 9 lbs B/P 11 sp -

Rynnish 300 gp 1d4 x3 10 ft 1-2 1 2 lbs B/P 5 sp Concealable


Walking
Stick

Serricsteel 680 gp 1d12 19-20 50 ft 1 1 5 lbs P 9 sp -


Long Rifle x3

Serricsteel 760 gp 2d6 19-20 60 ft 1 1 7 lbs P 11 sp -


Military Rifle x3

Vanar 545 gp 2d8 x4 60 ft 1-3 1 14 lbs B/P 17 sp -


Liberator

Vislovski 395 gp 1d12 x4 60 ft 1-2 1 8 lbs B/P 11 sp -


Rifle

Blasting Pike 50 gp 2d6 x4 - 1 1 9 lbs P 10 sp Special

Ogrun Battle 1,500 3d10 x4 70 ft 1-2 1 200 B/P 30 sp Special


Cannon gp lbs

Siege Cost Dmg Critical Range Crew Aim Load Speed Ammunition Special
Firearms Cost (each)

Medium

Ghordson 1,800 4d6 x4 60 ft 1 0 1 Special 50 sp Portable


Brassbarrel gp
Warcannon

Large

Light 6,000 6d6 x4 100 ft 2 1 3 10 ft 30 sp -


Cannon gp

Light Mortar 6,000 5d6 x4 100 ft 2 1 3 10 ft 30 sp Indirect Fire


gp (50 ft
min.)

Huge

Heavy 9,000 8d6 x4 150 ft 3 1 3 5 ft 45 sp -


Cannon gp
Mortar 8,000 7d6 x4 150 ft 2 1 3 0 ft 35 sp Indirect Fire
gp (100 ft
min.)

Gargantuan

Heavy 16,000 9d6 x4 200 ft 4 3 5 0 ft 45 sp Indirect Fire


Mortar gp (100 ft
min.)

Table 3-2: Archaic Firearms

Name Cost Dmg Critical Range Misfire Capacity Weight Type Ammunition Cost Special
(each)

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


Pinlock gp

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


Musket

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


Musket gp

Rifle, 215 1d10 x3 30 ft 1-3 1 8 lbs B/P 5 sp -


Pinlock gp

Firearms:

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

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

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

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

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

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

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

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

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

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

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

Bracer Pistol: Occasionally utilized by sailors and pirates to keep their hands free during day-to-day operations or
boarding actions or by criminals for their concealability, bracer pistols are one-handed firearms built into an armored
vambrace (which may be extended to include hand protection at no additional cost and counts as a gauntlet in close
combat). The pistol can be used even while the wearer is holding something in that hand. The bracer must be removed
to be reloaded, which takes 1 standard action (and another to put it back on). This customization grants the weapon
the concealable quality. This customization costs 150 gp and is incompatible with the suppressor, breakdown, multi-
barrelled, firearm-melee combination, and shield gun customizations.

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

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

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

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

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

Firearm-Melee Combination: An attempt by weaponsmiths to overcome the slow reload of firearms in close quarters,
this customization builds a pistol into a melee weapon. This combination is imperfect at best, as it handles like a
particularly heavy pistol or a particularly unbalanced melee weapon. Still, these weapons are occasionally seen in the
hands of the wealthy or those with specialized needs in a weapon. Attacks may be made with either weapon on the
wielder’s turn, but suffer a -1 penalty on attacks for a pistol set within a light weapon, a -2 penalty for a pistol set within
a one-handed weapon, and a -4 penalty for a pistol set within a two-handed weapon. This penalty applies to ranged
and melee attacks made with the weapon. A successful melee attack with a combination weapon allows a wielder to
make an additional ranged attack at the same target with a free action if the firearm is loaded. This ranged attack treats
the target as if they were flat-footed. Reloading a combination weapon takes twice as long as it normally would. Only
one-handed firearms may be combined with melee weapons. The combination weapon uses the lower of the two
component weapons’ hardness and hit points. The price of this customization is equal to the price of the two component
weapons (both of which must be masterwork) plus 200 gp. This customization is not compatible with the breakdown,
suppressor, scope, or shield gun customizations.

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

Ammunition Types (Small Arms):

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

Precision: Precision ammunition utilizes a conical bullet with superior aerodynamics, granting a +1 bonus to
hit. Precision ammunition costs +5 sp per shot.

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

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

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

Blessed Silver: Blessed silver ammunition is sometimes created by church organizations. These holy rounds
overcome damage reduction against silver, but deal -1 damage on a successful hit. Additionally, undead creatures take
2d4 extra damage on a successful hit. Silver bullets cost +20 gp per shot.

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

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

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

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

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

Chain Shot: This type of ammunition consists of two shots connected by a length of chain, separating via centrifugal
force and spinning at high velocity, turning even a blunt chain into something capable of shearing limbs from warjacks
and slicing the masts of ships in half. A weapon loaded with chain shot replaces its range with a line effect of equal
length and deals slashing and bludgeoning damage. Chain shot costs double the normal amount.

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

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

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

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

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

Building Steam Armor


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

Light Steam Armor:


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

Heavy Steam Armor:


 Strength score of 25
 100 hit points
 +9 Armor bonus to AC
 Maximum Dexterity bonus of +0
 -6 Armor check penalty. The operator may not make Acrobatics, Escape Artist, or Swim checks.
 100% Arcane spell failure
 Base speed is 20 feet, and the operator may make double moves, but never run.
 Size is large (affecting AC, attack bonus, and reach amongst other things)
 Natural attack: Slam, 1d8 bludgeoning damage
 DR 5/Serricsteel
 Poor dexterity: fine manipulation is impossible whilst wearing heavy steam armor
 Operates for 5 hours at standby power or 1 hour at combat power on 20 pounds of coal and 8 gallons of water
 1 equipment slot

Table 3-3: Steam Armor

Type Cost Armor Max Dex Armor Arcane Speed Weight Height Hit Points
Bonus Bonus Check Spell (Base)
Penalty Failure

Light 5,000 +9 +0 -4 100% 20 ft 300- 500 6’-7’ 50


Steam gp lbs
Armor

Heavy 8,000 +9 +0 -6 100% 20 ft 400- 600 8’-10’ 100


Steam gp lbs
Armor

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

Table 3-4: Armor Enhancements

Armor Bonus Speed Modification Weight Increase Armor Check Penalty Cost

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

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

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

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

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


Table 3-5: Power Plant Enhancements

Type Strength Bonus Speed Increase Weight Increase Fuel Requirements 1


Cost

Normal +0 +0 +0% x1 750 gp

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

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

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


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

Table 3-X: Pneumatic Venting

Strength Bonus Cost

+1 250 gp

+2 325 gp

+3 625 gp

+4 1,000 gp

+5 1,500 gp

Steam Armor Operation


Operating steam armor first requires the user to have Exotic Armor Proficiency (Steam Armor). Those who attempt to
operate steam armor without this feat suffer all the normal penalties for being non-proficient with armor (armor check
penalty applying to attack rolls and all skill checks that depend upon moving), but also must make DC 12 Acrobatics
check every round they move more than half the speed of the armor to avoid falling prone. Furthermore, characters
who are not proficient with steam armor may not activate any rigs incorporated into a given suit of steam armor (though
they might still benefit from passive ones). Getting into steam armor requires the operator to strap himself into a web
of suspension traps and have the armor plates locked into place. This process takes a full 30 minutes and requires at
least one assistant. Bringing the boiler up to steam requires 15 minutes on its own, but this can happen at the same
time as the operator is getting strapped into the armor if a second assistant is present to tend the boiler. Getting out of
steam armor is simple, unless catastrophically damaged, due to a quick release mechanism for the straps and armor
plates (this is entirely mechanical and functions even if the boiler is not). Normally, exiting steam armor takes 2 full
round actions, but if a suit of steam armor is reduced to 0 hit points, there is a 30% chance that the quick release
mechanisms are damaged, jammed, or otherwise malfunctioning. If this occurs, the operator is stuck inside the suit and
must succeed on a DC 35 Escape Artist check to exit as a full round action.

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

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

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

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

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

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

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

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

Mechanika Mounting: A mechanika mounting rig creates space within the steam armor’s design to install mechanikal
components. Steam armor with this rig may be upgraded with mechanika like any other suit of armor, though
mechanikal assist abilities are the most common enhancement. Upgrading steam armor in such a way still requires the
Craft Magic Arms and Armor feat. Steam armor may incorporate a personal or portable arcane turbine into its own
boiler, which will operate and provide arcane charge so long as the steam armor is functioning. If cerebral relays are
installed in the steam armor, anyone who can interface with such a device who is wearing the armor may add their full
dexterity bonus to armor class, as the suit becomes an almost literal extension of their own body. Such an interface
also halves the suit’s armor check penalty, increases the suit’s speed by +10 feet, allows the pilot to run normally, and
reduces the base arcane spell failure to 50%, which may be furthered reduced with mechanikal assist abilities. A
mechanika mounting rig occupies one equipment slot.

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

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

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

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

Weapon Mounting: A weapon mounting rig is a reinforced hard point on the shoulder of a suit of steam armor, allowing
any ranged weapon that a warjack could mount to be attached to the steam armor’s shoulder. Firing controls are linked
to the manipulator gauntlets of the steam armor. However, the mounting does not have the ability to traverse in any
direction, and so the whole suit must be moved to aim at the target. As a consequence, the weapon may only be fired
in the same direction as the suit is facing, and the weapon suffers a -4 penalty to ranged attacks with the weapon. If
the steam armor is equipped with a mechanika mounting rig and a cerebral relay, the operator does not suffer any
penalty to ranged attacks with the weapon. A weapon mounting rig occupies either shoulder slot.

Table 3-6: Steam Armor Equipment Rigs

Rig Equipment Slots Cost

Amphibian Adaptation 2 2,000 gp

Cargo Rig 1 250 gp

Cloud Venting 1 600 gp

Escape Pod 1 500 gp

Internal Starter 1 750 gp

Jump Jets 1 1,500 gp

Mechanika Mounting 1 3,000 gp

Reinforced Chassis 0 500 gp

Salvage Rig 1 1,000 gp

Serricsteel Chassis 0 6,000 gp

Servitor Bay 1 1,750 gp

Servitor Bay, Extended 2 2,500 gp

Weapon Mounting 1 800 gp

Prosthetics
The Iron Kingdoms can be a dangerous place to live at times, and while the advent of modern medicine can save many
lives, limbs are not always spared. More than a few farmers have lost limbs (or portions thereof) to new industrial
farming tools, but by far the biggest producer of amputees is war. New weapons are capable of increasingly horrific
injuries, but sometimes a soldier needs to be put back in the fight, and with modern prosthetics that is possible. Rules
for limb loss are detailed in Chapter 6. Below are described various types of amputation and their game effects:
Leg Amputation: This category is subdivided into below the knee and above the knee amputations, which is important
because the knee’s range of motion is difficult to replicate perfectly. Without some sort of prosthetic, however,
somebody missing one leg will have trouble getting around, being forced to hop and use structures around them for
support. This reduces their speed to 5 feet and requires a DC 10 Acrobatics check per round to avoid falling prone. Their
hands remain free, however. A double leg amputee has no such hopping ability and must crawl everywhere they go,
occupying both hands and moving at a rate of 5 feet per round.

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

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

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

Double Leg Prosthetics: For someone with two missing legs, replacement is more difficult. If both legs are amputated
below the knee, then it is feasible to replace them with two peg legs (although they usually have a foot of some sort to
provide a base to balance on), reducing their speed by 20 feet and preventing them from running or charging, though
they can still double move. If the amputee is missing both legs and at least one of the amputations is above the knee,
they must generally resort to a wheelchair, though many single-leg amputees also use one. A wheelchair moves at a
good pace, equal to 5 feet plus 5 feet per point of strength bonus of the user, however both of the user’s hands are
occupied during this movement. If a user must use their hands whilst propelling themselves, they can glide in a straight
line, losing speed at a rate of 5 feet per round of gliding. Stopping a wheelchair moving at speed can be dangerous and
has been known to throw the operator (DC 15 Acrobatics check), but braking allows them to decelerate at -10 feet per
round.

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

Table 3-7: Mundane Prosthetics


Prosthetic Limb Replacement Cost

Peg Leg Single/double leg amputation, below the knee 25 gp

Crutch Single leg amputation, above/below the knee 1 gp

Wheelchair Double leg amputation, above/below the knee 50 gp

Hook Hand Arm amputation, below the elbow 10 gp

Weapon Mount Arm amputation, below the elbow 5 gp + weapon price

Iron Hand Hand/arm amputation, below the elbow 50 gp


Mechanikal Prosthetics
Mechanikal prosthetics are cutting edge designs that replace missing limbs with a degree of functionality approaching
the original. Mechanikal prosthetics utilize highly specialized rune plates, mechanikal triggers, and reflex arrays that
make up the prosthetic’s animus assembly. The animus assembly is a finely tuned sensor package that is meticulously
calibrated to the wearer and detects the motor impulses of the stump which the limb fits over. Although the animus
assembly provides a dramatic improvement over mundane prosthetics, any mechanikal limb still moves sluggishly in
comparison to flesh. Mechanikal prosthetics require a degree of concentration on the user’s part in order to compensate
for the delay between their intended movement and implemented effect and to pay attention to the limb, which lacks
any sort of sensory feedback. Because of this concentration requirement, a user fitted with mechanikal limb may not
concentrate on a spell whilst using the limb. Mechanikal prosthetics require an arcanodynamic power source and trickle
socket and drain 1 Kerwin of charge per day, though some enhancements can increase this power requirement. Each
mechanikal prosthetic a character has imposes a -2 armor check penalty. Mechanikal limbs can be sundered as if they
were objects worn by a character. Furthermore, each mechanikal limb has a 10% chance of being hit, rather than the
character, if the character is hit by a critical hit. Mechanikal prosthetics are not especially sensitive to water, and perform
fine even when submerged. Mechanikal prosthetics have their own Strength and Dexterity scores, which are used
whenever that limb in particular is used for an activity. Spells that increase a character’s attributes affect their
mechanikal limbs as well. Acrobatics, Fly, Swim and other checks that involve the whole body, or more than one limb
in particular, use the lowest set of attributes between limbs. Mechanikal limbs are attached to their user via a harness,
holding them in place as they move around. Strapping a limb on takes 5 minutes without assistance or 2 minutes with
assistance and requires one free hand (consequently, someone with two mechanikal arms needs help getting the first
one on). Cryxian necrotechs are the exception to this rule, and they make a common practice of surgically attaching
prosthetic limbs, mounting a socket to the user’s skeleton. Such implanted prosthetics almost always are powered by
corpus converters, described below. Mechanikal limbs require weekly maintenance. Conducting such maintenance
takes 4 hours, access to mechanik’s tools, and a DC 15 Craft (Mechanika) check. If this weekly maintenance is missed,
the limb’s strength and dexterity scores are decreased by 1. To restore a limb to working order and full attributes after
missing maintenance requires a DC 20 Craft (Mechanika) check, with +2 DC for every week missed. A variety of
enhancements are available for mechanikal limbs, and are described below. Unless otherwise noted, an enhancement
can only be taken once. Enhancements can be built into the limb at creation or added afterwards. Creating a mechanikal
prosthetic requires the Craft Wondrous Item feat and a successful Craft (Mechanika) check with a DC of 15 + the number
of enhancements included. Adding enhancements to a mechanikal prosthetic after its construction requires the same
Craft (Mechanika) check.

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

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

Other Prosthetics: While conventional science and mechanika can only replace limbs, and still not quite to a
satisfactory level, rumor tells of other sources by which one might find replacements for such organs as eyes, lungs, or
hearts. Two main sources are cited in these rumors: Cryx and Cyrissists. The necrotechs of Cryx are capable of more
violent or crude methods of replacement, since they can sustain the organic frame with necromantic energy, leading to
creatures that are not living, undead, or constructs, but somewhere between. The temples of Cyriss, Maiden of Gears,
are strange places where technology is advancing at a rate hitherto unknown. Cyrissists are supposedly capable of
reproducing the intricacies of the eye or functions of the lungs with mechanikal parts, bringing the mortal ever closer to
a mechanical state more aligned with their goddess. Were the borders of Ios opened to outsiders, then the prosthetics
available there might also astound human mechaniks across Immoren.

Unpowered Prosthetics: Whenever a mechanikal limb that is replacing a limb below the elbow or knee doesn’t have
an arcanodynamic power source, it still retains some functionality. Mechanikal arms below the elbow function as iron
hands (see above) when unpowered, and mechanikal legs below the knee function as peg legs (see above) when
unpowered. Mechanikal limbs above the joint are non-functional when unpowered.
Table 3-8: Mechanikal Prosthetics and Enhancements

Name Strength Dexterity Hardness Hit Points Cost

Mechanikal Arm 10 8 10 5 1,500 gp

Mechanikal Leg 10 - 10 10 1,000 gp

Piston Array +1 - - +1 250 gp

Reflex Array - +1 - - 300 gp

Alchemical Gauntlet - - - - 5,000 gp

Arcane Compensator - - - - 4,500 gp

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

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

Compartment - - -1 -1 50 gp

Punch Piston Special - - +2 500 gp

Servitor Hand - - - -2 1,600 gp

Spider Rig - - - - 4,000 gp

Spikes - - - - 15 gp

Weapon Hand - - - - 150 gp

Corpus Capacitor - - - - 15,000 gp

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

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

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

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

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

Cerebral Relay: By installing a cerebral relay in a limb, the limb becomes possessed by a small numina with no real
autonomy. A limb equipped with a cerebral relay can be controlled by a warcaster (or an arcane mechanik who has
taken the limb as his mechanikal familiar) as if it were a natural limb. The limb no longer interferes with concentrating
on spells, and it provides sensory feedback for the user. Mechanikal legs equipped with this upgrade do not reduce the
speed of the user and allow them to run and charge normally. Mechanikal arms equipped with this upgrade increase
their dexterity by +2. This upgrade increases the daily power requirement of a limb by 1. A limb equipped with this
upgrade may be pushed beyond their normal capabilities at the cost of damaging their structural integrity. Cerebral
relay equipped limbs can increase their Strength score by inflicting damage (ignoring hardness) upon the limbs and
expending a number of Kerwins from its power source equal to the increase in Strength. As an example, a mechanikal
arm with Strength 14 can increase its Strength to 20 by taking 6 points of damage and expending 6 Kerwins from its
accumulator.

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

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

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

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

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

Weapon Hand: Prized by those who get in fights often or who dabble in assassination, a weapon hand enhancement
adds concealable offense to a mechanikal limb. By designing a mechanikal arm with extra space, it may contain any
light melee weapon or light or one handed firearm. This weapon retracts into the arm when not in use, requiring a DC
20 Perception check to spot by someone specifically examining the character. This weapon can be deployed as a free
action, or as an immediate action if the user has the Quick Draw feat. The price of this enhancement is in addition to
the weapon to be mounted. Any weapon mounted in this way can be mechanikally enhanced, but must draw power
from the arm itself.

Corpus Capacitor: This highly illegal augmentation is banned virtually everywhere outside of Cryx. Luckily for those
who use it, virtually nobody but an arcane mechanik or inquisitor would even recognize the device. Based on the
necromantic soul cages used to power some forms of necrotech, a corpus capacitor siphons the life force of the user to
whom a mechanikal limb is grafted in order to power that limb. A corpus capacitor obviates a mechanikal limb’s need
for a power source. A corpus capacitor can only be installed in a mechanikal limb that is grafted to the user. A corpus
capacitor drains a number of hit points from the user equal to the daily charge usage of the limb in Kerwins, rounded
up. Hit points are drained from the user at dusk every 24 hours. Undead users of this device only lose half the normal
amount of hit points (round down, minimum 1).
Servitors
Servitors are small automatons that are commonly seen in industrial settings throughout the Iron Kingdoms. Servitors
come in a great range of size and form, some as tall as a man and some small enough to fit in a pocket. While a great
many are bipedal, they also can be designed as quadrupedal “mites”. Servitors operate via their cerebral matrix, which
is a much more basic form of the cortex seen in their larger cousins, steamjacks. Most servitors only have the capacity
to perform a handful of functions, being similar in intelligence to a reptile, so long as they are operating within their
design parameters.

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

Servitors consist of the following components:


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

Table 3-X: Servitor Chassis


Chassis Cost Weight Strength Dexterity Armor Bonus Construct HD Natural Attack

Manikin, Small 200 gp 60 lbs 12 10 +2 1 Slam (1d3)

Manikin, Medium 400 gp 120 lbs 14 10 +2 1 Slam (1d4)

Mite, Small 200 gp 60 lbs 10 14 +1 1 Claw (1d3)

Mite, Tiny 100 gp 30 lbs 10 16 +0 1/2 Claw (1d2)

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

Table 3-X: Servitor Engines

Engine Sandleton Steam Devenrew Crank Engine Novotski Accumulo-Inducer 1

Type Engine 1

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

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


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

Operation 5 hours 8 hours (max) 1 charge per hour (tiny and small servitors),
Time 1 charge per half hour (medium servitors)

Charge 5 minutes 5 minutes cranking per half None


Time hour of operation (8 hours
max)

Cost 175 gp 85 gp 285 gp


These power sources can be connected to exterior power through an umbilical like device (a pipe for steam or arcano-
1

conduction conduits). When this is the case, the capacity of the engine depends on the size of the external power
source, though the ratios stay the same.

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

Plumbum 1 3 -4 250 gp

Ferrum 2 6 -2 350 gp

Cupernum 3 9 +0 500 gp

Aurum 4 12 +2 650 gp

 Enhancements: Mechaniks often tailor the form of a servitor to meet the use they were designed for. A Tiny
servitor may accept only 1 enhancement, while a small servitor may have 2, and a medium up to 3. A servitor
may have a given enhancement more than once.
o Name: The name of the enhancement
o Install DC: The DC of the Craft (Mechanika) check to install the enhancement in a servitor.
o Weight: The weight of the enhancement. This is added to the weight of the chassis.
o Cost: The market value of the enhancement

Table 3-X: Servitor Enhancements

Name Install DC Weight Cost

Burdewelle Alchemical Tracer 15 3 lbs 400 gp

Burdewelle Sight Link 10 2 lbs 750 gp

Equipment Mount 15 Special Special

Fortification 10 5 lbs 50 gp

James & Willet Task Plate 20 - 250 gp

Jansenov’s Eye 25 2 lbs 425 gp

Jansenov’s Glyph Gate 20 1 lb 325 gp

Physical Augmentation 15 20 lbs 100 gp

Porter’s Scabbard 10 10 lbs 30 gp

Speed Enhancement 15 5 lbs 50 gp

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

Burdewelle Sight Link: Used by mechaniks that need to get a pair of eyes somewhere they can’t reach, this
enhancement uses sympathetic arcane anomalies to broadcast visual data from a servitor’s ocular lenses to a set of
attuned alchemical goggles. Alchemical goggles can only be attuned to a single sight link or alchemical tracer. Using
the sight link, a mechanik can see through the eyes of the servitor, so long as they are within 30 feet of each other. This
allows the wearer to make visually related skill checks from the servitor’s location with a -2 skill check modifier. While
using the sight link, the wearer is treated as being blind when acting from their own body.
Equipment Mount: Used to equip servitors with specialized equipment, this replaces their arm or manipulator with a
specific industrial tool. Servitors are proficient with any equipment mounted on them. The weight and cost of the tool
is added to that of the servitor, plus an additional 50 gp for the equipment mounting itself.

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

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

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

Jansenvov’s Glyph Gate: A security countermeasure installed in servitors to prevent unauthorized people from
commanding the servitor, this enhancement allows a servitor to learn the appearance of person and designate them as
their sole operator. Once set, only that person may issue orders to the servitor, though use of the Disguise skill or the
alter self or similar spells may trick the servitor.

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

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

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

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

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

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

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

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

Table 3-X: Thrall Glyphs

Thrall Glyph Price


Accursed Wounds 1,000 gp
Acid Blood 400 gp

Blindsense 1,000 gp
Blindsight 1,800 gp
Bonus Attribute 500 gp
Bonus Feat 750 gp
Bonus Skill 100 gp
Channel Resistance, Greater 1,500 gp
Channel Resistance, Lesser 750 gp
Damage Reduction 1,500 gp
Dark Shroud 2,500 gp
Energy Immunity 2,000 gp
Energy Resistance 1,000 gp
Energy Resistance, Greater 1,500 gp
Energy Resistance, Lesser 500 gp
Fast Healing 2,000 gp
Ghost Touch 1,000 gp
Hit Dice 500 gp
Improved Natural Armor 500 gp
Incorporeal Form 2,500 gp
Scent 300 gp
See in Darkness 750 gp
Souleater 4,000 gp
Soul Sight 1,500 gp
Spell Resistance 2,000 gp
Spell Resistance, Greater 3,500 gp
Spell Resistance, Lesser 1,500 gp
Spellcasting, Greater 9,000 gp
Spellcasting, Lesser 5,000 gp

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Energy Resistance, Lesser: The thrall is protected from one type of energy damage, gaining 5 resistance against it. The
thrall must possess at least 3 HD to take this glyph.
Fast Healing: The thrall’s undead flesh knits itself back together after suffering damage, releasing a strong
formaldehyde-like odor. The thrall gains Fast Healing 1. This glyph may be taken multiple times. Each time this glyph
is taken, it increases the thrall’s Fast Healing by 1, up to a maximum of 5. The thrall must have at least 9 HD to take
this glyph.

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

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

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

Incorporeal Form: The thrall’s connection with the ghostly is strengthened. The thrall may become incorporeal for a
number of rounds equal to its HD per day as a free action. The thrall may split these rounds up however they like, but
they must be used in a minimum of 1 round increments. While incorporeal, the thrall gains the incorporeal quality and
incorporeal subtype. Holy water, weapons with the ghost touch property, and weapons and projectiles made from
blessed silver deal full damage to an incorporeal thrall. The thrall must possess the ghost touch glyph before taking this
glyph, and must have at least 6 HD.

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

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

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

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

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

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

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

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

Spellcasting, Lesser: The thrall is empowered by its master with the ability to cast spells of its own, earning the moniker
Skarlock. The thrall gains the ability to cast spells as a wizard of 4th level. All spells that the thrall knows must be
tattooed onto its skin, as if scribing the spell into a spellbook. The skarlock may cast spells spontaneously from those
tattooed onto its skin. The skarlock may have up to 50 pages worth of spells tattooed onto it at any one time (the
skarlock’s master may wish to exchange spells the skarlock knows from time to time- this is not a problem as long as
the master has access to a supply of skin and doesn’t mind reading around stitches). The thrall must possess at least
9 HD and at least 12 Intelligence to take this glyph.
Steamjacks & Warjacks
The bread and butter of modern Immorese militaries, ‘jacks are the imposing, steam-powered, metal giants that stomp
through battlefield and factory alike. Useful in a vast array of circumstances, ‘jacks are far from cheap. The high demand
of parts, especially cortices- the mechanikal brains of steamjacks- means that it is easy for an enterprising businessman,
adventurer, or mercenary to beggar himself in an attempt to purchase and fuel a ‘jack. For those that can maintain
them, however, ‘jacks promise to add their prodigious strength and durability to any operation.

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

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

Step 1: Chassis Design


Each chassis has the following attributes:

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

Table 3-X: Steamjack Chassis


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

Light Laborjack 4 12 500 gp 20 +1

Heavy Laborjack 8 16 750 gp 20 +2

Light Warjack 6 15 750 gp 25 +2

Heavy Warjack 12 20 900 gp 25 +3

Type Base Speed Base AC Str Dex Base Damage Base Weight Damage Reduction

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

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

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

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

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

4 +4 +1 +1 +1

5 +5 +1 +1 +1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Table 3-X: Pneumatic Venting and Reflex Arrays


Strength Bonus Cost Dexterity Bonus Cost

+1 250 gp +1 325 gp

+2 325 gp +2 625 gp

+3 625 gp +3 1,000 gp

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

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

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

Table 3-X: Armored Cowling


Armor Bonus Speed Reduction Weight Increase Cost

+1 - +5% 250 gp
+2 -5 ft +10% 500 gp

+3 -5 ft +15% 800 gp

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

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

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

Table 3-X: Power Plant Enhancements 1

Type Strength Bonus Speed Increase Weight Increase Fuel Requirements 2


Cost

Normal +0 +0 +0% x1 750 gp

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

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

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


Power plant enhancements take up a steamjack’s engine slot.
1

This value is how much you multiply the basic fuel requirements of the chassis by for normal operation.
2

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

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

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

Step 3: Cortex Installation


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

Cortex Grade: The quality of the cerebral matrix.


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

Table 3-X: Cortex Grade


Cortex Grade Intelligence Tasks ‘Jack Handling Modifier Cost

Cupernum 4 12 - 10,000 gp
Ferrum 6 14 +5 16,000 gp

Aurum 8 N/A +10 22,000 gp

Arcanum 10 N/A +15 30,000 gp

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

Sidebar: Mechanikal Construct Subtype


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

Sidebar: Cortex Quirks and Arcane Bonds


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

A steamjack has a cumulative 5% chance every month since it was last reset to develop a cortex quirk. Steamjacks
that regularly see combat during a given month increase this by +1%, as the weight of war starts to sink into the
warjack. A few quirks are provided below as examples:
Baneful: This steamjack has developed a mean streak. Left to its own devices, the ‘jack will often smash objects or
small creatures. Warjacks that develop this quirk ignore their allies and charge directly into the enemy. Steamjacks
with this quirk gain a +4 bonus to Strength in melee combat and are able to fight to -20 hit points instead of being
destroyed at 0 hit points, however the ‘jack will attack anything other than its primary handler that moves within its reach
unless that creature succeeds on a DC 15 ‘Jack Handling or Intimidation check against the ‘jack. The steamjack’s
alignment becomes evil and is lawful, neutral, or chaotic based upon the alignment of its primary handler.
Competitive: This steamjack has developed a taste for competition and glory. Idling in the presence of people, the
‘jack will try to show off. If it's beaten, it might smash something in frustration, but doesn’t purposely injure people. The
steamjack gains the Great Cleave feat and may make a move action before or after making a full attack, however it
must charge the closest visible enemy in combat unless its handler succeeds on a DC 15 ‘Jack Handling or Persuasion
check. The steamjack’s alignment becomes chaotic, and is good, neutral, or evil based upon the alignment of its primary
handler.
Craven: Imprinted with doubt, this steamjack is timid and seems to possess a self-preservation instinct. Reluctant to
do anything dangerous, and shy around people, this steamjack often wanders off to be on its own. The steamjack gains
a +2 Dodge bonus to armor class and +10 feet to its movement speed, but will not willingly enter combat unless its
handler succeeds on a DC 15 ‘Jack Handling or Intimidation check. The steamjack’s adopts one aspect of it’s primary
handler’s alignment.
Magnate: Possessed of an ego as big as it is, this steamjack has complete confidence in its own abilities. When given
a command, it does things its own way. Without orders, the steamjack will often start small projects of its own. The
steamjack gains the benefit of the Improved Bull Rush feat and the steamjack’s handler gains a +15 bonus on all ‘Jack
Handling checks to command the steamjack, but the steamjack must be the first one ordered to act or it pursues what
it perceives as the greatest threat. The steamjack’s alignment becomes lawful, and is good, neutral, or evil based upon
the alignment of its primary handler.
Stalwart: This steamjack has become protective of it’s handler. It will do its best to protect its handler and humans (or
even locations) it is familiar with from danger. Around its handler, the steamjack sometimes becomes jealous if it doesn’t
receive enough attention, and it will try to earn the favor of its handler whenever possible. The steamjack gains the
Combat Reflexes and Bodyguard feats, but won’t willingly let its primary handler leave its immediate area unless the
handler succeeds on a DC 15 ‘Jack Handling or Persuasion check, whereupon it nervously paces in circles.

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

Example 1: A Cygnaran warjack with the Stalwart quirk is always interposing itself between its master and danger, and
whenever it drops below 50% of its maximum hit points, it gains the benefits of the mage armor spell.
Example 2: The favored warjack of a Cryxian necromancer that is relied upon in night-time raids possesses the Baneful
quirk and gains the benefit of the Dark Shroud ability, as if it were one of its master’s bane thralls.

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

Chapter 4: Religion
Morrow
Symbol: Sunburst of Morrow, also known as The Radiance
Alignment: Neutral Good
Cleric Alignments: CG, NG, LG
Domains: Community, Glory, Good, Healing, Knowledge, Nobility, Protection, Strength, Travel, War
Favored Weapons: Dawn’s New Sun (heavy mace) and Dusk’s Last Light (longsword)

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

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

Rank Requirement

Priest Ordained by the Church (1st level cleric)

Chaplain Five or more years of service to the Church

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

Rector Senior-most priest of a church

Prelate Appointed by the High Prelate; oversees multiple churches

High Prelate Appointed by Vicar; able to cast 4th level cleric spells, oversees an entire city or region
Vicar Appointed by Exordeum, successful completion of the Trial of Humility, able to cast
5th level cleric spells

Exarch One of 36 individuals appointed by the Primarch, successful completion of the Trial of
Service, able to cast 7th level cleric spells

Primarch Singular title appointed directly by Morrow; able to cast 9th level cleric spells

Associated Organizations: Besides the formal church hierarchy, there are numerous religious organizations
composed of Morrowans who are not priests.
 Knights of the Prophet: A Cygnaran order of paladins and fighters
 Sword Knights: A Khadoran order of Morrowan paladins and fighters
 Knights of the Vigilant: A Llaelese order of Morrowan paladins and fighters
 Order of Keeping: A subordinate organization to the church consisting of monks dedicated to guarding relics
of the faith. They maintain a number of monasteries across the mountains of Cygnar and Llael, each overseen
by an abbot. Occasionally these monks are tasked to guard persons important to the church.
 Holy Cygnaran Inquisition: A cruel and overzealous secret police established by the deposed king of Cygnar-
now thankfully defunct, this organization still operates in secret across Immoren. The church has
excommunicated anybody involved with the Inquisition.
Thamar
Symbol: Thamar’s Leash, also known as the Ternion Brand
Alignment: Neutral Evil
Portfolio:
Cleric Alignments: CE, NE, LE
Domains: Charm, Darkness, Death, Destruction, Evil, Luck, Magic, Rune, Trickery, War
Favored Weapons: Peace’s Tormentor (warspear), Rest’s Betrayer (barbed dagger), and Faith’s Destroyer
(morningstar)

Dogma:

Clergy and Temples:

Rank Requirement

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

Student Able to cast 2nd level cleric spells

Prelector Able to cast 4th level cleric spells

Preceptor Able to cast 6th level cleric spells

Prolocutor Able to cast 7th level cleric spells

Cantor Able to cast 8th level cleric spells

Redeemer Able to cast 9th level cleric spells

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

Dogma:

Clergy and Temples:


Rank Requirement
(Priests)

Fledge Initiate of the Temple, minimum 1st level cleric

Potentate Able to cast 2nd level cleric spells

Sovereign Able to cast 5th level cleric spells

Visgoth Able to cast 7th level cleric spells (highest rank outside of the Protectorate)

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

Rank Requirement
(Scrutators)

Scrutator Initiation as a scrutator

Senior Scrutator Appointment by a vice scrutator

Vice Scrutator Appointment by the High Scrutator

Grand Scrutator Singular title appointed by the High Scrutator (Protectorate only)

High Scrutator Singular title requiring uncontested authority over and support of the Vice
Scrutator (Protectorate only)

Devourer Wurm
Symbol: A swirl of talons or fangs around a central sphere of darkness called the Wurm’s Maw, Wurm’s Talons, or the
Wurm’s Eye
Alignment: Chaotic Neutral
Portfolio:
Cleric Alignments: CG, CN, CE
Domains: Animal, Chaos, Destruction, Liberation, Madness, Scalykind, Strength
Favored Weapons: Natural Weapons (clerics without these gifts may substitute any axe)
Special Rules: Rebuke beasts

Dogma:

Clergy and Temples:

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

Dogma:

Clergy and Temples:

Rank Requirement

Lead Optifex Initiation into the hidden mysteries of Cyriss; able to cast 1st level cleric
spells

Copper Optifex Able to cast 2nd level cleric spells


Brass Optifex Able to cast 3rd level cleric spells

Bronze Optifex Able to cast 4th level cleric spells

Iron Optifex Able to cast 5th level cleric spells

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

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


Wheels

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


Wheels

Fluxion Mastery of the first five precepts, promotion by the current Fluxions, able
to cast 9th level cleric spells

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

Dogma:

Clergy and Temples:

Rank Requirement

Disciple Minimum 1st level Cleric

Juror Able to cast 2nd level cleric spells

Assessor Able to cast 5th level cleric spells or 115 years of age

Justicar Able to cast 7th level cleric spells or 130 years of age

Tribune One of 13 priests appointed by the members of the Tribunal

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

Dogma:

Clergy and Temples:

Rank Requirement

Novelyr Initiate to the Fane, minimum 1st level cleric

Telmyr Able to cast 2nd level cleric spells

Nis-telmyr Able to cast 6th level cleric spells


Auricant One of Scyrah’s eight attendants appointed by the Auricyl Velahn

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

Dogma:

Clergy and Temples:

Rank Requirement

Novelyr Initiation to the Fane, minimum 1st level cleric

Wyrisy 5 years of service to the Fane as a Novelyr

Elansyr Promotion by an Aransor

Aransor Promotion by a Nis-Aransor

Nis-Aransor Promotion by a Qyr-Aransor

Qyr-Aransor Term of utmost respect reserved for only the most senior priests.

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

Dogma:

Clergy and Temples:

Rank Requirement

Chula Initiation as a priest, minimum 1st level divine caster

Durgol Transitional rank during the Guknul, lasts for two weeks

Sage or Seer Rank bestowed after successful completion of the Guknul

Wise One Honorific bestowed upon a community’s religious leader

Toruk
Symbol: Seal of Cryx
Alignment: NE
Portfolio:
Cleric Alignments: LE, NE, CE
Domains: Darkness, Death, Destruction, Evil
Favored Weapons: Dagger, Scythe
Special Rules: Aura of Corruption (Su): dragonblight

Dogma:

Clergy and Temples:

Chapter 5: Magic
The following list describes all limitations placed on magic (divine and arcane). The list was written after considering
the information in the IKCG, but departs from it in some areas.
 Necromancy, while still maligned, is no different from core PF (will not injure users)
 Shadow Magic (Shadow Conjuration, Shadow Evocation, Shades, Shadow Walk, and any Greater versions),
Conjuration (Calling), Conjuration (Teleportation) and Conjuration (Summoning) spells cast by arcane casters
have a 5% per spell level chance of attracting Infernal attention and can only be received from them or taught
by another Infernalist. Infernal attention comes in two varieties, either an Infernal Curator marking the caster
for later business or one of the less intelligent Infernals (or a creature with the Fiendish template) appearing
after the casting of the spell is completed. Any time an Infernal tags along with a spell, they may appear
anywhere within a number of feet equal to 10 times the spell level of the caster.
o Conjuration (Summoning) spells can only summon Fiendish versions of animals. Outsiders may not be
summoned, as they are servants of the gods. However, Infernals of comparable CR may be
summoned.
 Shadow Magic (Shadow Conjuration, Shadow Evocation, Shades, Shadow Walk, and any Greater versions),
Conjuration (Calling), and Conjuration (Teleportation) spells cannot be cast by divine casters at all. Conjuration
(Summoning) spells cast by divine casters can only summon Outsiders or Elementals (which severely limits the
selections of many levels of Summon Monster). Additionally, these spells are never automatic, and usually fail
unless the caster is in exceptionally good standing and dire need.
o Druids form a notable exception to this, as they can cast Summon Nature’s Ally with reasonable
expectations of success. These animals and elementals are servitors of the Devourer Wurm.
 The Pain of Healing rules, while still present, are diminished. There is no upward limit on the amount of healing
per day that is acceptable, but the gods will still balk at their power being used to aid heretics. Invoking the Pain
of Healing does not necessarily prevent the spell from functioning normally (though the effects of PoH might
very well kill the subject first!). These are detailed below (subject is the person receiving the healing and deity
is the god providing the spell):
o If the subject is within one step of the deity’s alignment, then no rolls must be made.
o If the subject is within two steps of the deity’s alignment, then there is a 30% chance of needing to roll
on the appropriate table with a +1 modifier.
o If the subject is directly opposed to the deity’s alignment, then both they and the caster must roll on the
tables at a +2 modifier.
o Casters possessing the Death domain impose a +1 modifier to any rolls they or their subject are required
to make.
o Casters possessing the Healing domain grant a -1 modifier to any rolls they or their subject are required
to make.
o Casters of Menoth are forbidden to heal non-Menites. Any attempt to do so imposes a roll at a +3
modifier for the caster and subject.
o Menites are forbidden from being healed by non-Menites and any attempt to do so imposes a roll at a
+3 modifier for the caster and subject.
o Casters of Nyssor and Scyrah are forbidden to heal non-elves, and any attempt to do so imposes a roll
at a +2 modifier for the caster and subject.
 Alchemical methods of healing are not subject to the Pain of Healing.
 Arcane casters (not including alchemists) may not utilize any healing spell under any circumstances.
 Raising the dead follows the same rules as presented in the IKCG. No arcane caster may raise the dead
(Necromancy is not the same as raising the dead, and is actually more popular amongst arcane casters than
divine).
 Witches, seeing as how they derive their power from Infernal pacts, are exempt from all of the above
rules. However, there may be unintended consequences.
In addition, spellcasters in the Iron Kingdoms produce a distinct visual effect whenever they cast spells. Referred to
variously as rune circles, runic circles, spell circles, and a swath of other names, these are a universal phenomenon
found in all spells and spell-activation magic items (but not other types of magic items). Around the focus of a spell (the
arm throwing a lightning bolt, the weapon influenced by true strike, or the target of a bull’s strength for example), a runic
circle of runes appears while the spell is being cast. These runes are illusory, but are as certain an indication of magic
as the arcane signs being woven by the caster’s hands. These runes give off light as a candle when cast, but a
spellcaster that applies the Still Spell or Silent Spell feat to a spell can choose to suppress them. With a DC 20 Spellcraft
check, a spellcaster can also choose to suppress the runes when casting. The runes themselves are drawn from the
source of the caster’s magic. So a Cygnaran wizard’s rune circles might be in the Caspian script he was originally
schooled in, while a Menite priest’s runes will be the same depicted on the walls of Ancient Icthier. A skilled spellcaster
can often recognize a spell being cast by the runes it creates.

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

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

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

Alchemical Gauntlets: Alchemical gauntlets are heavy leather gloves with a network of conduits and aurum mesh
running across their surface, all protected by a layer of steel plate. These gauntlets have space to attach one rune plate
(must be provided separately for each gauntlet, but must also match), which can be used to enhance them as weapons
(they count as gauntlets in close combat) or to mimic any magical item that occupies the hands slot of a creature, if
loaded with a rune plate of the same spell required to create that item. Lesser alchemical gauntlets can replicate items
with a caster level up to 5th, regular alchemical gauntlets can replicate items with a caster level up to 11th, and greater
alchemical gauntlets can replicate items with a caster level up to 20th. Alchemical gauntlets take up the hands slot of
a creature wearing them.
Alchemical Goggles: Alchemical goggles are bulky goggles extending some 3”-4” from the user’s face. The lenses
of these goggles are actually double paned and have a thin layer of alchemical liquid between them that is highly reactive
to arcane charge. Atop the lenses also sits a small box of conduiting where a mechanik has room to install one rune
plate, which can mimic any magical item that occupies the eyes slot of a creature if loaded with a rune plate of the same
spell required to create that item. Lesser alchemical goggles can replicate items with a caster level up to 5th, regular
alchemical goggles can replicate items with a caster level up to 11th, and greater alchemical goggles can replicate items
with a caster level up to 20th. Alchemical goggles take up the eyes slot of a creature wearing it, as well as the headband
slot, due to the straps that must be used to support the weight of the device.

Arcanograph: Also known colloquially as a “Llaelese Lantern”, this device is a seldom used piece of mechanika that
somewhat resembles a normal lantern (hooded or bullseye), but with a double-paned lens. The space between these
panes is filled with an alchemical fluid that reacts to an arcane charge, and when light is shown through a properly
charged liquid, a variety of magical effects can be cast upon the surrounding area (either in a cone or sphere, as
appropriate for the lantern). Beneath the oil reservoir, the arcanograph has space for mounting one rune plate, which
may be a spell from the following list: Detect Aberration, Detect Animals or Plants, Detect Chaos, Detect Charm, Detect
Evil, Detect Good, Detect Law, Detect Magic, Detect Metal, Detect Poison, Detect Radiation, Detect Scrying, Detect
Secret Doors, Detect Undead, Invisibility Purge, and See Invisibility. As long as arcane charge and oil is provided the
arcanograph will allow everyone in the area to benefit from the spell inscribed on the rune plate, however the point of
origin from the spell is the arcanograph itself, and range is measured from it.

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

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

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

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

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

Rune Plates:
Rune plates are the functional aspects of a mechanikal device, which makes the discovery of mechanika runes
by Sebastien Kerwin one of the most important in the history of Immoren. These runes, which give rune plates their
name, are etched upon plates or strips of brass, copper, silver, or gold. When an arcane charge is applied to the plate,
it is directed and shaped by the wholly magical runes until it produces the desired effect. Sometimes these effects are
released directly from the rune plate into the housing, referred to as parallel conduiting, but oftentimes rune plates are
connected in serial conduiting, allowing successive rune plates to shape an arcane charge into a unique magical
effect. Parallel conduiting is used in the construction of mechanikal weapons, armor, wands, and arcantrik convergence
engines, while serial conduiting is used to make mechanikal versions of many wondrous items.
Rune plates use up a number of arcane charges based upon the power of the effect etched on them and the
resistance of the plate’s material (copper is considered reasonable quality). Traditionally, the number of charges
expended in Kerwins (k), named for the mage who originally theorized the arcanodynamic accumulator, is used in
scientific literature. Creating rune plates requires the Etch Rune Plate feat.

Table 5-1: Rune Plate Charge Usage for Spells


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

Brass 140 x spell level x 1.5 3 4.5


caster level

Copper 275 x spell level x 1 2 3


caster level

Silver 825 x spell level x .5 1 1.5


caster level

Gold 1650 x spell level .3 .6 1


x caster level

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

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

Brass 20 x spell level x caster level x 1.5


effective bonus

Copper 40 x spell level x caster level x 1


effective bonus

Silver 120 x spell level x caster level x .5


effective bonus

Gold 240 x spell level x caster level x .3


effective bonus

Table 5-3: Rune Plate Charge Usage for Mechanikal Armor and Shields
Rune Plate Rune Plate Cost (gp) Charge Cost per effective bonus
Material ((k/day) x bonus)

Brass 10 x spell level x caster level x 1.5


effective bonus

Copper 20 x spell level x caster level x 1


effective bonus

Silver 60 x spell level x caster level x .5


effective bonus

Gold 240 x spell level x caster level x .25


effective bonus

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

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

Brass 140 x spell level 1.5 3 4.5


x caster level

Copper 275 x spell level 1 2 3


x caster level

Silver 825 x spell level .5 1 1.5


x caster level

Gold 1650 x spell .3 .6 1


level x caster
level

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

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

Table 5-5: Arcanodynamic Power Sources


Name Cost Charges Decay Weight Space Hit
Rate Points

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


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

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


day

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


day

Alchemical Capacitor, light 50 gp 2k 5% per day .5 lbs 1 5

Alchemical Capacitor, 100 gp 5k 5% per day 1 lb 2 10


standard

Alchemical Capacitor, heavy 150 gp 8k 5% per day 3 lbs 4 15

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


superheavy

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


hour

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


hour

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


hour

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


hour

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

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

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

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


round

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


year

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


year

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


year

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

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


round

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


gp round

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

Alchemical Capacitor: A fairly recent invention, the alchemical capacitor is modelled after the accumulator’s shape,
though they are cased in cobalt or cobalt alloy and don’t have the notches in their casing. They produce arcane charge
from a volatile alchemical reaction within their casing that can be dangerous outside of a controlled environment.
Arcane Clock: The adaptation of the arcane turbine to clockwork power, these devices are two stacked cylinders of
brass, which when turned in opposite directions, wind a mainspring inside. That mainspring turns an enchanted wheel
that produces a small arcane charge, which spins around a ring wrapped in gold or silver wire, charging the wire through
the process of arcane induction. Since the mainspring has to release a constant and steady amount of energy to provide
continuous power, an arcane clock will only hold a charge for one hour. Winding an arcane clock takes one minute of
continuous winding (every round of winding produces 6 minutes of charge).

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

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

Arcane Turbine: Arcane turbines are the most efficient way to produce large volumes of arcane power, however they
are somewhat less than mobile and far from cheap. Arcane turbines function by using steam power to turn an enchanted
wheel that produces a small arcane charge, which spins around a ring wrapped in gold or silver wire, charging the wire
through the process of arcane induction. An arcane turbine can run for six hours on a hopper full of coal and a topped-
off boiler. A personal arcane turbine, which is small enough to be mounted on a breastplate, as you see in warcaster
armor, holds 3 pounds of coal and 1 gallon of water. A portable arcane turbine is the size of a small child and can be
easily moved around a workshop as needed to power various devices, requiring 10 pounds of coal and 5 gallons of
water. An emplaced arcane turbine is a structural feature, and runs off of 50 pounds of coal and 20 gallons of
water. When there is available running water, emplaced turbines are sometimes converted to run off of water wheels,
circumventing the need for the steam engine. Arcane turbines produce a number of Kerwins per round as shown in
Table 5-5, with any unused Kerwins dissipating. Arcane turbines have no space statistic because they are far too large
and complex to be integrated into a mechanikal device (except for personal turbines, which are sometimes mounted on
the back of a suit of armor). In order to draw power from an arcane turbine, they must be connected to a socket via
arcano-conduction coils. Most personal arcane turbines have connections for 4 coils (if mounted to a suit of armor, that
armor is automatically connected, keeping 4 connections free), portable arcane turbines have 10, and emplaced arcane
turbines have 25.

Sidebar: Rupturing Power Sources


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

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

Table 5-6: Conduit Cost

Conduit Application Conduit Cost (gp)

Basic 1,000 x highest spell level x number of plates

Weapons 500 x effective bonus x number of plates


Armor 250 x effective bonus x number of plates

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

Arcane Compressor: This steel hemisphere about ¾ of a foot in diameter has two silver contacts on its sides where
an arcane spellcaster can channel their power directly into the device, which has wires leading from it that can be
attached to an accumulator to charge it. In a workshop setting, these wires can be fitted to a charge socket and used
to power a device directly from a spellcaster, though this is far from ideal. Arcane spellcasters may expend spell slots
to produce a number of Kerwins of charge equal to ½ the spell’s level. 0th level spells may not be used in conjunction
with an arcane compressor. This process cannot be reversed to charge an arcane spellcaster with magical energy.

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

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

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

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

Table 5-7: Mechanikal Assist Abilities

Mechanikal Assist Ability Effect Cost (per rating)

Mobility Enhancement +1 Maximum Dexterity Bonus 4,000 gp

Encumberance Compensators -1 Armor Check Penalty 1,500 gp

Arcanodynamic Servos +1 Strength to Wearer 4,000 gp

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

Power Field 5 Temporary Hit Points 1


2,000 gp
1
The temporary hit points granted by a power field begin recharging up to their full capacity at a rate of 1 hit point per
round after not suffering any damage for 1 minute.

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

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

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

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

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

Table 5-8: Designing Mechanikal Items

Item Size and Type Accumulator Space Rune Plate Capacity

Light weapons 1
1 2

One-handed weapons 1
2 3

Two-handed weapons 1
4 4

Armor 1
6 5

Shields 1
4 3

Rods 4 -

Staves 8 -

Wands 2 1

Other Housings 2 Varies


This is for medium items. For each size category in difference, add or subtract 2 Accumulator Space and 1 Rune Plate
1

Capacity. If this reduces an item’s Accumulator Space to 0, then the item must be connected to an exterior power
source via arcano-conduction coils to function. If this reduces an item’s Rune Plate Capacity to 0, then the item cannot
be mechanikally enhanced.

Table 5-9: Mechanikal Equipment

Mechanikal Device Cost

Alchemical Gauntlets (Housing only) 4,300 gp

Alchemical Goggles (Housing only) 4,800 gp

Arcanograph (Housing only) 2,900 gp


Arcantrik Convergence Engine (Housing only) 300 gp

Induction Belt (Housing only) 4,000 gp

Arcanodynamic Socket, Charge 200 gp

Arcanodynamic Socket, Trickle 200 gp

Arcanodynamic Socket, Hybrid 450 gp

Arcane Compressor 3,000 gp

Arcano-conduction coil, per foot 750 gp

Cabalic Crucible 450 gp

Cerebral Relay 2,000 gp

Mechanikal Trigger, basic 200 gp

Mechanikal Trigger, offensive 325 gp

Mechanikal Trigger, reflexive 4,000 gp

Reflective Arcane Matrix 300 gp

Elemental Emitter 2,000 gp

Elemental Chamber 4,000 gp

Chronometric Trigger 200 gp

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

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

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

Avatar Clock (Conduits and Sockets)


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

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

Tiny 0 500

Small 0 700

Medium 0 1000

Large +2 1600

Huge +5 3200

Colossal +10 6400

Gargantuan +15 12800

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

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

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

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

Devotion Engine (Arcane Condenser)


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

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

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

Size Slots Weight Charges Hardness Hit Points Cost(gp)

Light 1 1 5 10 3 125

Medium 2 2 10 10 5 200

Heavy 4 5 15 10 10 300

Faint Divination; CL 5th; Craft Cyriss-tech, Craft (clockwork) 7 ranks, Knowledge (religion) 5 ranks, imbue with spell
ability; Craft (clockwork) check (DC 18); Price Varies; Cost Varies; Weight Varies

Numina Orb (Cerebrial Matrix)

Stele Clock (Stationary Arcane Turbine)

Nexus Accumulator (Accumulator)


Nexus Core (???)

Nexus Node (???)

Permiation Manifold (Belt/Goggles/Gloves)

Preceptor’s Mantle (Alchemical Goggles)

Soul Node (???)

Servators of Cyriss

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

Necrotech
Necrotech is the foul merging of mechanika and necromancy.

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

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

Integrated Mechanikal Circuits


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

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

Geomantic Power Plants


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

Table 5-X: Geomantic Power Sources


Name Cost Charges 1
Weight Space Hit Points

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

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

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

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

Geomantic Power Plant 80,000 gp special special special special


Arcane Condensers recharge themselves with latent geomantic energy. In most areas, this means they gain 10 k of
1

charge per day, but near a powerful ley line they might recharge at as much as four times that rate.

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