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Steamworks

Steamworks by Korey MacVittie Editing: Neal Hyde, Ed Wetterman Mechanics Editing: Mark Gedak Cover: Kim Feigenbaum Artwork: Steve Bently, Kim Feigenbaum, Craig Largent, Michael Reeves, Brendan Quinn Layout: Preston P. DuBose

About Silven Crossroads

About the Cover Artist

Kim Feigenbaum works as a freelance illustrator and fine artist. She exhibits and sells her work at various galleries and conventions in the southeast US. Much of her inspiration is drawn from classic fairy tales, mythology, and multi-cultural studies. She enjoys working with graphite, watercolor, gouache, and other traditional materials. Silven Crossroads

Silven Crossroads is the intersection of gaming and publishing, fantasy and technology, fun and...more fun. It is the fantasy imprint of 12 to Midnight Inc., and it is where you can find dozens of titles to spice up your roleplaying adventures. To learn more about Silven Crossroads and our fantasy roleplaying games, visit http://12tomidnight.com.

Dungeons & Dragons, and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www. wizards.com/d20. Steamworks ©2008, Korey MacVittie and published by 12 to Midnight. All rights reserved. 12 to Midnight, the 12 to Midnight logo, Silven Crossroads, and the Silven Crossroads logo are trademarks of 12 to Midnight. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 12 to Midnight. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Made in the USA. Steamworks d20 v008

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Steamworks Contents In the Beginning...................................... 5 Chapter 1: Technological Classes............. 7 Class Descriptions................................................................. 7 Technologist.......................................................................... 7 Table 1–1: The Technologist.............................................................. 9 Table 1–2: Evaluation of Devices.................................................... 11 Human Technologist Starting Package.......................................... 11 Table 1–3: Skill Selections.............................................................. 11

Inventor.............................................................................. 11 Table 1–4: The Inventor................................................................. 12 Table 1–5: Evaluation of Devices.................................................... 14 Human Inventor Starting Package................................................ 14 Table 1–6: Skill Selections.............................................................. 14 Table 1–7: Contraptions Special Abilities........................................ 15 Table 1-8: Contraption Abilities..................................................... 15

Multiclassing . .................................................................... 16 Epic-Level Characters.......................................................... 16 Epic Technologist................................................................ 16 Epic Inventor...................................................................... 17

Chapter 2: Skills and Feats..................... 18 Introduction....................................................................... 18 Skills and Technology.......................................................... 18 Table 2–1: Class Skills.................................................................... 18 Table 2–2: Technological Class Skills............................................... 18

Skill Descriptions................................................................ 18 Concentration (CON).................................................................. 19 Table 2–3: Concentration............................................................... 19 Knowledge (Technology) (INT)................................................... 19 Repair (INT; Trained Only).......................................................... 20 Table 2–4: Repair.......................................................................... 20 Table 2–5: Repair Modifiers........................................................... 20 Techcraft (INT; Trained Only)...................................................... 21 Table 2–6: Techcraft....................................................................... 21 Use Tech Item (WIS; Trained Only)............................................. 21 Table 2–7: Use Tech Item............................................................... 21

Feats and Technology.......................................................... 23 Technical Feats.................................................................... 23 Item Construction Feats...................................................... 23 Metadevice Feats................................................................. 24 Metatechnology Feats.......................................................... 24 Table 2–8: Technological Feats........................................................ 25

Feat Descriptions................................................................ 26

Chapter 3: Technology........................... 33 Introduction....................................................................... 33 Devices............................................................................... 33 Technological Writings................................................................. 33 Technologist Devices and Borrowed Notebooks........................... 34 Adding Devices to a Technologist’s Notebook............................... 34 Writing a New Device into a Notebook........................................ 34

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Replacing and Copying Notebooks............................................... 35 Selling a Notebook....................................................................... 35

Inventors............................................................................. 35 Device Construction........................................................... 35 Table 3–1: Device Construction...................................................... 35 Table 3–2: Device Hit Points and Hardness..................................... 36

Readying Devices................................................................ 36 Device Activation................................................................ 36 Choosing a Device........................................................................ 37 Concentration.............................................................................. 37 Device Failure............................................................................... 38 The Device’s Result....................................................................... 38 Special Device Effects................................................................... 38 Combining Technological Effects................................................. 39

Recharging Devices............................................................. 39 Repairing Devices............................................................... 39 Device Descriptions............................................................ 39 Table 3–3: Items Affected by Technological Attacks........................... 47

Chapter 4: Devices................................. 48 Technologist/Inventor Devices............................................ 48 0-level Technologist/Inventor Devices (Gadgets)........................... 48 1st level Technologist/Inventor Devices........................................ 48 2nd level Technologist/Inventor Devices....................................... 49 3rd level Technologist/Inventor Devices........................................ 49 4th level Technologist/Inventor Devices........................................ 50 5th level Technologist/Inventor Devices........................................ 50 6th level Technologist/Inventor Devices........................................ 51 7th level Technologist/Inventor Devices........................................ 51 8th level Technologist/Inventor Devices........................................ 51 9th level Technologist/Inventor Devices........................................ 52

Devices............................................................................... 52

Chapter 5: Spells and Powers............... 106 Spells and Powers Summary.............................................. 106 Cleric Domain.................................................................. 106 Technology Domain................................................................... 106

Druid Spells...................................................................... 106 Psion/Wilder Powers......................................................... 107 Sorcerer/Wizard Spells...................................................... 107 Spells and Powers in Detail............................................... 107

Chapter 6: Characters.......................... 115 Prestige Classes.................................................................. 115 Automatist........................................................................ 115 Table 6–1: The Automatist........................................................... 116

Engineer........................................................................... 116 Table 6–2: The Engineer.............................................................. 117

Technician........................................................................ 117 Table 6–3: The Technician............................................................ 118

Technomage...................................................................... 118 Table 6–4: The Technomage.......................................................... 119

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Steamworks Wraith............................................................................... 120 Table 6–5: The Wraith................................................................. 121

NPC Class: Tinker............................................................ 121 Table 6–6: The Tinker.................................................................. 122

Chapter 7: Integration......................... 123 Overview.......................................................................... 123 Origin of Technology........................................................ 123 Ancient Technology.......................................................... 123 Archaeologist.................................................................... 123 Table 7–2: The Archaeologist........................................................ 126

Gradual Technology.......................................................... 126 Researcher......................................................................... 127 Table 7–3: The Researcher............................................................ 128

Sudden Technology........................................................... 128 Culture............................................................................. 129 Humans...................................................................................... 129 Dwarves..................................................................................... 129 Elves........................................................................................... 130 Gnomes...................................................................................... 130 Halflings..................................................................................... 130 Goblins....................................................................................... 130 Kobolds...................................................................................... 131 Orcs........................................................................................... 131

Degree of Technology........................................................ 131 Technology and Arcane Magic.......................................... 132 Technology and Divine Magic.......................................... 133 Technology and Nature..................................................... 134 Technology and Psionics................................................... 134 Psyologist.......................................................................... 135 Table 7–4: The Psyologist.............................................................. 136

Chapter 8: Technological Items............ 137 Equipment........................................................................ 137 Equipping a Character................................................................ 137 Starting Packages........................................................................ 137 Equipment A La Carte............................................................... 137 Table 8–1: Random Starting Gold................................................ 137 Weapon Descriptions................................................................. 137 Table 8-2: Weapons...................................................................... 137 Miscellaneous Gear..................................................................... 137 Table 8–3: Miscellaneous Gear..................................................... 137 Tools and Skill Kits..................................................................... 138 Clothing..................................................................................... 138 Device Activation....................................................................... 138

Technological Items.......................................................... 138 Using Items................................................................................ 139 Saving Throws against Technological Items................................. 140 Damaging Technological Items................................................... 140 Repairing Items.......................................................................... 141 Charges and Multiple Uses......................................................... 141 Technological Item Descriptions................................................. 141 Technological Item Names.......................................................... 142 Random Technological Items...................................................... 142 Table 8–4: Random Technological Item Generation........................ 143 Armor and Shields...................................................................... 143 Table 8–5: Technological Armor Special Abilities........................... 143

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Table 8–6: Technological Shield Special Abilities............................ 143 Technological Armor and Shield Special Ability Descriptions..... 144 Table 8–7: Fortification Chart...................................................... 144 Weapons..................................................................................... 145 Table 8–8: Technological Melee Weapon Special Abilities................ 145 Table 8–9: Technological Ranged Weapon Special Abilities.............. 146 Technological Weapon Special Ability Descriptions.................... 146 Widgets...................................................................................... 147 Table 8–10: Widgets.................................................................... 148 Kits............................................................................................. 148 Table 8–11: Kit Levels................................................................. 149 Schematics.................................................................................. 149 Table 8–12: Devices Inscribed in a Schematic................................ 150 Table 8–13: Schematic Levels....................................................... 150 Gizmos....................................................................................... 150 Table 8–14: Gizmos..................................................................... 151 Gizmo Descriptions.................................................................... 151 Trinkets...................................................................................... 152 Trinket Descriptions................................................................... 152 Table 8–15: Trinkets.................................................................... 152 General Items............................................................................. 152 Table 8–16: General Items............................................................ 153 General Item Descriptions.......................................................... 153 Table 8–17: Belt of Gadgetry Types............................................... 153 Table 8–18: Goggles of Discernment Types..................................... 155 Special Materials......................................................................... 157 Table 8–19: Orichalcum Cost Modifiers........................................ 157 Table 8–20: Titanium Cost Modifiers........................................... 157

Chapter 9: Monsters............................ 158 The Cognizant Subtype..................................................... 158 The Mechanical Subtype................................................... 158 Device-like Abilities.......................................................... 158 Automaton........................................................................ 158 Combat...................................................................................... 158

Constructing an Automaton............................................. 159 Automaton Menu A................................................................... 159 Automaton Menu B................................................................... 159 Automaton Menu C................................................................... 160

1st-level Automaton.......................................................... 160 2nd-level Automaton........................................................ 160 3rd-level Automaton......................................................... 161 4th-level Automaton......................................................... 161 5th-level Automaton......................................................... 161 6th-level Automaton......................................................... 162 7th-level Automaton......................................................... 162 8th-level Automaton......................................................... 162 9th-level Automaton......................................................... 163 Blade Swarm..................................................................... 163 Combat...................................................................................... 163

Contraption...................................................................... 164 Combat...................................................................................... 164

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In theSteamworks Beginning Introduction

Technology is an ever-present part of society regardless of how advanced or backward your setting— from armor and crossbows to plows and alchemical items, it is exists in a way characters cannot avoid. However, you may have decided that a medieval level of technology does not work for your world: you need something more. Or you may craft a new world from scratch and decide that you need something new, something fresh, and something unexpected. Increasing the level of technology available to your players can be the answer you are looking for.

What is Technology?

Technology is nothing more than the application of natural laws for useful ends. There is no magic involved and no supernatural treatment. It is simply the manipulation of one’s environment to achieve a desired effect. This concept is universal in any setting, whether it is a peasant using a crossbow or a blacksmith forging a suit of armor, some form of technology is a part of everyone’s daily life. The technologies discussed in this book are more advanced than these simple ideas. A character who ventures into the technological realm may learn how to use magnetism to harm his foes, therapeutic chemicals to heal his companions, and to alter dozens of natural laws to produce hundreds of effects. From manipulating time to changing gravity, a technological character is limited only by his imagination and ability to find new uses for the rules that govern his world.

About Devices

A technological device is a physical object. It is a tangible item that characters can hold and must be stored. Causing a device to function is known as activation (the technological version of spellcasting). Every device requires energy stored as charges, similar to magic wands and staves, and each device a character uses must be readied beforehand to ensure that it is in proper working condition. Once a device runs out of charges (or before, if a character so wishes), it must be recharged to be used again. Silven Crossroads

What This Book Is and Is Not

This book deals with technology and how it interacts with magic and psionics. The technology herein uses the real world as a rough guideline regarding what technology can and cannot do, with some leeway granted by the idea that in a world of magic, the rules of nature can be bent and sometimes broken. Some of the devices may seem unrealistic, but abilities such as cloaking and temporal manipulation make technology roughly on par with magic. However, some things, such as the wish spell, are not replicated by technology, and are just too fantastic. This book was written to be a viable alternative to magic, but not to replace it. There are no assumptions made about the settings this technology is used in. The information is presented to make it feel technological (by using charges and physical devices) and still retain balance within the d20 system. While the relationship between technology and magic (and psionics) is discussed, neither magic nor psionics is required to use these devices. These rules could just as easily represent real-world technology at the end of the 19th century (with the exception of those items that bend the rules, such as cloaking and temporal manipulation devices), as it could describe technology that springs up in a typical fantasy setting.

About SteamWorks

This book provides everything you need to create and play technological characters, including technological items. It contains the following chapters: Classes (Chapter 1): Two technological character classes are given: the technologist and the inventor. Skills and Feats (Chapter 2): Technological characters may use all the skills presented in the Player’s Handbook, and they have access to new skills presented here. New skills include Knowledge (technology), Repair, Techcraft, and Use Tech Item. The feats section provides more options for technological characters, as well as new feats to allow other classes to dabble in technology. Technology (Chapter 3): Technology is not just a study—it is an art. This chapter discusses how characters learn, construct, and activate devices. It also Page 5

Steamworks provides guidelines for rules regarding special situations. Devices (Chapter 4): Nearly two hundred devices from 0-level to 9th level are described here. Spells and Powers (Chapter 5): Even technology sometimes needs a helping hand. This chapter describes over two dozen spells and powers from 0-level to 9th level for clerics, druids, psions, sorcerers, wilders, and wizards. Characters (Chapter 6): Take your technologist or inventor in unique directions with the automatist, engineer, technician, technomage, or wraith prestige classes, or use the tinker NPC class to represent those with less technological knowledge. Integration (Chapter 7): This chapter explains a wide variety of ways to introduce technology into a setting, the effects on the society it evolves in, and which cultures are inclined toward technological study. Guidelines for creating high-level technological characters are also here. Technological Items (Chapter 8): Technological characters and characters of other classes will be interested the items described in this chapter. Technological armor, weapons, trinkets, gizmos, widgets, and general items are presented in a format similar to that found in the DMG. Monsters (Chapter 9): Some creatures are created through technological devices, such as the automaton and the blade swarm. These types of beings are described.

Silven Crossroads

About the E-book

In keeping with the technological theme, this PDF is no frozen snapshot of a print edition. Throughout this document, you’ll find helpful cross-reference hyperlinks. Anytime you see a Feat, Skill, Spell or Device formatted in rusty red and underlined, click on it to jump to the relevant page. Be careful, when you do this! Acrobat is not as friendly as a web browser when it comes to navigating via hyperlinks. There is no “back” button in Acrobat, and only recently did they offer “return to previous view” contextual menu option. That is why we are also offering a Steamworks Deluxe edition that includes the PDF and printerfriendly editions, as well a browser-friendly html version. If you didn’t get the Deluxe edition but would like to upgrade, stop by 12 to Midnight’s forums for details.

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Steamworks

Chapter 1: Technological Classes Chapter 1: Technological Classes

Invention. Innovation. Genius. These are three things that all students, those who study technology, have in common. Machinery and gadgets are at their disposal, constructed by their own dexterous hands and innovative minds. Those who build devices understand the natural forces that are at work in their world, and make machines that take advantage of these laws to produce effects as powerful and compelling as any magic.

Class Descriptions

This chapter details two new technological classes: the Technologist and the Inventor. Each class description begins with a generalization of such an individual and how he may appear to others. Of course, there are always those who do not fit the stereotypes of their chosen profession, and players are free to make characters as varied as they want. Game rules and the mechanics of each class follow after the in-character description. Abilities: Which of the six ability scores the class favors and an explanation as to why. Alignment: Alignment restrictions of the class are discussed, as well as the motivations behind the alignments. Hit Die: The type of Hit Die used by a technological class determines how many hit points are gained at character creation and with each new level. Class Skills: The class skills are listed, as well as the number of skill points gained at 1st level and each level afterward. This system is described in detail in the Player’s Handbook. Class Features: Each technological class has special characteristics that make it differed from the rest. These include: Weapon and Armor Proficiency: What weaponry and armor members of the technological class are proficient with and can use most easily. Devices: Both technological classes utilize devices. This section provides additional guidance to players and GMs. Other Features: Each class may or may not have additional features. Starting Gold: If you choose not to utilize a starting package, this is how much wealth a member of

Silven Crossroads

the class begins with to purchase equipment and materials to construct devices. Starting Packages: This section provides default information for a member of the technological class of any race. These may be used to quickly create a technological character. They are easily modified and the starting packages may be used by GMs to create technological NPCs. The starting packages assume that you spend four (4) skill points on every skill you start with, excelling in a few things rather than dabbling in many. Thus, they are expressed somewhat differently than the skill-purchasing system in the Core books. Even though the presentation appears different, you get a technological character with the correct number of skill ranks. Starting packages are written for a specific race but do not take into account racial traits or intelligence modifiers.

Technologist

The Technologist is the epitome of an advanced engineer, and is the result of years of studying and exhausting hours spent conducting research. Not everyone has the mindset or the desire to become a student of technology. Many cannot endure the lessons and constant testing required. Those that do, however, have the honor of being known as a Technologist. Unlike most other classes, the Technologist is devoted to learning and enquiry. Through long hours spent poring over schematics and tedious—sometimes dangerous—experimentation, Technologists learn how to construct the devices that are their bread and butter. Adventures: Technologists take to adventuring for a variety of reasons. Some have a minimal amount of imagination and travel abroad to find new ideas for inventions. Others look for texts that are unique, rare, or lost and require the knowledge in them to complete a piece of research or to understand a complicated and obscure law of nature. A few Technologists venture throughout the world helping others rather than keeping their inventions to themselves. In rare cases, a technologist may simply grow tired of dealing with books and schematics, desire new experiences, and choose to explore.

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Steamworks Characteristics: The Technologist is his devices, and his devices are him. Through his devices, a technologist is capable of producing a wide variety of effects by using and manipulating natural forces. However, devices require daily care and maintenance to remain in working condition. A Technologist’s career and life often revolves around his devices. Alignment: Technology is a tool that can be used by anyone with the skill to wield it. Technologists may be lawful, thus reinforcing their trust in natural forces and their willingness to construct devices that fit within the confines of them. A chaotic Technologist may follow a bizarre and unorthodox methodology or consider utility more useful than theory. Evil Technologists use their gifts to gather wealth and power and do not care about the impacts their devices have on others. Religion: Technologists are often more concerned with mundane and earthly matters than religion or deities. Those that follow a deity usually follow one of innovation, knowledge, or craft. Background: Technologists have had some, and in many cases, a great deal of formal education. The basics of technology may be self-taught, but more often a Technologist learns at an academy or from a tutor or mentor. There are families who study technology and pass on their knowledge from generation to generation, although this is rare. Silven Crossroads

Chapter 1: Technological Classes Races: Gnomes, of course, are natural tinkers and pursue the profession of technologist almost as often as they choose to become bards. Dwarves have a natural affinity for stonework and engineering and may take up the course of technology. Halflings and humans have a natural curiosity, and this may drive them to pursue the technologist class. Technologists are extremely rare among savage humanoids, as few have the required education, intellect, and discipline to take up the study of technology. Other Classes: Technologists generally come from urban locales rather than rural ones, and consequently they often have something in common with rogues and bards. While technology is based on natural laws, most people see it as something unnatural and artificial, and problems may arise when dealing with rangers and druids. Role: The Technologist’s role is similar to that of the wizard, though it has several important differences. The Technologist has a wider array of effects at his disposal, as well as a few skills that may come in handy. However, a Technologist’s devices are much more difficult to maintain, and learning to operate new devices can be challenging.

Game Rule Information

Technologists have the following game rule statistics. Abilities: Intelligence is very important to technologists, as it determines the highest level of devices they can know and construct. It also determines the difficulty for others to evade the effects of their devices. Dexterity is also important, as it is the key ability for several important skills. A high strength allows a character to carry more devices. Alignment: Any. Hit Die: d4.

Class Skills

The technologist’s class skills (and the key ability for each) are Concentration (CON), Craft (INT), Disable Device (INT), Knowledge (architecture and engineering) (INT), Knowledge (technology) (INT), Open Lock (DEX), Repair (INT), Search (INT), Techcraft (INT), and Use Rope (DEX). Skill Points at 1st Level: (2 + INT modifier) ×4 Skill Points at Each Additional Level: 2 + INT modifier Page 8

Steamworks

Chapter 1: Technological Classes

Table 1–1: The Technologist Base Attack Bonus

Fort Save

Ref Save

Will Save

1

+0

+0

+2

+0

2

+1

+0

+3

+0

3

+1

+1

+3

4

+2

+1

+4

5

+2

+1

+4

+1

6

+3

+2

+5

+2

7

+3

+2

+5

8

+4

+2

+6

9

+4

+3

+6

+3

10

+5

+3

+7

+3

11

+5

+3

+7

12

+6/+1

+4

13

+6/+1

+4

14

+7/+2

15

+7/+2

16 17

Device Slots

Device Charges

Highest Level Known Device

2

2

1st

3

2

1st

+1

4

2

2nd

+1

5

3

2nd

7

3

3rd

8

3

3rd

+2

9

3

4th

+2

10

4

4th

11

4

5th

13

4

5th

+3

14

4

6th

+8

+4

15

5

6th

+8

+4

16

5

7th

+4

+9

+4

17

5

7th

+5

+9

+5

19

5

8th

+8/+3

+5

+10

+5

20

6

8th

+8/+3

+5

+10

+5

21

6

9th

18

+9/+4

+6

+11

+6

22

6

9th

19

+9/+4

+6

+11

+6

23

6

9th

20

+10/+5

+6

+12

+6

25

7

9th

Lvl

Class Features

Special Draw Schematic, Evaluate, Mechanical Awareness

Bonus Feat

Bonus Feat

Bonus Feat

Bonus Feat

All of the following are class features of the technologist. Weapon and Armor Proficiency: Technologists are proficient with all simple weapons and light armor, but not shields. They are also proficient with the following weapons: light hammer, light pick, heavy pick, and the gnome hooked hammer. In addition, technologists are automatically proficient with all devices they personally construct that are weapons or armor. Technologists have no penalties associated with wearing armor. Devices: A technologist constructs and maintains technological devices. Devices known may be common ones chosen from the Technologist device list (located in Chapter 4, page 48), or they can be unusual devices that the Technologist has gained some understanding of through research. For example, a Technologist with a schematic of a device that is unknown to her (it is not on the Technologist device list) could select it as one of her new devices, provided it is of an appropriate level. Silven Crossroads

To construct, repair, recharge, or ready a device, the Technologist must have an Intelligence score of at least 10 + the device’s level. The DC for saving throws to resist a Technologist’s devices is 10 + the device’s level + the Technologist’s Intelligence modifier. Device Slots: A Technologist may only ready, repair, or recharge so many devices in a day. This limitation is summarized as his available device slots. A Technologist has a number of bonus device slots equal to his Intelligence modifier, to a maximum of the highest level device he can construct. For example, at 1st level, a Technologist with a 16 Intelligence has one additional device slot; at 3rd level, he gains an additional device slot, for a total of two; and at 5th level, he gains a third bonus device slot. Ready: Readying a device of 1st level or higher uses one device slot per level of the device readied. A Technologist can choose to ready any device that is in her possession. Readying a device enables the Technologist to activate it at any time until she decides to change her device slot allocation.

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Steamworks Repair: Repairing a device uses one device slot, regardless of its device level. A Technologist reduces the device’s malfunction rate by 5% per every two (2) student levels (minimum 5%). Recharge: Recharging a device uses one device slot, regardless of its device level. A device recharged by the Technologist regains one (1) charge per every four (4) student levels (minimum of one (1) charge). 0-Level Devices: Also called gadgets, a Technologist can ready, repair, and/or recharge a number of gadgets equal to his level + 3 without using a device slot. Each 0-level device she readies, repairs, or recharges beyond this number takes up a device slot, as normal. Device Charges: When a Technologist builds a device it has the listed number of charges. Once constructed, the number of charges it has does not increase when the Technologist gains a level. Highest-Level Device Known: This is the highest-level device that a Technologist can have written in his notebooks, constructed, readied, repaired, and recharged. Specialization: At 1st level, a Technologist may choose to specialize in a field of technology. Notebooks: A Technologist must, when constructing, readying, repairing, or recharging a device, have her notebooks on hand. She cannot construct, ready, repair, or recharge a device that is not recorded in her notebooks. A Technologist begins her career knowing only a small handful of devices: five 0-level devices and three 1st-level devices. She also gains an additional 1st-level device for each point of Intelligence modifier. At each new student level, a Technologist gains knowledge of two more devices that are of the highest-level device she can know or lower. Knowledge of these devices is automatically gained at each new student level and does not require research. At any time, a Technologist may add devices found in other Technologists’ notebooks to her own. Draw Schematic: At 1st level, a Technologist gains the Draw Schematic feat as a bonus feat. Mechanical Awareness (Ex): A Technologist may make trap-related Search and Disable Device checks with DCs over 20 in the same manner as a rogue. However, Technologists may only discover or disable mechanical traps, or traps put into place using a de-

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Chapter 1: Technological Classes vice, and cannot search out or disable magical traps or traps that contain a magical component. Evaluate (Ex): A Technologist is able to examine a device or technological item and determine whether or not it is usable, how many charges it has remaining, its chance of malfunction, and what it is capable of. As a standard action, he may make a special evaluate check with a bonus equal to his Technologist level + his Intelligence modifier to determine what he can learn about a device. If the Technologist has at least

Specialization

Devices are grouped into four fields of technology, each defined by a common theme. The four fields are armament, chemistry, energy, and mechanical. If desired, a technologist may specialize in one field of technology. Specialization allows a technologist to work more easily with devices from his chosen field, but he never learns devices from one of the other fields. Essentially, the technologist gains exceptional mastery over a single field by neglecting the study of another. A specialist technologist gains one additional device slot, which can be used to ready, recharge, or repair a device from his chosen field, and the malfunction rate of devices from the chosen field is reduced by 5%. He also gains a +2 bonus to Techcraft checks to learn devices of his chosen field. The technologist must choose whether to specialize and, if he does so, choose his specialty at 1st level. At the same time, he must give up one other field of technology, which becomes his prohibited field. For example, if he chooses to specialize in Chemistry, he might decide to give up Mechanical or Energy. Devices of the prohibited field are not available to the technologist, and he cannot activate such devices or use device-completion items containing a device from the prohibited field. He may not change either his specialization or his prohibited field later—once chosen, they do not change. Some devices belong to multiple fields. If any of the fields that a device belongs to is a prohibited field to the technologist, he cannot use it in any way, just as if it were a device of his prohibited field. Armament: Devices that are directly related to combat, in both an offensive and defensive capacity. An armament specialist is called a technician. Chemistry: Devices that deal with changes in matter. A chemistry specialist is called a chemist. Energy: Devices that harness the power and fluctuations in energy in a variety of forms. An energy specialist is called a kineticist. Mechanical: Devices that deal with machinery, such as clockworks. A mechanical specialist is called a mechanist.

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Steamworks

Chapter 1: Technological Classes

5 ranks in Techcraft, he gets a +2 synergy bonus to this check.

Table 1–2: Evaluation of Devices Information Learned

DC(1*)

Determine the number of charges a device possesses

10 + device level

Determine the device malfunction chance

10 + device level

Determine the function of a device

15 + device level

Identify all properties of a technological item

15 + SL of item

1* This check can only be made for one of these purposes; these results are not cumulative.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a Technologist may choose a bonus feat. This feat must be a Technical or Item Construction feat. Starting Gold: 5d4×10 gp (unless using a starting package).

Human Technologist Starting Package

Armor: Leather Armor (+2 AC), speed 30 ft. Weapons: Combat spanner (1d8, crit ×2, 2 lb., Bludgeoning) heavy pick (1d6, crit ×4, 6 lb., Piercing) Feat: Maintenance Expert. Bonus Feat: Improved Recharge. Devices Known: 0-level: antitoxin, armorall, gastric acid, sensor, watch; 1st-level: exoskeleton, automaton I. Devices Constructed: armorall ×1, gastric acid ×2, sensor ×1, exoskeleton ×1, automaton I ×1. Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel. Gold: 1d6 gp. Skill Selection: Pick a number of skills equal to 3 + INT modifier.

Table 1–3: Skill Selections Skill

Ranks

Ability

Concentration

4

CON

Craft

4

INT

Disable Device

4

INT

Knowledge (architecture and engineering)

4

INT

Knowledge (technology)

4

INT

Open Lock

4

DEX

Repair

4

INT

Search

4

INT

Techcraft

4

INT

Use Rope

4

DEX

Silven Crossroads

Inventor

Children are naturally curious, and sometimes this leads a child to an unusual discovery. Through some quirk of circumstance, they happen on a law of nature: gravity, pressure, inertia, or some other law. More importantly, not only does the child come across the principle, he recognizes what happened. The wonder and amazement at this strange phenomenon rarely ceases and the child continues to experiment with these unusual occurrences, learning more about the world around him. In order to test the phenomenon and discover more, the child must have tools that take advantage of or challenge each rule that he has found. He may attempt repeat experiments to test a theory and find out if natural laws govern a particular occurrence. Thus, an Inventor is born: a character that has never had any formal training, but has an intense interest in technology and, more importantly, devices. Inventors often construct mechanical toys early in life, and later use these skills to construct devices that rival those built by the greatest Technologists of history. Adventures: Inventors adventure in search of knowledge. As they mature, Inventors realize that they cannot learn everything through happenstance and set out to search for underPage 11

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Chapter 1: Technological Classes

Table 1–4: The Inventor Base Attack Bonus

Fort. Save

Ref. Save

Will Save

Special

1

+0

+0

+2

+0

Mechanical Awareness, Construct Contraption, Evaluate

2

2

+1

+0

+3

+0

3

3

+1

+1

+3

+1

4

+2

+1

+4

+1

5

+2

+1

+4

6

+3

+2

+5

7

+3

+2

8

+4

+2

9

+4

10

+5

11

Device Charges

Highest Level Device Known

2

3

1st

3

3

1st

5

4

4

1st

6

5

4

2nd

+1

8

6

4

2nd

+2

9

7

5

3rd

+5

+2

11

8

5

3rd

+6

+2

12

9

5

4th

+3

+6

+3

14

10

6

4th

+3

+7

+3

15

11

6

5th

+5

+3

+7

+3

17

12

6

5th

12

+6/+1

+4

+8

+4

18

13

7

6th

13

+6/+1

+4

+8

+4

20

14

7

6th

14

+7/+2

+4

+9

+4

21

15

7

7th

15

+7/+2

+5

+9

+5

23

16

8

7th

16

+8/+3

+5

+10

+5

24

17

8

8th

17

+8/+3

+5

+10

+5

26

18

8

8th

18

+9/+4

+6

+11

+6

27

19

9

9th

19

+9/+4

+6

+11

+6

29

20

9

9th

20

+10/+5

+6

+12

+6

30

21

10

9th

Lvl

standing. Some may look for books and tomes, while others hunt for more solid manifestations of technology. Characteristics: Inventors are intensely curious and able to make huge leaps of intuition with little effort, often surprising those around them. Inventors are also naturally skilled with their hands and manipulate small objects easily. They are bright but often unsophisticated because they lack a formal education. Alignment: Inventors are usually of a chaotic bent, typically because of their spur-of-the-moment method of discovery. However, lawful Inventors do exist, using some form of scientific process to refine their intuition and better inform themselves of what is going on around them. Good Inventors use their abilities to benefit the world, while evil Inventors further their curiosity at the expense of others—either stealing the work or ideas of their peers or using people in experimentation. Religion: Like Technologists, Inventors don’t usually follow a deity because of their inherent self-reliance. Those that do usually follow a deity of intuition

Silven Crossroads

Device Devices Slots Known

or knowledge, or possibly one whose faith they were raised in. Background: Few Inventors have a formal education or training in the field of technology. Inventors may come from all walks of life—from the lowliest peasant boy who steals supplies to build his constructs to the highest noble who purchases mechanical odds and ends by the barrel. The one thing that ties all Inventors together is their intense curiosity. Races: Any member of a race with the intelligence and insight to understand its surroundings quickly and independently may become an Inventor. Halflings, with their innate curiosity, occasionally develop into Inventors if they get the exposure necessary. Gnomes sometimes become Inventors if they come across technology before a teacher gets to them; otherwise, they are more likely to be Technologists. Dwarves with unusual technical ability at younger ages may choose the path of the Inventor, though chances are good that they too will be Technologists. Humans are more likely to become Inventors if there is insufficient technology during their younger years, but if they are part of a technologically advanced culture it is more common to become Technologists. Page 12

Steamworks Inventors among less civilized humanoids are more common than Technologists, although they are still rare given the need for supplies and time to ponder nature. Other Classes: Inventors get along well with the same classes that Technologists do, such as bards and rogues. Inventors tend to steer away from magic and magical classes, although their curiosity may lead them to examine magic more closely than Technologists. Inventors and Technologists may get along well, or horribly, depending on their views of technology and its applications. Role: Even more so than a Technologist, the Inventor defines himself by his device selection. An Inventor who focuses on damage-dealing devices may be the focal point of a team’s offensive capability, while one who uses devices that are subtler and utilitarian vastly expands a party’s versatility. Adventuring bands that include an Inventor should consider having a more generalized caster or Technologist who has a broader range of spells or devices to make up for the Inventor’s lack of diversity.

Game Rule Information

Inventors (Inv) have the following game rule statistics. Abilities: Dexterity is important to Inventors, as it directy effects their ability to use devices. Wisdom is equally important, as it modifies the number of devices they know, and how difficult the effects of those devices are to resist. Alignment: Any. Hit Die: d4.

Class Skills

The Inventor’s class skills (and the key ability for each) are Concentration (CON), Craft (INT), Disable Device (INT), Knowledge (technology) (INT), Listen (WIS), Open Lock (DEX), Repair (INT), Search (INT), Spot (WIS), and Techcraft (INT). Skill Points at 1st Level: (2 + INT modifier) ×4 Skill Points at Each Additional Level: 2 + INT modifier

Class Features

All of the following are class features of the Inventor. Weapon and Armor Proficiency: Inventors are proficient with all simple weapons and all light arSilven Crossroads

Chapter 1: Technological Classes mor, but not shields. In addition, Inventors are proficient with all devices they personally construct that are weapons or armor. Inventors have no penalties associated with wearing armor. Devices: An Inventor constructs and maintains technological devices. Devices known can be common ones chosen from the Inventor device list (located in Chapter 4, page 48), or they can be unusual devices that the Inventor has learned of through research. For example, an Inventor with a schematic of a device that is unknown to him (it is not on the Inventor device list) could select it as one of his new devices, provided it is of an appropriate level. To construct, repair, recharge, or ready a device, the Inventor must have a Dexterity score of at least 10 + the device’s level. The DC for saving throws to resist an Inventor’s devices is 10 + the device’s level + the Inventor’s Wisdom modifier. Device Slots: An Inventor can only ready, repair, or recharge so many devices in a day. This limitation is summarized as his available device slots. An Inventor has a number of bonus device slots equal to his Wisdom modifier, to a maximum of the highest level device he can construct. For example, at 1st level, an Inventor with a 16 Wisdom has 1 additional device slot; at 4th level, he gains an additional device slot (for a total of 2) and at 6th level, he gains a third bonus device slot). Ready: Readying a device of at least 1st level uses one device slot per device level of the device being readied. An Inventor may choose to ready any device that is in his possession. Readying a device enables the Inventor to activate the device at any time until he decides to change his device slot allocation. Repair: Repairing a device uses one device slot, regardless of its device level. An Inventor reduces the device’s malfunction rate by 5% per every two (2) student levels (minimum 5%). Recharge: Recharging a device uses one device slot, regardless of its device level. A device recharged by the Inventor regains 1 charge for every four (4) student levels (minimum one (1) charge). 0-Level Devices: Also called gadgets, an Inventor can ready, repair, and/or recharge a number of gadgets equal to his level + 3 without using a device slot. Each 0-level device he readies, repairs, or recharges

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Steamworks beyond this number takes up a device slot as normal. Device Charges: When an Inventor builds a device, it has the listed number of charges. Once constructed, the number of charges it has does not increase when the Inventor gains a level. Devices Known: The Inventor knows a set number of devices, as shown in Table 1–4: The Inventor. These devices may be of any level, up to and including the highest level of devices the Inventor can know (see Table 1–4: The Inventor). The Inventor simply knows these devices, as they are ingrained in his memory. She does not need to keep notebooks. Highest Level Device Known: This is the highest-level device that an Inventor can construct, ready, repair, and recharge. Construct Contraption: An Inventor can create a constructed companion known as a contraption. Doing so takes 24 hours of work and uses up supplies costing 100 gp. Contraptions typically resemble a very small humanoid or animal creature. The construct serves as a companion and is often the Inventor’s first choice for experimentation. As the Inventor advances in level, he may choose to enhance his contraption. A character with more than one class that grants a contraption companion may only have one contraption at a time. Mechanical Awareness (Ex): An Inventor may make trap-related Search and Disable Device checks with DCs over 20 in the same manner as a rogue. However, an Inventor may only discover or disable mechanical traps, or traps put into place using a device, and cannot search out or disable magical traps or traps that contain a magical component. Evaluate (Ex): An Inventor is able to examine a device and determine whether or not it is usable, how many charges it has remaining, its chance of malfunction, and what it is capable of. As a standard action, she may make a special evaluate check with a bonus equal to his Inventor level + Wisdom modifier to determine what she can learn about a device or technological item. If the Inventor has at least 5 ranks in Techcraft, she gets a +2 synergy bonus to this check.

Silven Crossroads

Chapter 1: Technological Classes Table 1–5: Evaluation of Devices Information Learned

DC1

Determine the number of charges a device possesses

10 + device level

Determine the device malfunction chance

10 + device level

Determine the function of a device

15 + device level

Identify all properties of a technological item

15 + SL (Student Level) of item

This check can only be made for one of these purposes; these results are not cumulative. 1

Starting Gold: 5d4×10 gp (unless using a starting package).

Human Inventor Starting Package

Armor: Leather Armor (+2 AC), speed 30 ft. Weapons: Combat spanner (1d8, crit ×2, 2 lb., Bludgeoning) heavy pick (1d6, crit ×4, 6 lb., Piercing) Feat: Maintenance Expert. Bonus Feat: Improved Recharge. Devices Known: 1st level: exoskeleton, automaton I. Devices Constructed: exoskeleton ×1, automaton I ×3. Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel. Gold: 1d6 gp. Skill Selection: Pick a number of skills equal to 3 + INT modifier.

Table 1–6: Skill Selections Skill

Ranks

Ability

Concentration

4

CON

Craft

4

INT

Disable Device

4

INT

Knowledge (technology)

4

INT

Listen

4

WIS

Open Lock

4

DEX

Repair

4

INT

Search

4

INT

Spot

4

WIS

Techcraft

4

INT

Page 14

Steamworks

Chapter 1: Technological Classes Contraptions

A contraption is a construct that improves over time as its builder learns more about technological principles. The construct has an appearance that its builder chooses when it is constructed, though most resemble small animals. A contraption has the Hit Dice, base attack bonus, base save bonuses, skills, and feats of a normal construct of its size. A contraption also grants abilities to its builder, based on the principles it was constructed upon. The contraption improves as its builder gains levels. The builder may choose to improve the contraption in some ways. Levels of different classes entitled to contraptions stack for the purpose of determining contraption abilities that depend on the builder’s level.

Table 1–7: Contraptions Special Abilities Contraption Mechanism

Special

Chemical

+2 bonus on Fortitude saves

Clockwork

+3 bonus on Open Lock checks

Combustion

+2 bonus on Reflex saves

Electric

+3 bonus on Disable Device checks

Gravitational

+3 bonus on Jump checks

Hydraulic

+3 bonus on Swim checks

Magnetic

+3 bonus on Sleight of Hand checks

Optical

+2 bonus on Spot checks

Contraption Basics Use the basic statistics for the contraption found in Chapter 9.0: Monsters. Contraption Ability Descriptions Contraptions have special abilities depending on the builder’s combined level in classes that grant contraptions, as shown on the table below. The abilities given on the table are cumulative.

Table 1-8: Contraption Abilities Builder Natural Class Level Armor Adj. Int Special 1st–2nd

+1

4

Cognizance, Radio Link

3rd–4th

+2

5

Deliver Device, Upgrade I

5th–6th

+3

6

Speak with Builder

7th–8th

+4

7

Upgrade I

9th–10th

+5

8

Advancement

11th–12th

+6

9

Speech, Upgrade II

13th–14th

+7

10

15th–16th

+8

11

17th–18th

+9

12

19th–20th

+10

13

Silven Crossroads

Upgrade II

Cognizance (Ex): The construct is vaguely sentient, aware of its surroundings, and capable of making independent decisions. The contraption has the Cognizant subtype. Radio Link (Ex): The contraption transmits information out to a distance of one mile. The inventor requires a small receiving device that costs 10 gp to construct, to hear to these transmissions. This device requires no device slot to use and may be used continuously. The inventor cannot see through the contraption’s eyes, but they can communicate if the inventor has a radio. Complex information can be sent through the radio link, although the low Intelligence of the contraption limits what it is able to communicate or understand, and even intelligent contraptions see the world differently from humans, so misunderstandings are always possible. Deliver Device (Ex): The contraption can carry a device to an indicated location and activate it. The contraption must be capable of carrying the device. The device must be readied and activation time for the device must be one standard action or less. Upgrade I (Ex): The contraption may be improved. By spending eight hours and 50 gp on supplies, the inventor may give the contraption an improvement from the automaton’s Ability A list. Speak with Builder (Ex): The contraption is capable of something resembling verbal communication, using clicks, whistles, and beeps. This allows it and the inventor to communicate as if they were using a common language. Other creatures cannot understand the communication without magical or technological assistance. Advancement (Ex): The contraption may be improved greatly. By spending 24 hours of work and 500 gp on supplies, the contraption gains the inventor’s choice of one of the following: +10 bonus to its existing ground, burrow, or swim movement rate; a +10 bonus and one-step Maneuverability increase to its existing fly speed; fly (with Average maneuverability), burrow, or swim speed of 20 ft; or a +2 armor bonus to its AC; or a +2 inherent bonus to any ability score except Constitution. Speech (Ex): The contraption becomes capable of speaking a single language that its builder knows, of its builder’s choice. Upgrade II (Ex): The contraption may be improved. By spending 16 hours of work and 500 gp on supplies, the inventor can give the contraption an improvement from the automaton’s Ability B list. Upgrade III (Ex): The contraption may be improved. By spending 24 hours of work and 1000 gp on supplies, the inventor can give the contraption an improvement from the automaton’s Abiltiy C list.

Upgrade III

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Chapter 1: Technological Classes

Multiclassing

As technological characters advance in levels, they may start training in new classes. Adding a new class gives the character a broader range of abilities at the expense of focusing on any given set. The Technologist Tori’shel, for example, may decide to become a technologist/rogue. Adding the rogue class gives him the ability to find and disable all traps, mechanical or magical, and a wider variety of weaponry and options. It would also means that he does not gain more device slots and thus is not as powerful a technolgist as he otherwise would become. A specialist Technologist may not take the Technologist class, with or without a specialization, nor may a Technologist multiclass as a Technologist with a specialization. Multiclassing as both a Technologist and an Inventor is allowed. Device slots from each class are pooled, although devices known for each class must be tracked seperately, as well as the charges for each device constructed. A character’s student level is equal to all of his levels in technological classes combined. If a device’s effect is based on the class level of the student, the player must keep track of which class’s device list the character is constructing the device from. Non-technological classes may multiclass into a technological class just as they would with any other class. As usual, humans and half-elves have their highest-level class as their favored class, regardless of what class it is—thus, a technological class may also be a human or half-elf ’s favored class. The GM may decide that one or more PC races have a technological class as a favored class instead of, or in addition to, their usual favored class. Some monstrous creatures may also select a technological class as a favored class, at the GM’s discretion. General rules for multiclassing are detailed in the Player’s Handbook.

Epic-Level Characters

Regardless of the method used to attain 21st level, once a character reaches that point, he is considered an epic character. Epic characters are handled differently than non-epic characters. While they continue to recieve most of the normal benefits of gaining levels, some benefits are replaced by alternative gains. Silven Crossroads

Despite the twenty-level limit indicated in the class tables earlier in this chapter, you can advance a technological character beyond 20th level (see the DMG for more information on this topic). You can also advance the level of a ten-level technological prestige class beyond 10th level, but only if the character level of the advancing character is already 20th or higher. You cannot advance the level of a technological class with fewer than ten levels beyond the maximum level described for that class, regardless of the character level of the advancing character. Rules for figuring the epic save bonuses, epic attack bonus, experience points, class skill max ranks, cross-class skill max ranks, and ability increases for epic-level characters are covered in the DMG. The DMG also presents the base epic class features that any class gains on advancing to 21st level and above, regardless of whether that class is technological or not. Refer to that information, modifying it as follows. • For students, student level continues to increase after 20th level. Thus, a 23rd-level Technologist constructs devices as a 23rd-level character, while a 24th-level Inventor constructs as a 24thlevel character. However, a student's device slots and devices known at each level do not increase automatically after 20th level. • The powers of contraptions based on the constructor's level continue to increase as their builder gains levels. • Bonus feats for epic technological characters may be chosen from among any epic feats the character meets the prerequisites, or any general, technical, or item construction feats, as normal.

Epic Technologist

To the epic Technologist, the laws of physics have revealed themselves fully, and she can make use of nearly all of them. Technological devices of vast power and even the construction of technological artifacts are the realms of the epic Technologist. Hit Die: d4. Skill Points at Each Additional Level: 4 + INT modifier. Devices: The Technologist’s student level is equal to her class level. The Technologist does not gain additional device slots after 20th level. Each time the Page 16

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Chapter 1: Technological Classes

Technologist gains a new level, she learns two new devices of any level or levels that she can construct. Bonus Feats: The epic Technologist gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, etc).

Epic Inventor

The epic Inventor is at one with his technological insight, as the natural laws of the world become as clear as day. His ability to invent is limited only by his imagination. Hit Die: d4. Skill Points at Each Additional Level: 4 + INT modifier. Devices: The Inventor’s student level is equal to the class level. The Inventor does not gain additional device slots or devices known after 20th level. Contraption: The Inventor’s contraption continues to increase in power. Every two levels beyond 20th the contraption’s natural armor and Intelligence each increase by +1. Every five levels above 20th (25th, 30th, etc), the contraption gains the benefit of the Upgrade III ability. Bonus Feats: The epic Inventor gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, etc).

Silven Crossroads

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Chapter 2: Skills and Feats

Steamworks

Introduction

Technological characters rely on the same skills as other characters, with a few additions, but often use them in different ways. The first section of this chapter introduces new skills related to technological knowledge and a new version of the Concentration skill. The majority of this chapter is devoted to new feats, most of which are usable only by technological characters or those with some technical training.

Skills and Technology

Skills represent a variety of abilities, and and they get better as characters go up in level. Skills are described in the Player’s Handbook, and some of those are revisited here in regard to how technological characters use them.

Table 2–1: Class Skills Class

1st-level Skill Points

Higher-level Skill Points

Technologist

(2 + INT modifier) × 4

2 + INT modifier

Inventor

(2 + INT modifier) × 4

2 + INT modifier

Getting Skills: At each level above 1st, technologists and inventors recieve 4 skill points to buy new skills or improve existing skills (a character’s Intelligence modifier applies to this number and humans get 1 extra skill point at each level above 1st). A 1stlevel character gets four times this number. If you use these points to buy class skills, such as Techcraft for a technologist, characters get 1 rank (equal to a +1 bonus) for each skill point. If players use them to buy skills not indicated as class skills (cross-class skills) characters get only a half rank per skill point. A character’s maximum rank with a class skill is the level plus 3. For a cross-class skill, the maximum rank is half of this number (do not round up or down). Using Skills: To make a skill check, roll: 1d20 + skill modifier (skill modifier = skill rank + ability modifier + miscellaneous modifier) This roll works just like an attack roll or a saving throw—the higher the number, the better. Either the player is trying to match or exceed a certain Difficul-

Silven Crossroads

Chapter 2: Skills & Feats

ty Class (DC), or the player is trying to beat another character’s check result. Skill Ranks: A character’s number of ranks in a skill is based on how many skill points a character has invested in it. Many skills can be used even if the character has no ranks in them. Using a skill that has no ranks is called making an untrained skill check. Ability Modifier: The ability modifier used in a skill check is the modifier for the skill’s key ability (the ability associated with the skills use). The key ability of each skill is noted in its description. Miscellaneous Modifiers: Miscellaneous modifiers include racial bonuses, armor check penalties, and bonuses provided by feats, among others.

Table 2–2: Technological Class Skills Skill

Tec Inv Brd Rog

Concentration 1

C

C

Craft

C

Disable Device

C

Knowledge (architecture and engineering)

Untrained

Key Ability

Yes

CON

C

cc

C

C

C

Yes

INT

C

cc

C

No

INT

C

cc

C

cc

No

INT

Knowledge (technology)1

C

C

C

cc

No

INT

Open Lock

C

C

cc

C

No

DEX

Profession

C

C

C

C

No

WIS

Repair

C

C

cc

cc

No

INT

Search

C

C

cc

C

Yes

INT

1

Techcraft

C

C

cc

cc

No

INT

Use Rope

C

C

cc

C

Yes

DEX

Use Tech Item1

cc

cc

C

C

No

WIS

New skill or skill use described here. Some uses of this skill can be used untrained; see the skill’s description for details. Note: C represents a class skill, while cc represents a cross-class skill. 1 2

Skill Descriptions

This following section describes skills new to technological classes. It also includes a new version of the Concentration skill written with technological characters in mind. Refer to the Player’s Handbook for details on the format of skill descriptions, as well as descriptions of all skills not mentioned here.

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Chapter 2: Skills & Feats

Concentration (CON) Characters with high Concentration are particularly good at focusing on the task at hand. Check: Players must make a Concentration check whenever their character might be distracted (by taking damage, harsh weather, and so on) while engaged in an action that requires his full attention. Such actions include activating a device, fine-tuning an active device, directing a device, using a spell-like ability, or using a skill that provokes an attack of opportunity. In general, if an action does not normally provoke an attack of opportunity, no Concentration check is required. If the Concentration check succeeds, the character may continue with the action as normal. If the check fails, the action automatically fails and any points expended are wasted. If he was in the process of activating a device, he may try again the next round. If he was concentrating on an active device, the device’s effect ends. If he was directing a device, the direction fails, but the device remains active. If he was using a spell-

Table 2–3: Concentration Concentration DC 1 Distraction 10 + damage dealt

Injured during the action2

10 + half of continuous damage dealt

Taking continuous injury during the action3

Distracting device’s save DC

Distracted by a nondamaging spell or device4

10

Vigorous motion (on a moving mount, a bouncy wagon ride, in a small boat in rough water, belowdecks in a stormtossed ship)

15

Violent motion (on a galloping horse, a very rough wagon ride, in a small boat in rapids, on the deck of a stormtossed ship)

20

Extraordinarily violent motion (earthquake)

15

Entangled

20

Grappling or pinned

5

High winds carrying blinding rain or sleet

10

Wind-driven hail, dust, or debris

Distracting device’s save DC

Weather caused by a spell or device, such as electromagnetic storm inducer4

If you are trying to activate, concentrate on, or direct a device when the distraction occurs, add the level of the device to the indicated DC. 2 Such as during the activation of a device with an activation time of 1 round or more or the execution of an activity that takes more than a single full-round action (such as Disable Device). Also, distractions caused by damage stemming from an attack of opportunity or a readied attack made in response to the device being activated (for devices with an activation time of a single action) or the action being taken (for activities requiring no more than a full-round action). 3 Such as from voltaic claw. 4 If the spell or device allows no save, use the save DC it would have if it allowed a save. 1

Silven Crossroads

like ability, that use of the ability is lost. A skill use also fails (in some cases a failed skill check may have other ramifications as well). Table 2–3 summarizes various types of distractions that require a Concentration check. If the distraction occurs while activating a device, add the level of the device the character is trying to activate to the appropriate Concentration DC. If more than one type of distraction is present, make a check for each one; any failed Concentration check indicates that the task is not completed. Action: None. Making a Concentration check does not take an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Try Again: Yes, although a success does not cancel the effect of a previous failure, such as the loss of a spell being cast or the disruption of a device being concentrated on. Special: Characters can use Concentration to use a spell-like ability or a skill defensively and to activate a device, thus avoiding attacks of opportunity altogether. This does not apply to other actions that may provoke attacks of opportunity. The DC of the check is 15 (plus the device’s level, if activating a device or using a spell-like ability defensively). If the Concentration check succeeds, the character may attempt the action without provoking an attack of opportunity. A successful Concentration check does not allow the character to take 10 on another check if he is in a stressful situation; he must make the check normally. If the Concentration check fails, the related action automatically fails (with any appropriate ramifications) and the action is wasted as if his concentration had been disrupted by a distraction. A character with the Combat Activation feat gets a +4 bonus on Concentration checks made to activate a device or use a spelllike ability while fighting defensively, grappling, or pinned.

Knowledge (Technology) (INT)

Like the Craft and Profession skills, Knowledge encompasses a number of unrelated skills, although this entry specifically relates to the body of knowledge dealing with technology in all its forms. Check: Answering questions about technology has a DC of 10 for really easy questions, 15 for basic questions, or 20 to 30 for very difficult questions.

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Chapter 2: Skills & Feats

Retry: No. The check represents what the character knows, and thinking about a particular question regarding technology a second time does not let her know something she never learned in the first place. Special: An untrained Knowledge (technology) check is simply an Intelligence check. Without actual training, a character only knows common information about technology, which may or may not be accurate. If a character has 5 or more ranks in Disable Device, she gets a +2 synergy bonus on Knowledge (technology) checks.

Repair (INT; Trained Only)

The character can repair objects that have been damaged. Check: Most Repair checks are made to fix technological devices, simple items, or constructs. The amount of damage repaired is determined by the check result. Repairs usually take an extensive amount of time (see Table 2–4: Repair), though the character can take penalties to his check to reduce the amount of time required (see Table 2–5: Repair Modifiers). Repairing an item requires supplies costing 10 × (check result) gp, even if no damage is repaired.

Table 2–4: Repair Check Result

Damage Repaired

9 or less

None.

10–14

1d6

15–19

2d6

20–24

3d6

25–29

4d6

30–34

5d6

35–39

6d6

40–44

7d6

45–49

8d6

50 or higher

9d6

Silven Crossroads

Table 2–5: Repair Modifiers Task Repair Time

Check Modifier

1 hour

−0

30 minutes

−4

10 minutes

−8

1 minute

−12

1 full-round action

−16

1 standard action

−20

Item Complexity Simple weapon, light armor, or shield

−0

Martial weapon or medium armor

−2

Exotic weapon or heavy armor

−4

Device level 0–3rd

−0

Device level 4th–6th

−4

Device level 7th–9th

−8

General equipment (tools, clothing, etc)

−0

Masterwork item

−4

Item crafted out of special material (titanium, orichalcum, etc.)

−8

Item has a magical component or is a magic item

−12

Item is at 0 hit points

−20

Character has appropriate Craft skill to make the item being repaired

+4

These modifiers are cumulative.

Jury-Rig: A character can choose to attempt to jury-rig an item. Jury-rigging allows the character to complete the repairs in a full-round action without a check penalty. However, the hit points restored to the item are temporary hit points, and wear off after 1 round. The character can extend this duration by taking a −2 penalty on his Repair check for each additional round the temporary hit points are to last. The jury-rig application of the Repair skill can be used untrained. Action: See Table 2–5: Repair Modifiers for guidelines. A character can make a jury-rig repair as a full-round action. Try Again: Yes. However, each attempt requires supplies and time spent. Special: A character may take 10 or 20 on a Repair check. When making a Repair check to accomplish a jury-rig repair, a character cannot take 20. Repair requires a repair kit. If the character does not have the appropriate tools, he takes a −4 penalty on Repair checks.

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Chapter 2: Skills & Feats

A character with the Gearhead feat and at least 1 rank in this skill recieves a +2 bonus on all Repair checks.

Techcraft (INT; Trained Only)

Use this skill to identify devices or the effects of technology in general. Check: The character can identify devices and technological effects. The DCs for Techcraft checks relating to various tasks are summarized in Table 2–6: Techcraft.

Table 2–6: Techcraft Techcraft DC

Task

15 + device level

Identify a device. No action required. No retry.

15 + device level

Learn a device from a notebook or schematic (Technologist only). No retry for that device until the character gains at least 1 rank in Techcraft (even if she finds another source to try to learn the device from). Requires 8 hours.

15 + device level

Construct a device from a borrowed notebook (Technologist only). One try per day. No extra time required.

15 + device level

When using a sensor, determine the field of technology involved in the effect of a single item or creature the character can see. If the effect is not a device effect, the DC is 15 + one-half student level. No action required.

20 + device level

Identify a device that is already in place and in effect. The character must be able to see or detect the effects of the device. No action required. No retry.

20 + device level

Decipher a written device, such as a schematic. One try per day. Requires a full-round action.

25 + device level

After rolling a saving throw against a device targeted at the character, determine what that device was. No action required. No retry.

30

Understand a strange or unique technological effect, such as how a sentient automaton attained sentience. Time required varies. No retry.

Action: Varies, as noted above. Try Again: See above. Special: If the character is a specialist Technologist, she gets a +2 bonus on Techcraft checks when dealing with a device or effect from her specialty field. She takes a −5 penalty when dealing with a device or effect from a prohibited field (some tasks, such as learning a prohibited device, are impossible). Synergy: If the character has 5 or more ranks in Knowledge (technology), you get a +2 bonus on Techcraft checks. If you have 5 or more ranks in Use Tech Item, you get a +2 bonus on Techcraft checks to decipher devices on schematics and a +2 bonus on Use Tech Item checks related to devices. Additionally, Silven Crossroads

certain devices allow you to gain more information about technology provided that you make a successful Techcraft check as detailed in the device description.

Use Tech Item (WIS; Trained Only)

Use this skill to activate technological items and devices. Check: This skill allows a character to read a device or to activate a technological item or device. Use Tech Item permits the character to use a technological item as if he had the device ability or class features of another class, as if he was a different race, or as if he was smarter than he actually is. The character makes a Use Tech Item check each time he activates an item, such as a widget or a device. If he is using this check to emulate a class feature or some other quality in an ongoing manner, the relevant Use Tech Item check must be made once per hour. Players must choose which requirement to emulate. That is, the character must know what effect he is trying to cause when he makes a Use Tech Item check for that purpose. The DCs for various tasks involving Use Tech Item are summarized on Table 2–7: Use Tech Item.

Table 2–7: Use Tech Item Task

Use Tech Item DC

Activate blindly

25

Activate a device

10 + device level + SL

Decipher a written device

25 + device level

Use a schematic

20 + SL

Use a widget

20

Emulate a class features

20

Emulate an ability score

See text

Activate Blindly: Some technological items are activated by special movements or actions. Characters may activate such an item as if he was using the command sequence, even when he is not and even if he does not know what it is. Characters must perform some equivalent activity, that is, he must speak, wave the item, or otherwise attempt to get it to work. Characters gain a +2 bonus to Use Tech Item checks if he has activated the item in question at least once before. If the roll is failed by 9 or less, the character fail to activate the item. If the roll is failed by 10 or more, the character suffers a mishap. On a mishap, Page 21

Steamworks the device or item triggers, but does not do what is intended. Common mishaps include the item affecting the wrong target or backfiring and jamming, dealing 2d6 points of damage to the wielder. This opportunity for a mishap is in addition to the chance of a mishap that occurs when the character constructs a device from a schematic that he could not otherwise construct himself. Activate a Device: Characters can activate a device that has been readied, even if he is not a student. If the device has the Userfriendly descriptor, no check is required to activate the device. Decipher a Written Device: This is similar to deciphering a written device with the Techcraft skill, except the DC is 5 points higher. Deciphering a written device requires 1 minute of concentration. Emulate an Ability Score: To construct a device from a schematic, the character must have a high score in the appropriate ability (Intelligence for technologists, Dexterity for inventors). His effective ability score (appropriate to the class he is emulating when attempting to construct a device from a schematic) is his Use Tech Item check result minus 15 (ability score = check result −15). If the character already have a high enough score in the appropriate ability (10 + device level), no check is required. Emulate a Class Feature: Sometimes a class feature is required to activate a technological item. The effective level in the emulated class equals the character’s Use Tech Item check result minus 20 (effective level = check result − 20). This skill does not let a character use the class feature of another class. It only allows him to activate items as if he had that class feature. If the class whose feature the character is emulating has an alignment requirement, the character must meet it. Use a Schematic: If the character is constructing a device from a schematic, he must decipher it first. Normally, to construct a device from a schematic, he Silven Crossroads

Chapter 2: Skills & Feats must have the device on his class device list. Use Tech Item allows the character to read a schematic as if he had a particular device on his class device list. The DC is equal to 20 + the student level of the device being constructed. In addition, constructing a device from a schematic requires a minimum score (10 + device level) in the appropriate ability. If the character does not have a sufficient score in that ability, he must emulate the ability score with a separate Use Tech Item check (see Emulate an Ability Score). This skill also applies to other device-completion technological items. Use a Widget: Normally, to use a widget, the character must have its device on his class device list. This skill allows the character to use a widget as if he had a particular device on his class device list. This aspect of the skill also applies to other device– trigger technological items, such as gizmos. Action: None. The Use Tech l al W e d Item check is part of the action (if Bla any) required to activate the technological item or device. Try Again: Yes, but a natural 1 while attempting to activate an item or device results in failure, and the character may not try to activate that item or device again for 24 hours. Special: Characters cannot take 10 with this skill. Characters cannot aid another on Use Tech Item checks. Only the user of the item or device may attempt such a check. Synergy: If the character has 5 or more ranks in Techcraft, he gains a +2 bonus on Use Tech Item checks related to schematics. If he has 5 or more ranks in Decipher Script, he gets a +2 bonus on Use Tech Item checks related to schematics. If he has 5 or more ranks in Use Tech Item, a +2 bonus is given on Techcraft checks made to decipher devices on schematics.

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Chapter 2: Skills & Feats

Feats and Technology

Like characters of other classes, technological characters rely on feats to improve their devices, expand their abilities, and realize hidden talents. Following are descriptions of dozens of technology-related feats, as well as a few new general feats. The following section introduces four new kinds of feats: Technical feats, Item Construction feats, Metadevice feats, and Metatechnology feats. Technical feats can be taken only by characters with training in the ways of technology. Item construction feats allow students to craft technological items. Metadevice feats involve the construction of metadevices, which attach to normal devices and improve their capabilities. Metatechnology feats allow a student to construct a device with different methods or new components integrated into the device, giving it more functionality. Each of these new feat types are explained in greater detail below.

Technical Feats

Technical feats improve a character’s ability with devices, be it by giving the character additional device slots, improving the rate at which she recharges devices, or in some other fashion. Technical feats are available only to characters and creatures with device slots, or characters or creatures that have an innate ability to construct, ready, or otherwise interact with devices.

Item Construction Feats

Students can use their experiences to construct longlasting technological items. Doing so, however, is draining. A student must put a little of herself into every technological item she creates. Technological items are described in a later chapter. A technological item construction feat allows a student construct a technological item of a certain type. Regardless of the type of items involved, the various item construction feats all have certain features in common. Xp Cost: Power and energy that the student would otherwise keep is expended when making a technological item. The experience point cost of using a technological item construction feat equals 1/25 the cost of the item in gold pieces. A character cannot Silven Crossroads

spend so much xp on an item that she loses a level. However, on gaining enough xp to attain a new level, she can immediately expend xp on constructing an item rather than keeping the xp to advance a level. Raw Materials Cost: Constructing a technological item requires costly components, most of which are consumed in the process. The cost of these materials equals ½ the cost of the item. Using a technological item construction feat also requires access to a laboratory or technological workshop, special tools, and other equipment. A character generally has access to what she needs unless unusual circumstances apply (such as if she’s traveling far from home). Time: The time to construct a technological item depends on the feat and the cost of the item. The minimum time is one day. Item Cost: Build Gizmo, Build Trinket, Build Widget, and Draw Schematic feats create items that directly reproduce the effects of devices, and the strength of these items depends on their student level—a device from such an item has the strength it would have if constructed by a student of that level. Often, this is the minimum student level necessary to construct the device (randomly discovered items usually follow this rule). However, when making such an item, the item’s power can be set higher than the minimum. The price of technological items (and thus the xp cost and the cost of raw materials) depends on the level of the device and a character’s student level. The character’s student level must be high enough that the item creator can construct the device at the chosen level. To find the final price in each case, multiply the character’s student level by the device level, then multiply the result by a constant as shown below: Schematic: Base price = device level × student level × 25 gp. Trinket: Base price = device level × student level × 50 gp. Widget: Base price = device level × student level × 375 gp. Extra Costs: Any widget, trinket, or schematic that emulates a device with an xp cost also carries a commensurate cost. For trinkets and schematics, the creator must pay the xp cost when creating the item. For a widget, the creator must pay twenty-five times the xp cost. Page 23

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Some technological items similarly incur extra costs in xp, as noted in their descriptions.

Metadevice Feats

As a student’s knowledge of technology grows she can study devices whose purpose is to modify other devices. For example, a technologist can learn of a metadevice that modifies an existing device’s range, its duration, or improves the effect of the device in other ways. Of course, metadevices must be readied as other devices and suffer from the possibility of malfunction. A metadevice functions exactly like a normal device, except as noted below. Activation Time: Devices that have a metadevice attached take the same time to activate as activating the device normally requires, unless the feat description otherwise specifies, such as with Control Panel. Activating a metadevice so that it can be attached to a normal device takes a standard action. Detaching a metadevice from a device also takes a standard action. Cost: When constructing a metadevice, you must purchase supplies whose total cost is dependent on the metadevice being built. Limits on Use: A metadevice has the same number of charges it would as if it were a normal device being constructed (that is, the number of its charges is based on the constructer’s class and level). Once readied, the metadevice can be used so long as it has charges remaining. A metadevice can only be attached to one device at a time, and a device can only have one metadevice attached to it at a time. A metadevice can be recharged, just like a normal device. Effects of Metadevice Feats on a Device: In all ways, a device with a metadevice attached operates at its original device level. A student cannot use a metadevice to modify a device effect being produced by a schematic, widget, or other item. Activating a device affected by a Control Panel or Switch feat does not provoke an attack of opportunity. A device does not benefit from multiple copies of the same metadevice. Technological Items and Metadevices: A metadevice cannot be stored in a technological item in Silven Crossroads

conjunction with a normal device. A schematic, widget, trinket, or gizmo may have a metadevice stored in it, but it is treated as a normal device for these types of items. A character doesn’t need the appropriate metadevice feat to activate an item in which a device with an attached metadevice is stored, but a character does need the appropriate metadevice to construct such an item.

Metatechnology Feats

Similar in nature to metadevice feats, metatechnology feats allow the student to directly modify a device while constructing it, rather than attaching modules onto it after completion. A device constructed with a metatechnology feat functions exactly like a normal device, except as noted below. Activation Time: Activating a device constructed with metatechnology takes no more time to activate then normal, unless the feat otherwise specifies. Cost: Devices constructed with metatechnology require more supplies, as indicated in each feat’s description. Limits on Use: Constructing a device using metatechnology does not necessarily limit the device’s use. Effects of Metatechnology Feats on a Device: In all ways, a device constructed with metatechnology operates at its original device level. A student cannot use metatechnology to modify a device effect being produced by a schematic, widget, or other item. Technological Items and Metatechnology: With the right item construction feat, you can store a device constructed with metatechnology in a schematic, trinket, or widget. A character doesn’t need the appropriate metatechnology feat to activate an item in which a device constructed with metatechnology is stored, but does need the appropriate metatechnology feat to construct such an item.

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Chapter 2: Skills & Feats

Table 2–8: Technological Feats Feats

Prerequisites

Benefit

General Armament Proficiency

Proficient with Armament devices

Combat Activation

+4 bonus on Concentration checks for defensive activation

Gearhead

+2 bonus on Repair and Techcraft checks

Machine Empathy

Techcraft 4 ranks

Technical Training

+2 bonus to some skills and damage against constructs Can construct and ready devices

Technological Aptitude

Disable Device 10 ranks, Techcraft 10 ranks

Take 10 on Use Tech Item checks to use devices

Technological Upbringing

1st level

Technologist is always a favored class, Disable Device and Techcraft are always class skills

Technical Training, Techcraft 5 ranks

Can construct and ready devices

Technical Feats Advanced Technical Training Device Memorization

Can work with some devices without notebooks

1

Signature Device 1

Device Memorization

Can convert device charges into another device’s effect

Device Research

Student level 3rd+

Learn a new device

Field Focus

+1 bonus on save DCs against specific field

1

Greater Field Focus 1

Field Focus

Maintenance Expert

+1 bonus on save DCs against specific field Receive more device slots

Improved Recharge

Maintenance Expert

Can recharge devices more effectively

Improved Repair

Maintenance Expert

Can repair devices more effectively

Mechanical Artist 1

Any item construction feat

Can reduce cost of constructing technological items

Build Kit

Student level 1st+

Can build technological kits

Build General Item

Student level 3rd+

Can build technological general items

Build Gizmo

Student level 12th+

Can build technological gizmos

Build Technological Arms and Armor

Student level 5th+

Can build technological weapons, armor, and shields

Build Trinket

Student level 3rd+

Can build technological trinkets

Build Widget

Student level 5th+

Can build technological widgets

Draw Schematic

Student level 1st+

Can build technological schematics

Item Construction Feats

Metadevice Feats Amplification Module

Double device’s area

Battery

Double device’s duration

Generator

Battery

Device’s duration is multiplied by 10

Recharger

Battery

Device gets second chance to save against an electromagnet

Control Panel Switch

Activate device as a swift action Control Panel

Inertial Coil

Double device’s range

Optimization Module Timer

Activate device for an attack of opportunity Maximize device’s variable, numeric effects

Watch device

Delay device’s activation by 1 to 5 rounds

Easy Operation

Control Panel

Device gains Userfriendly descriptor

Metadevice Port

Any metadevice feat

Device can have two metadevices

Metadevice Array

Metadevice Port

Device can have constructor’s INT modifier (minimum three) metadevices

Metatechnology Feats

Optimal Engineering

Device’s effective student level increased by 1

Spatial Optimization

Device is smaller

Splitting Component

Any metatechnology feat

Splits a ray attack into two

Gemini Component

Splitting Component

Device produces same effect twice

1 This feat may be taken multiple times.

Silven Crossroads

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Feat Descriptions Advanced Technical Training [Technical]

The character has had advanced training in technology. Prerequisites: Technical Training, Techcraft 5 ranks. Benefit: The character gains knowledge of another device. He must have a character level equal to 1 + (device level × 2) to learn a device (3rd for a 1st-level device, 5th for a 2nd-level device, and so on), and the highest level device the character can learn is one higher than the highest level device he already knows (so he must already know a 2nd-level device in order to learn a 3rd-level device, and so on). This device can be from any student device list. The character can activate, construct, ready, repair, and recharge this device if he has an Intelligence score of at least 10 + the device’s level. If he has no student levels, he is considered to be a 1st-level student when constructing this device. If he has student levels, he can construct and activate the device at the highest student level he has attained (this is not a student level, and it does not add to any student levels gained by taking levels in a class that grants student levels). If the character has no student levels, use Intelligence to determine how powerful a device he can construct, ready, repair, and recharge and how hard those devices are to resist. This feat does not grant a device slot, nor does it grant any other benefits, other than learning a new device. Special: Unless attempting to activate a device the character knows, he must still make Use Tech Item checks to successfully activate devices until he has at least one level in a technological class.

Amplification Module [Metatech]

A metadevice that extends and expands the effects of the devices it attaches to. Benefit: The amplification module doubles the area of effect of the device it is attached to. This metadevice does not affect devices without an area of effect. Cost: 500 gp.

Armament Proficiency [General]

The character is proficient with devices from the Armament field. Silven Crossroads

Benefit: The character can use Armament devices that require a proficiency. Normal: A character who uses an Armament device that is a weapon and is not proficient suffers a −4 penalty to attack rolls with the weapon, a −4 armor check penalty when wearing Armament devices of the Protection subfield, and a −2 penalty to all skill checks while wearing Armament devices of the Equipment subfield.

Battery [Metadevice]

By utilizing electrical power from a magnetic storage device, the character can extend the duration of most devices. Benefit: The battery doubles the duration of the device it is attached to. Devices with an instantaneous, maintenance, or permanent duration receive no benefits from having a Battery attached. If the device the Battery is attached to has the Magnetic descriptor, it suffers an additional 10% technological device malfunction rate. Cost: 250 gp. Special: A Battery constructed by a kineticist triples the duration of the device it is attached to.

Build Kit [Item Construction]

The character can construct a kit. Prerequisite: Student level 1st+. Benefit: The character can build a kit of any device that he knows. Building a kit requires one day for each 1,000 gp of its base price. The base price of a kit is its device level × student level × 25 gp. To build a kit, the character must spend 1/25 of this base price in xp and use up raw materials costing half of this base price.

Build General Item [Item Construction]

The character can construct miscellaneous technological items. Prerequisite: Student level 3rd+. Benefit: The character can construct any general technological item whose prerequisites she meets. Constructing a general technological item takes 1 day for each 1,000 gp in its base price. To construct a general technological item, the student must spend 1/25 of the item’s base price in xp and use up raw materials costing half of this price.

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Steamworks The character can also mend a broken general item if it is one that she could make. Doing so costs half the xp, half the raw materials, and half the time it would take to craft that item in the first place.

Build Gizmo [Item Construction]

The character can construct technological gizmos, which have multiple technological effects. Prerequisite: Student level 12th+. Benefit: The character can construct any gizmo whose prerequisites he meets. Constructing a gizmo takes 1 day for each 1,000 gp in its base price. To construct a gizmo, he must spend 1/25 of its base price in xp and use up raw materials costing half its base price. A newly constructed gizmo has 20 charges.

Build Technological Arms and Armor [Item Construction]

The character can construct technological weapons, armor, and shields. Prerequisite: Student level 5th+. Benefit: The character can construct any technological weapon, armor, or shield whose prerequisites he meets. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its technological features. To enhance a weapon, suit of armor, or shield, he must spend 1/25 of its features’ total price in xp and use up raw materials costing half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item. Its cost is not included in the above cost. The character can also mend a broken technological weapon, suit of armor, or shield if it is one that he could make. Doing so costs half the xp, half the raw materials, and half the time it would take to initially enhance that item.

Build Trinket [Item Construction]

The character can construct trinkets, which are single-use items that anyone can use. Prerequisite: Student level 3rd+. Benefit: The character can construct a trinket of any device of 3rd level or lower that she knows. Building a trinket takes one day. When she constructs a technological trinket, the player sets the student level. The student level must be sufficient to construct the Silven Crossroads

Chapter 2: Skills & Feats device in question and no higher than the character’s own student level. The base price of a technological trinket is its device level × its student level × 50 gp. To build a trinket, she must spend 1/25 of this base price in xp and use up raw materials costing one-half of this base price. When building a trinket, any choices that are normally made when activating the device are made at the time of creation. Any trinket that stores a device with an xp cost also carries a commensurate cost. In addition to the costs derived from the base price, she must pay the xp when building the trinket.

Build Widget [Item Construction]

The character can construct widgets, which work like devices. Prerequisite: Student level 5th+. Benefit: The character can construct a widget of any device of 4th level or lower that he knows and have a base malfunction rate of 0%. Constructing a widget takes one day for each 1,000 gp in its base price. The base price of a widget is its student level × device level × 375 gp. To construct a widget, the character must spend 1/25 of this base price in xp and use up raw materials costing half of this base price. A newly constructed widget has 25 charges.

Combat Activation [General]

The character is adept at activating devices under hostile conditions. Benefit: The character receives a +4 bonus on Concentration checks made to activate a device while fighting defensively or while grappling or pinned.

Control Panel [Metadevice]

The character can construct a thin panel of wires and mechanical parts that enables a student to activate a device much faster than is normally possible. Benefit: The character can activate a device with a Control Panel attached as a swift action. She can perform another action, even activate another device, in the same round that she activates a device with a Control Panel attached. She may only activate one device with a Control Panel attached per round. A device that requires more than 1 full round to activate cannot have a Control Panel attached.

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A Control Panel takes a full-round action to attach to or detach from a device, rather than a standard action. Cost: 750 gp. Special: A Control Panel constructed by a kineticist or mechanist has one additional charge.

Device Memorization [Technical]

The character is capable of commitinstructions on devices to memory. Benefit: The character does not need to refer to your notebooks when constructing, repairing, recharging, or readying some devices. Choose a number of devices equal to the character’s Intelligence modifier that she is capable of constructing and are written in her notebooks—she now have these memorized.

ting

Easy Operation [Metatechnology]

When constructing a device, the character can craft it in such a way as to make its activation simplistic and obvious. However, such simplification makes the device less sound and more prone to malfunction. Prerequisite: Switch. Benefit: When the character constructs a device, she may choose to give it the Userfriendly descriptor. A device making use of Easy Operation accumulates its device malfunction rate at 5% greater than the normal rate. For example, if it normally gains 5% device malfunction rate when activated, it now gains an additional 10% for each activation attempt. Cost: 100 gp.

Field Focus [Technical]

Choose a field of technology. The character’s devices of that field are more potent than normal. ion Benefit: Add +1 to the Operat y s a E Difficulty Class for all savith Ray w h t a e Device Research [Technical] ing throws against devices from the field D Through research, the character has of technology selected to focus on. gained knowledge of another device. Special: This feat may be taken multiple times. Its Prerequisite: Student level 3rd+. effects do not stack. Each time the feat is taken, it Benefit: Add one additional device of applies to a new field of technology. any level up to one level lower than the highest-level device the character can construct to his list of devicGearhead [General] es known. Players can choose any device, including The character’s interest in machinery has made him devices from another class’s list. quite good in dealing with mechanical parts. Benefit: The character gains a +2 bonus on Repair Draw Schematic [Item Construction] and Techcraft checks. The character can draw schematics. From these schematics, he or another student can construct, ready, or Gemini Component [Metatechnology] otherwise interact with the drawn devices. Through manipulation of a device’s construction Prerequisite: Student level 1st+. and integration of an extremely delicate component, Benefit: The character can draw a schematic of the character can construct devices that produce the any device that he knows. Drawing a schematic takes same effect twice. one day for each 1,000 gp of its base price. The base Prerequisite: Splitting Component. price of a schematic is its device level × student level × Benefit: When constructing a device, the charac25 gp. To draw a schematic, the character must spend ter may choose to implement a Gemini Component. 1 /25 of this base price in xp and use up raw materials If implemented, when the device is activated, he can costing half of this base price. expend another charge to duplicate the device’s efSilven Crossroads

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fects. Activating a device altered by this feat causes the device’s effect to occur twice on the area or target, as if he were simultaneously activating the same device two times on the same location or target. Any variables in the device (such as duration, number of targets, and so on) are the same for both of the resulting effects. The target experiences both device effects individually and receives a saving throw (if applicable) for each. A device with a Gemini Component has its minimum device malfunction rate increased by 10%. When repairing a device with a Gemini Component, the character repairs it at half your normal rate (for example, if he normally repairs a device’s malfunction rate at 5%/2 student levels, he repairs this device at 5%/4 student levels). Cost: 500 gp.

Special: This feat can be taken multiple times. Its effects do not stack. Each time the feat is taken, it applies to a new field of technology.

Generator [Metadevice]

Inertial Coil [Metadevice]

A small device that generates a constant stream of energy used to power devices for extended periods of time. Prerequisite: Battery. Benefit: A device with a Generator attached has its duration multiplied by 10. Devices with an instantaneous or permanent duration obtain no benefit from having a generator attached. If the device the Generator is attached to has the Magnetic descriptor, it suffers an additional 25% technological device malfunction rate. A Generator takes a full-round action to attach to or detach from a device, rather than a standard action. Cost: 1000 gp. Special: A device cannot have both a Battery and a Generator attached.

Greater Field Focus [Technical]

Choose a field of technology to which the Field Focus feat is already applied. The character’s devices of that field are even more potent than before. Prerequisite: Field Focus in the chosen field. Benefit: Add +2 to the Difficulty Class for all saving throws against devices from the field of technology selected to focus on. This overlaps with (does not stack with) the bonus from Field Focus.

Silven Crossroads

Improved Recharge [Technical]

The character is swift at recharging a device. Prerequisite: Maintenance Expert. Benefit: When the character expends a device slot to recharge a device, she recharges it at a rate of 1 charge per 3 student levels (minimum 1 charge).

Improved Repair [Technical]

The character is swift at repairing a device. Prerequisite: Maintenance Expert. Benefit: When the character expends a device slot to repair a device, he repairs it at a rate of 10%/3 student levels (minimum 10%). A set of coils that reroute inertial energy throughout the device to enable it to travel further and makes the most of kinetic power. Benefit: A device with an Inertial Coil attached has its range doubled. This metadevice does not affect devices without a range. Cost: 250 gp.

Machine Empathy [General]

The character is good at dealing with machines. Prerequisite: Techcraft 4 ranks. Benefit: The character gets a +2 insight bonus on Bluff, Listen, Repair, Sense Motive, Spot, and Survival checks when using these skills against constructs. In addition, he receives a +2 insight bonus on weapon damage rolls against constructs.

Maintenance Expert [Technical]

The character is adept at maintaining machinery and can perform upkeep on more devices than normal. Benefit: The character gains an additional device slot. Special: This feat can be taken multiple times. The character gains another device slot, and an additional device slot for each time the character has previously taken this feat.

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Steamworks Mechanical Artist [Technical]

The character is inspired when working with technological items. Prerequisite: Any item construction feat. Benefit: Each time the character takes this feat, choose a known item construction feat. When determining the character’s cost in raw materials for constructing items with that feat, multiply the base cost by 75%. Special: This feat can be taken multiple times. It applies to a new item construction feat each time.

Metadevice Array [Metatechnology]

The character can integrate an array of ports into a device, allowing it to take advantage of multiple metadevices. Prerequisite: Metadevice Port. Benefit: When the character constructs a device, she may choose to include a Metadevice Array. If so, the device may have up to the character’s Intelligence modifier (minimum 3) attached metadevices at any one time. A device cannot have the same metadevice attached to it more than once. Cost: 750 gp. Special: The character cannot construct a device with both a Metadevice Array and a Metadevice Port.

Metadevice Port [Metatechnology]

The character can integrate a port into a device, allowing it to take advantage of an additional metadevice. Prerequisite: Any metadevice feat. Benefit: When the character constructs a device, he may choose to include a Metadevice Port. If so, the device may have an additional metadevice attached. A device cannot have the same metadevice attached to it more than once. Cost: 250 gp. Normal: A device can have only one metadevice attached at a time.

Optimal Engineering [Metatechnology]

When the character constructs a device, he focuses his energies so fully that he exceeds his current understanding of the laws of nature. However, such Silven Crossroads

Chapter 2: Skills & Feats improvement in the device’s performance leads to defects. Benefit: When the character constructs a device, he may choose to increase its student level by 1. This does not affect its minimum device malfunction rate or other effects based upon its constructor’s student level. Constructing a device in this manner consumes more supplies than normal, and as such, the character must spend 1 ½ times as much on supplies to build the device. In addition, the character must choose one of the following defects that the device suffers from: • the device cannot have a metadevice attached (unless outfitted with a Metadevice Port or Metadevice Array). • the device has its minimum device malfunction rate increased by 10%. • the device accumulates device malfunctions at 5% more per activation than it normally would. • the device has one less charge.

Optimization Module [Metadevice]

An extremely small and complex metadevice that is constructed to optimize the effects of the device. Benefit: All variable, numeric effects of a device with an Optimization Module attached are maximized. A device with an Optimization Module deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed rolls are not affected, nor are devices that have no random variables. A device with an Optimization Module attached must expend two additional charges to be activated if the Optimization Module is also activated (for a total of at least three charges). Cost: 750 gp.

Recharger [Metadevice]

A small generator designed to restart a device and keep it activated regardless of extenuating circumstances. Prerequisite: Battery. Benefit: When a device with a Recharger is affected by an electromagnet or similar effect, the wielder may expend one of the Recharger’s charges to force the source of the effect to make another successful student check to deactivate the device. Each Page 30

Steamworks Recharger attached to the device may only attempt this once per deactivation attempt. Cost: 100 gp.

Chapter 2: Skills & Feats Switch [Metadevice]

The character is so familiar with a memorized device that she can convert other devices into it. Prerequisite: Device Memorization. Benefit: Each time this feat is taken, choose a device that the character has memorized with Device Memorization. She may expend two charges from a readied device of the chosen device’s level or higher to replicate the effects of the chosen device. The converted device must be of the same field as the chosen device. Activating a device in this way is at least a full-round action. Special: The charcter may gain this feat multiple times. Each time, it applies to a new memorized device.

A simplistic item, the switch routes all of the device’s activation to a single toggle, button, or sliding panel, easing use and allowing for nigh-instantaneous activation. However, switches are highly inefficient. Prerequisite: Control Panel. Benefit: When an attack of opportunity is made, the wielder may choose to activate a device in hand or easily accessible with a Switch attached. Activating such a device is an immediate action. Activating a device in this manner uses 2 charges and the device increases its device malfunction rate twice as much as normal for expending two charges (for example, if the device would normally add 5% to its malfunction rate for 1 charge expended, one use of a Switch causes it to add 20%). A Switch cannot be attached to a device with an activation time of 1 full-round action or longer. Cost: 1000 gp.

Spatial Optimization [Metatechnology]

Technical Training [General]

Patented Device [Technical]

The character can fit technological workings into a much smaller area than others can. Benefit: When constructing a device, the character can choose to make it one size smaller and half its typical weight. If made smaller, the device’s minimum device malfunction rate is increased by 5%. Special: The character cannot use this feat on devices that produce creatures or swarms, such as automaton or blade swarm.

Splitting Component [Metatechnology]

Using refraction and other techniques and principles of physics, the character can cause a device’s effect to split. Prerequisite: Any metatechnology feat. Benefit: If the device implementing the Splitting Component produces a ray effect, the character may split the ray. Splitting a ray requires the character to expend two charges from the device. The split ray affects any two targets that are within the device’s range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take. Cost: 250 gp.

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Though the character is no student, he has a smattering of training in the ways of technology. Benefit: The character has a small degree of knowledge regarding technology, effectively making you a student. He has 1 device slot, and can take technical, metadevice, metatechnology, and item construction feats. If he has or takes a class that grants device slots, the device slot gained from this feat is added to his total device slots available each day. When this feat is taken, choose one 1st-level device from any student class list. The character can construct, repair, recharge, and ready this device with the device slot provided by this feat if he has an Intelligence score of 11 or higher. If the character has no student levels, he is considered to be a 1st-level student when constructing this device. If the character has student levels, he can construct the device at the highest student level he has attained (the effective student level granted by this feat is not an actual student level, and it does not add to any student levels gained by taking levels in a class that grant student levels). If he has no student levels, use Intelligence to determine how powerful a device he can construct, repair, recharge, and ready, and how hard those devices are to resist. Special: Unless attempting to activate a device the character knows, he must still make Use Tech Item Page 31

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Chapter 2: Skills & Feats

checks to successfully activate devices until he has at least one level in a technological class.

Technological Aptitude [General]

The character is especially capable with devices and knows how to operate them. Prerequisites: Disable Device 10 ranks, Techcraft 10 ranks. Benefit: The character can take 10 on Use Tech Item checks, even when she would not normally be able to take 10 on a check.

Technological Upbringing [General]

The character was raised in an environment where technology was common, and he has developed an affinity for it. Benefit: Disable Device and Techcraft are always class skills for the character. Technologist is considered an additional favored class. Special: This feat can only be taken at 1st level.

Timer [Metadevice]

A small gadget that activates a device after a set time period has elapsed. Prerequisite: Watch device. Benefit: A device with a Timer attached to it does not initiate its effect until 1 to 5 rounds after it is activated. The Timer finishes the activation sequence once the selected time period has elapsed. The device activates just before your turn on the round you designate. If the device has the Expendable descriptor, the Timer is destroyed after it activates. Cost: 250 gp.

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Chapter 3: Technology

Steamworks

Introduction

Unlike magic or psionics, technology requires supplies and resources, as well as time. Materials must be gathered to fashion the device long before it is used. The device must then be readied to ensure that it operates as planned. Finally, the device must be activated, and then used appropriately. Upon activation, a device performs actions that rival magic in power and grandeur. Technological devices have their beginning in need. Even in worlds where magic exists, commoners rarely have access to it, and thus must make due with mundane materials. Somewhere, at some point, there is a spark of genius—a discovery that makes a remarkable difference in the lives of those around it. Once the first find is made, a landslide of discoveries begins.What other strange secrets exist that even a farmer could uncover? Soon, there is a technological boom: technological advances are uncovered in forges, in fields, and any other place technology lessens the burden upon the lower classes. This is but one interpretation of how technology could rise, however; other methods of the rise of technology are discussed in a later chapter. Technological devices are grouped according to four categories, called fields (armament, chemistry, energy, and mechanical). This chapter describes the differences between these four fields. In addition, it provides an overview of the construction, readying, and activation of devices, and discusses what happens when technological effects are combined. Also discussed is the combination of technology with magic.

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Chapter 3: Technology

Devices

There are five steps in the process of using a device: construction, readying, activation, recharging, and repairing. This section details all five, in the order that they occur (note that recharging and repairing can occur interchangeably).

Technological Writings To record a a character the natis a

technological device in written form, uses complex notation that describes ural forces in its use. The notation universal notation students created to describe their devices faster and more completely than is possible with normal language. The writer uses the same system regardless of his native language or culture—between similar conclusions drawn regarding how to relate technological information and heavy usage of diagrams, the system is recognizable by anyone familiar with technological principles. However, each character uses the system in his own way. Another person’s technological notations remain incomprehensible to even the most powerful student until she takes the time to study and decipher it. To decipher a technological writing (such as a single device in written form in another’s notebook or on a schematic), a character must make a Techcraft check (DC 20 + device Clockwork Steed level). If the skill check fails, the character cannot attempt to read that particular device again until the next day. If the author of the technological notation is on hand to help the reader, success is automatic.

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Steamworks Once a character deciphers a particular technological writing, he does not need to decipher it again. Deciphering technological writing allows the reader to identify the device and gives some idea of its effects (as explained in the device description). If the technological writing is a schematic and the reader can construct technological devices, he can attempt to use the schematic.

Technologist Devices and Borrowed Notebooks

A technologist can use a borrowed notebook to construct, ready, repair, or recharge a device he already knows and has recorded in his own notebook, but success is not always assumed. First, the technologist must decipher the writing in the book (see Technological Writings, above). Once a device from another student’s notebook is deciphered, the reader must make a Techcraft check (DC 15 + device level) to construct, ready, repair, or recharge the device. He must repeat the check to perform any of these actions again, no matter how many times he has done so before. If the check fails, he cannot try to attempt any of these actions regarding that specific device from the same source again until the next day.

Adding Devices to a Technologist’s Notebook

Technologists can add new devices to their notebooks through several methods. If a technologist specializes in a field of technology, he can learn devices only from fields whose devices he can construct. Device Gained at a New Level: Technologists perform a certain amount of device research between adventures. Each time a character attains a new technologist level, he gains two devices of his choice to add to his notebooks. These devices represent the results of his research. The two free devices must be of device levels he can construct. If he has chosen to specialize in a field of technology, one of the two free devices must be from his specialty field. Devices Copied from Another’s Notebook or Schematic: A technologist can also add a device to his notebook whenever he encounters one on a technological schematic or in another technologist’s notebook. No matter what the device’s source, the technologist must first decipher the technological notation (see Technological Writings, above). Next, he must spend a day studying the device. A the end of the day, he must make a Techcraft check (DC 15 Page 34

Chapter 3: Technology + device level). A technologist who has specialized in a field gains a +2 bonus on the Techcraft check if the new device is from his specialty field. He cannot, however, learn any devices from his prohibited field. If the check succeeds, the technologist understands the device and can copy it into his notebook (see Writing a New Device into a Notebook, below). The process leaves a notebook that was copied from unharmed, but a successfully copying a device from a technological schematic causes the schematic to be used. If the check fails, the technologist cannot understand or copy the device. He cannot attempt to learn or copy that device again until he gains another rank in Techcraft. Copying from a schematic does not cause the schematic to be used. In most cases, technologists charge a fee for the privilege of copying devices from their notebooks. This fee is usually equal to the device’s level × 50 gp, though many technologists jealously guard their higher-level devices and may charge much more or deny access to them altogether. Technologists friendly to one another often trade access to equal-level devices from each other’s notebooks at no cost. Independent Research: A technologist can research a device independently, duplicating an existing device or creating an entirely new one; doing so follows the same rules as creating a new spell (see DMG).

Writing a New Device into a Notebook

Once a technologist understands a new device, she can record it into her notebooks. Time: The process takes 24 hours, regardless of the device’s level. Space in the Notebook: A device takes up one page of the notebook per device level; even a 0-level device takes one page. A notebook has 100 pages. Materials and Costs: Materials for writing the device (special ink pens, protective lacquer) cost 10 gp per page. Note that a technologist does not have to pay these costs in time or gold for devices gained for free at each new level. She simply adds these to her notebook as part of her ongoing research.

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Chapter 3: Technology

Replacing and Copying Notebooks

A technologist uses the procedure for learning a device to reconstruct a lost notebook. If he already has a particular device constructed, he can write it directly into a new book at a cost of 10 gp per page (as noted in Writing a New Device into a Notebook, above). If he does not have the device constructed, he can construct it from a borrowed notebook and write it into a new book.

Selling a Notebook

Captured notebooks can be sold for a gp amount equal to one-half the cost of purchasing and inscribing the devices described within. A notebook entirely filled with devices is worth 500 gp.

Inventors

Inventors construct and maintain technological devices but do not use notebooks. An inventor’s class level limits the number of devices she can know (see Chapter I). An inventor must have a Dexterity of at least 10 + a device’s level to construct or otherwise interact with a device. Adding Devices to an Inventor’s Repertoire: An inventor gains devices each time she attains a new level in her class and never gains devices any other way. When an inventor gains a new level, consult Table 1–4: The Inventor to determine how many devices from the appropriate device list in Chapter 4: Devices she now knows. The devices can be of any level that the character can construct. With the GM’s permission, inventors may select the devices they gain from new and unusual devices they have gained some understanding of.

Device Construction

The construction of a device is complex, time-consuming, and requires much in the way of resources. A student must have a device construction kit in addition to the new materials required to build devices. Gathering Materials: To construct a device, a student must have raw materials with a cost equal to the amount indicated in Table 3-1: Device Construction.

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Table 3–1: Device Construction Level Cost (gp) 0

10

1

20

2

40

3

100

4

200

5

400

6

1000

7

2000

8

4000

9

10000

Students may also use materials from devices that have been disassembled or not readied recently. This is detailed in Salvaging Devices, below. Devices with the Expendable descriptor require half of this cost. In addition, some devices require other devices in their construction. In this case, the technologist must have enough of the devices required already constructed, and these devices become part of the new device being constructed. Device Construction: Once materials are gathered, the student can begin working on the device. Constructing a device takes 1 day for each level of the device. Constructing a 0-level device takes 1 hour. Devices with the Expendable descriptor take half the normal time to construct. Student Level: A device’s power depends upon its student level, which for most technological classes is equal to the class level in the class the student uses to construct the device. When a character constructs a device, the character sets the device’s student level to her student level; when the device is activated; it uses that level, regardless of who activates it. In addition, the saving throw DC of the device is set at the time of the device’s construction and does not change, even if the constructing character’s ability scores increase. If a student constructs a device at 1st level and gain a level, all of the devices she constructed at 1st level still activate with a student level of 1st. Students can construct a device at a lower student level than normal, but the student level chosen must be high enough for the student to construct the device in question, and all level-dependent features must be based on the same student level; this includes the number of charges the device has. Page 35

Steamworks A device that a character constructs while under the effect of a class feature or other special ability that provides an adjustment to her student level, that adjustment applies to effects based on student level (such as range, duration, and damage dealt) for that device, and these increases remain with the device even if the effect she was under while constructing the device is removed. Salvaging Devices: Rather than forcing students to buy new materials every time to build a device, devices that have been destroyed or expended can be salvaged and the pieces used in new devices. Devices that have no remaining charges provide materials equal in value to ½ the amount in gp needed to construct them. Devices that have some remaining charges provide materials equal in value to ¾ the amount of gp needed to construct them. Devices that have a device malfunction rate have the value of their salvaged materials reduced by their malfunction rate × the value in materials they normally produce (for example, a device that would give 75 gp in materials has 20% a malfunction rate. 75 × 0.2 = 15, so the device only yields 50 gp in materials). Finishing Construction: Once construction is finished, the device can be used as normal. If the device’s level is the highest the student can construct, it begins with a malfunction rate of 10%; if it is of the second-highest level the student can construct, it begins with a malfunction rate of 5%. Otherwise, newly constructed devices have no initial malfunction rate. Charges: A newly constructed device has a number of charges equal to its constructor’s key ability modifier (Intelligence for technologists, Dexterity for inventors). Each time the device is activated, it expends a single charge (unless otherwise specified by a Metatechnology feat or other effect); a device with no charges is useless until it is recharged. Hit Points and Hardness: As with any other item, devices have hit points and hardness, and can be attacked directly. Attacking a device that is held is just like attacking any other held, worn, or grasped item. A device’s hit points and hardness are dependent on their device level, field, and student level.

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Chapter 3: Technology Table 3–2: Device Hit Points and Hardness Field of Technology

Hit Points

Hardness

Armament

8 + (2/student level)

5 + device level

Chemistry

1 + (½ student level)

1 + (device level / 2)

Energy

5 + student level

2 + device level

Mechanical

6 + student level

5 + device level

Devices from the Construct subfield use these hit points and hardness when they are not activated. Upon activation, these devices use their hit points in construct form and begin their activation with full hit points. An activated device from the Construct subfield that reaches 0 hit points has its duration immediately ended; its hit points in its activated form has no effect on its hit points in its not activated form (in other words, the device has two pools of hit points that must be tracked separately).

Readying Devices

All students must ready their devices before they can be used. Once a device is readied, it does not become “unreadied” unless the student readies a different set of devices that does not include that device. This is true even when a character gains a new level and access to new devices—he does not change his readied device selection until he readies different devices. To ready devices from those he has constructed, or use his device slots to recharge or repair his devices, a student must spend a full hour in work and maintenance, bringing the devices he wants to ready up to par and ready for use, or otherwise maintaining the devices. If the student uses notebooks, he must have access to these in order to ready new devices; if he does not use notebooks, he can ready new devices at any time without penalty. A technological character can reallocate his device slots (that is, ready new devices, or use device slots to recharge or repair devices) once per day; the mental strain from working with such small and intricate parts or reading minute formulae is rough on the character’s mind, and he can only spend so much time working on his devices before he is mentally exhausted and unable to continue.

Device Activation

Regardless of whether a student readies devices using a notebook or not, activating a device works the same way. Silven Crossroads

Steamworks Choosing a Device

First the player must choose which device to activate. To activate a device, a character must be able to manipulate it, meaning that she must have at least one hand free (if she is holding the device, her other hand must be free). She must also concentrate to activate a device, and it’s hard to concentrate in the heat of battle (see below for details). If a device has multiple possible effects, the player should choose which effect to use when it is activated. Characters don’t have to ready (or learn) a specific version of the device. For example, electromagnet has three possible different uses. Players choose when activating the device which version the character uses. If a device has attached metadevices or metatechnology integrated in it, the player should choose which of these to implement when the character activates the device. When a character activates a device, the player must also roll a d% to determine if it malfunctions (see below for details). If the character activate a device and also activates an attached metadevice, the player must roll an additional d% to determine if the metadevice malfunctions for each additional attached metadevice activated.

Concentration

To activate a device, the character must concentrate. If something interrupts his concentration while activating, the player must make a Concentration check or lose the activation attempt (losing an activation attempt this way does not cause the device to lose any charges). The more distracting the interruption and the higher the level of device the character is trying to activate, the higher the DC is (more powerful devices require more work and focus). If the check is failed, the device can’t be activated that round, though another attempt may be made the next round. If the device itself is attacked or harmed in some way, players must still make a Concentration check as though the character had suffered whatever damage the device had in order to continue with the activation attempt. Injury: Getting hurt or being affected by hostile technology while trying to activate a device can break a character’s concentration and ruin his activation attempt. If the character takes damage while trying Silven Crossroads

Chapter 3: Technology to activate a device, the player must make a Concentration check (DC 10 + points of damage taken + level of device being activated). If the check is failed, the character fails to activate the device that round. The interrupting event strikes during activation if it comes between when starting and when completing an activation attempt (for a device with an activation time of 1 full round or more) or if it comes in response to activating the device (such as an attack of opportunity provoked by the device or a contingent attack, such as a readied action). If the character is taking continuous damage, such as from a voltaic claw, half the damage is considered to take place while activating a device, and the player must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + level of device being activated). If the last damage dealt was the last damage that the effect could deal, the damage is over and does not distract the character. Repeated damage, such as from a spiritual weapon spell, does not count as continuous damage. Device: If the character is affected by a device (or spell) while attempting to activate a device of his own, the player must make a Concentration check or the character fails to activate the device. If the device affecting the character deals damage, the DC is 10 + the points of damage + level of device being activated. If the device interferes with the character or distracts the character in some other way, the DC is the device’s saving throw DC + level of device being activated. For a device with no saving throw, the DC is the device’s saving throw DC if a save were allowed. Grappling or Pinned: Characters cannot activate a device while grappled or pinned unless it takes less than a standard action to activate. Even so, characters must make a Concentration check (DC 20 + level of device being activated) or fail to activate the device. Vigorous Motion: If the character is riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below decks in a stormtossed ship, or simply being jostled in a similar fashion, the player must make a Concentration check (DC 10 + level of device being activated) or the character fails to activate the device. Violent Motion: If the character is on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a Page 37

Steamworks storm-tossed ship, or being tossed roughly about in a similar fashion, the player must make a Concentration check (DC 15 + level of device being activated) or the character fails to activate the device. Violent Weather: Players must make a Concentration check if the character tries to activate a device in violent weather. If the character is in a high wind carrying blinding rain or sleet, the DC is 5 + level of device being activated. If he is in wind-driven hail, dust, or debris, the DC is 10 + level of device being activated. In either case, the character fails to activate the device if the player fails the Concentration check. If the weather is caused by a spell or device, use the rules in the Device subsection above. Activating Defensively: If a character wants to activate a device without provoking an attack of opportunity, he must dodge and weave, making it more difficult to activate the device. Players must make a Concentration check (DC 15 + level of device being activated) to succeed. If the check fails, the character fails to activate the device. Entangled: If the character attempts to activate a device while entangled in a net or tanglefoot or while he is affected by a device or spell with similar effects (such as the entangle spell), the player must make a DC 15 Concentration check to activate the device. Characters fail to activate the device if they fail the check.

Device Failure

If characters ever try to activate a device in conditions where the characteristics of the device (range, area, or the like) cannot be made to conform, the activation fails and its charge is wasted. Such a failure does not increase the device’s malfunction rate. Device activation also fails if the character’s concentration is broken, though she can try again until she succeeds. Technological Device Malfunction: All devices and metadevices have a chance of malfunction. As a device goes through the wear and tear of constant use, its various components become worn or fragile, and slowly become unreliable. Each time a device is activated, its chance for malfunction increases by 5% (this increase occurs after successful activation). Some feats, metadevices, or metatechnology may modify this increase in technological device malfunction.

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Chapter 3: Technology A device that fails to activate due to its malfunction chance cannot be activated again until its malfunction chance is reduced via repairing.

The Device’s Result

Once the creatures (or objects or area) are affected, and whether those creatures have made successful saving throws (if any are allowed), apply whatever results a device entails.

Special Device Effects

Many special device effects are handled according to the field of the device in question. Certain other special device features are found across device fields. Attacks: Some devices refer to attacking. All offensive combat actions, even those that don’t damage opponents, are attacks. Attempts to turn or rebuke undead count as attacks. All devices that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Bonus Types: Many devices give their subjects bonuses on ability scores, Armor Class, attacks, and other attributes. Each bonus has a type that indicates how the device grants the bonus. Two bonuses of the same type don’t generally stack. With the exception of dodge bonuses and most circumstance bonuses, only the better bonus works. The same principle applies to penalties: a character suffering two or more penalties of the same type applies only the worst one to a given attribute. Cloaking: Cloaking is similar to magical invisibility, but differs in important ways. Cloaking renders a creature visually undetectable. A cloaked creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). Cloaking has no effect against blinded or otherwise nonsighted creatures. A cloaked creature’s location cannot be pinpointed by visual means. It has total concealment; even if an attacker correctly guesses the cloaked creature’s location, the attacker has a 50% miss chance in combat. A cloaked creature gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving. Locating the square a cloaked creature occupies requires a Spot check (DC 40 if the cloaked creature is immobile, DC 20 if the cloaked creature moved during its last turn), modified by appropriate

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Steamworks factors (such as an armor check penalty or a penalty for movement). Effects that detect magical invisibility do not detect cloaking, nor do effects that detect cloaking detect magical invisibility. Effects that detect any form of invisibility, such as that granted by a supernatural or extraordinary ability, detect cloaking. Effects that detect cloaking also detect invisibility granted by a supernatural or extraordinary ability

Combining Technological Effects

Devices or technological effects usually work as described, no matter how many other devices or technological effects happen to be operating in the same area or on the same recipient. Except in special cases, a device does not affect the way another device operates. Whenever a device has a specific effect on other devices, the device description explains the effect. Several other general rules apply when devices or technological effects operate in the same place. Stacking Effects: Devices that give bonuses or penalties to attack rolls, damage rolls, saving throws, and other attributes usually do not stack. More generally, two bonuses of the same type don’t stack even if they come from different devices (or from effects other than devices). Characters use whichever bonus gives him the better score. Different Bonus Names: The bonuses or penalties from two different devices do stack, however, if the effects are of different types. A bonus that is not named (such as a “+2 bonus” rather than a “+2 resistance bonus”) stacks with any named bonus or any other unnamed one. Same Effect More than Once in Different Strengths: In cases when two or more identical devices are operating in the same area, but at different strengths, only the best applies. Same Effect with Differing Results: The same device can sometimes produce varying effects if applied to the same recipient more than once. None of the previous device effects are removed or canceled, but their effects become irrelevant while the final device in the series lasts. One Effect Makes Another Irrelevant: Sometimes, a device’s effect can render a later device irrelevant. Multiple Mental Control Effects: Sometimes technological effects that establish mental control render each other irrelevant. Mental controls that don’t Silven Crossroads

Chapter 3: Technology remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability (and to the extent of the control each effect allows). If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys. Devices with Opposite Effects: Devices that have opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some devices negate or counter each other completely; this is a special effect that is noted in a device’s description. Instantaneous Effects: Two or more technological effects with instantaneous durations work cumulatively when they affect the same object, place, or creature.

Recharging Devices

To recharge a device, a character must expend a device slot to recharge the device. Each device slot expended to recharging a device recharges 1 charge per 4 student levels (with a minimum of 1 charge). To recharge a device, the character must have a device construction kit and, if he uses notebooks, he must have his notebooks containing that device available. Devices with the Expendable descriptor cannot be recharged.

Repairing Devices

To repair a device, a character must expend a device slot to repair the device. Each device slot expended repairing a device removes 5% of the device’s malfunction rate per 2 student levels (with a minimum of 5% repaired). To repair a device, the character must have a repair kit and, if he uses notebooks, he must have his notebooks containing that device available. Devices with the Expendable descriptor cannot be repaired, as their malfunction rate does not increase.

Device Descriptions

The devices available to characters are listed and described in Chapter 4. The description of each device Page 39

Steamworks is presented in a standard format. Each category of information is explained and defined below.

Name

The first line of every device description gives the name by which the device is generally known.

Field (Subfield)

Beneath the device name is a line giving the field of technology (and subfield, if appropriate) that the device belongs to. Every device belongs to one of four fields of technology. A field of technology is a group of related devices that work in similar ways. Armament This branch of study includes technological weapons and armor. Its main focus is to improve the defensive and offensive capabilities of the student and his allies. Devices constructed in this field tend to be more damaging and more expendable than those from other fields. Those who specialize in Armament are called Techsmiths. Weaponry: A weaponry device is a weapon in and of itself. Once activated, it works like any other weapon, and is used as such. Enhancement: An enhancement device is a device designed to enhance an existing item, usually a weapon or piece of armor, though the specifics are described in the given device. An enhancement device is useless on anything but what it is specifically made for, as indicated in the device’s description. Protection: A protection device is a suit of armor, shield, or other defensive mechanism. These are generally worn by a creature once activated. Explosive: An explosive device is a grenade-like weapon, and functions as such. Mine: A device that is activated and set. Once activated, a mine device remains so until it is discharged. Each charge of a mine device put into place is a single instance of the device. Trap: A device that is activated and set. Once activated, a trap device remains so until it is discharged. When a trap is discharged, it automatically resets itself if it has charges remaining. Chemistry Chemistry is the study of matter and the changes it undergoes, and is one of the more precise branches Page 40

Chapter 3: Technology of technology. It focuses mainly on chemicals that are capable of a variety of effects, from healing to inflicting unsavory results on its targets. Devices from this branch have many forms, unlike the rest, including liquids, gases, and solids. Those who specialize in Chemistry are called Chemists. Liquid: A liquid is a device that is fluid in nature and is used via ingestion, contact, or application. Liquids cannot be used by creatures that are not alive; therefore, undead or constructs cannot benefit from a device of the Liquid subfield. Gas: A gas is a device that affects a large area, but only affects those who have a respiratory system. Gases cannot be used by creatures that are not alive; therefore, undead, elementals, or constructs cannot benefit from a device of the Gas subfield. Devices of this subfield can also be blown away by high winds. Energy Energy is the study of power and power fluctuations. Those who delve into this branch seek to harness the natural energies of nature. They often use a variety of devices that enhance, mimic, or manipulate forces in nature, often focusing in dealing elemental damage or replicating elemental effects with their devices. Those who specialize in Energy devices are called Kineticists. Mechanical The study of various constructs and complex, partfilled devices fills this branch. It is a particularly meticulous branch of study for mechanical devices, which can range anywhere from a tiny object to a hulking automaton as large as a dozen humans. It specializes in building more permanent objects that are specifically designed for specific tasks. Those who specialize in Mechanical are called Mechanists. Construct: The device is a mechanical creature. The construct is treated as a summoned creature, though if it is destroyed it cannot be readied or activated until its hit points are restored, either through the Repair skill or a repair fluid. Swarm: The device is a swarm of small machines. The swarm is treated as a creature with the swarm subtype.

Descriptor

Appearing on the same line as the field and subfield, when applicable, is a descriptor that further categoSilven Crossroads

Steamworks rizes the device in some way. Some devices have more than one descriptor. The descriptors are Acid, Air, Biochemical, Chaotic, Cold, Darkness, Death, Earth, Electricity, Equipment, Evil, Expendable, Fear, Fire, Force, Good, Language-dependent, Lawful, Light, Magnetic, Mechanical, Mind-affecting, Sonic, Userfriendly, Vacuum, and Water. Most of these descriptors have no game effect by themselves, but they govern how the device interacts with other devices, with special abilities, with unusual creatures, with alignment, and so on. A Language-dependent device uses intelligible language as a medium for communication. A Mind-affecting device works only against creatures with an Intelligence score of 1 or higher. New Descriptors The new descriptors listed above are described here. Biochemical: A Biochemical descriptor can be applied to any device that involves change in a creature. Biochemical effects usually only affect creatures with a metabolism, and therefore have no effect on undead or constructs. Equipment: The Equipment descriptor is used for devices that must be worn. Equipment devices use an equipment slot (such as a bracer or boots) and require the Armament Proficiency feat to use effectively. Expendable: The Expendable descriptor is used for a device that is actually several devices. When a device with the Expendable descriptor is constructed, it consists of a number of separate devices equal to the number of charges the device has. When a charge is used, one of these devices is expended and lost permanently. When a device with the Expendable descriptor is used, the device’s malfunction rate does not increase as it normally would with other devices. Magnetic: A Magnetic descriptor can be applied to any device that involves magnetism. Magnetic effects generally have more power over metallic objects. If a given device does have more power over metallic objects, the specific effects are listed in the device’s description. The Magnetic descriptor is an energy type. Mechanical: A Mechanical descriptor can be applied to anything that involves mechanical parts. Unlike other forms of damage dealt by devices, me-

Silven Crossroads

Chapter 3: Technology chanical damage can be prevented with Damage Reduction. Userfriendly: A Userfriendly descriptor can be added to a device by means of the Easy Operation metatechnology feat. A device with this descriptor can be activated without the need for a Use Tech Item check. Vacuum: A Vacuum descriptor can be applied to any device that creates or deals with atmospheric vacuums. Creatures of the air subtype take double damage from vacuum damage. Vacuum effects also usually cause asphyxiation. Creatures that do not breathe are unaffected by vacuum effects.

Level

The next line of a device description gives the device’s level, a number between 0 and 9 that describes the device’s relative power. This number is preceded by an abbreviation for the class whose members can construct and activate the device. A device’s level affects the DC for any save allowed against the effect. The names of student classes are abbreviated as follows: technologist, Tec; inventor, Inv.

Type

This is a special entry used only for Chemistry devices from the Gas and Liquid subfields. This entry indicates how the device is used. The possible entries are: application, inhalation, ingestion, and contact. Application: The device is applied to the target or is used without needing to come into direct contact with its target. Inhaled: The device must be inhaled to affect the target. A device of this type does not affect creatures that are holding their breath or do not breath. Ingested: The device must be ingested to be used properly. A device that is ingested must be swallowed by a conscious character; it can be used on an unconscious character, though it takes a full-round action to do so. Contact: The device only needs to come in contact with its target; this generally requires a melee touch attack.

Proficiency

This is a special entry used for armament devices or devices that must be worn. This entry indicates whether or not proficiency is required; if so, the ArPage 41

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mament Proficiency feat is required to use the device. Lacking the feat imposes penalties, dependent on the type of device: if it is a Weaponry device, the user suffers a –4 penalty to attack rolls with the weapon; if it is a Protection device, the user suffers a –4 armor check penalty; if the device is from neither subfield and has the Equipment descriptor, the user suffers a –2 penalty to all skill checks while wearing the device.

Slot

This is a special entry used for devices with the Equipment descriptor. This entry indicates what equipment slot the device uses. If the device is a weapon, this entry also indicates what kind of weapon it is (light, one-handed, or two-handed); if it is armor, this entry indicates what sort of armor (light, medium, heavy, or shield). A device that occupies a slot is treated just like a magic or technological item, in that another item cannot occupy that slot.

Weight and Size

The next line of a device description indicates the device’s weight and size. The listed weights and sizes are for creatures that are Medium-size. Devices built by creatures that are Small reduce the weight of devices by ¾, and the size of devices by one step.

Activation Time

Most devices have an activation time of a standard action. Others take 1 round or more. A few require only a swift action. A device that takes one round to activate is a fullround action. It comes into effect just before the beginning of the character’s turn in the round after he began activating the device. Characters act normally after the activation is completed. A device that takes 1 minute to activate comes into effect just before the character’s turn 1 minute later (and for each of those 10 rounds, the character is activating a device as a full-round action, just as noted above for 1-round activation times). These ac-

Swift and Immediate Actions Certain devices use new action types, which are revisited here for clarity. An action’s type essentially tells how long the action takes to perform (within the framework of the 6-second combat round), and how movement is treated. There are six types of actions: standard actions, move actions, full-round actions, free actions, swift actions, and immediate actions. In a normal round, characters can perform a standard action and a move action or a full-round action. Characters can always perform as many free actions as the GM allows. Characters can always take a move action in place of a standard action. Characters can perform one swift action, regardless of other actions, when it is the character’s turn; he can perform on immediate action at any time, though doing so uses your swift action for that round.

Swift Actions

A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. Characters can perform one swift action per turn without affecting their ability to perform other actions. In that regard, a swift action is like a free action. However, characters can perform only a single swift action per turn, regardless of what other actions are taken. Characters can take

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a swift action any time they would normally be allowed to take a free action. Swift actions usually involve reloading of weapons or activation of some devices; many characters that do not use devices do not ever get the opportunity to perform a swift action. Activating a device with a Control Panel metadevice attached is a swift action. In addition, activating any device with an action time of one swift action is a swift action. Activating a device with an activation time of one swift action does not provoke attacks of opportunity.

Immediate Actions

Much like a swift action, an immediate action represents a very small amount of time but a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it is not the character’s turn. Using an immediate action on the character’s turn is the same as using a swift action, and counts as a swift action for that turn. Characters cannot use another immediate action or a swift action until after their next if they have used an immediate action when it is not currently their turn (effectively, using an immediate action before their turn is equivalent to using their swift action for the coming turn). Characters also cannot use an immediate action if they are flat-footed.

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tions must be consecutive and uninterrupted, or the activation attempt fails. When a character begins to activate a device that takes 1 round or longer to activate, he must continue the concentration from the current round to just before his turn in the next round (at least). If the character loses concentration before the activation is complete, the activation attempt fails. A device with an activation time of one swift action does not count against a character’s limit of one device per round. However, a character may only spend one swift action each time his turn comes. Activating a device with an activation time of a swift action does not provoke attacks of opportunity. Players make all pertinent decisions about a device (range, target, area, effect, version, and so forth) when the device comes into effect.

Range

A device’s range is the maximum distance from the device that the it’s effect can occur, as well as the maximum distance at which the player can designate the device’s point of origin. If any portion of the device’s area extends beyond this range, that area is wasted. Standard ranges include the following: Personal: The device affects only the activator. Touch: The device must touch a creature or object to affect it. A touch device that deals damage can score a critical hit just as a weapon can. A touch device threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch devices allow the wielder to touch multiple targets. The wielder can touch as many willing targets as he can reach as part of the activation, but all targets of the device must be touched in the same round that he finishes activating the device.

Close: The device reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full student levels of the constructor. Medium: The device reaches as far as 100 feet + 10 feet per student level of the constructor. Long: The device reaches as far as 400 feet + 40 feet per student level of the constructor. Unlimited: The device reaches anywhere on the same plane of existence. Range Expressed in Feet: Some devices have no standard range category, just a range expressed in feet. Range Increment: Some devices are thrown or fired at their target. If the device has a listed range increment, the player must designate a target or square as though using a grenade-like weapon, and make an attack roll to hit; the attack roll made to throw or fire the device suffers ranged penalties just like a normal ranged or thrown weapon for each range increment. Unless otherwise specified, attack rolls with devices with listed range increments are ranged touch attacks, and add the character’s Dexterity modifier to such attack rolls

Aiming a Device

Players must often make some choice about what creature or object the device is to affect or where the effect is to originate, depending on the type of device. The next entry in a device description defines the device’s target (or targets), its effect, or its area, as appropriate. Target or Targets: Some devices, such as flashpowder, have a target or targets. Characters activate these devices, and then use them on creatures or objects, as specified by the device. Characters must be able to see or touch the target, and must specifically

Ion Cannon with Aiming Tube Silven Crossroads

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Steamworks choose that target. However, players do not have to select the target until after the character finishes activating the device. If the target of the device is the activating character, she does not receive a saving throw. The Saving Throw line is omitted from such devices. Some devices are restricted to willing targets only. Declaring a character as a willing target can be done at any time (even if she is flat-footed or it is not her turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless is not automatically willing. Some devices allow the wielder to redirect the effect on new targets or areas after activating the device. Redirecting a device is a move action that does not provoke attacks of opportunity. Effect: Some devices, such as exoskeleton and automaton I, create or summon things rather than affecting things already present. You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile (such as a blade swarm), it can move regardless of the device’s range. Itself: Some devices are simply there, and do not do anything unless a creature interacts with it. Such a device is activated, but not actively doing anything; it must be used by another creature or object in order to have any effect. For example, an exoskeleton, once activated, does not do anything unless a creature wears it. A device with an effect of itself is considered mobile for purposes of range. Ray: Some effects are rays. Characters aim a ray as if using a ranged weapon, though typically a character makes a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, characters can fire into the dark or at an invisible or cloaked creature and hope to hit something. Characters do not have to see the creature he is trying to hit, as with a targeted device. Intervening creatures and obstacles, however, can block a character’s line of sight or provide cover for the creature being aiming at. If a ray device has a duration, it is the duration of the effect that the ray causes, not the length of time the ray itself persists. If a ray device deals damage, a character can score a critical hit just as if it were a weapon. A ray device

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Chapter 3: Technology threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Spread: Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that the character cannot see. Figure distance by actual distance traveled, taking into account turns the effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. Players must designate the point of origin for such an effect, but the character need not have line of sight (see below) to all portions of the effect. Area: Some devices affect an area. Sometimes a device description specifies a specially defined area, but usually an area falls into one of the categories defined below. Regardless of the shape of the area, players select the point from which the effect originates, but otherwise don’t control which creatures or objects the device affects. The point of origin of a device’s effect is always a grid intersection. When determining whether a given creature is within the area of a device, count out the distance from the point of origin in squares just as when moving a character or when determining the range for a ranged attack. Instead of counting from the center of one square to the center of the next, count from intersection to intersection. Players can count diagonally across a square, but every second diagonal counts as 2 squares of distance. If the far edge of a square is within the effect’s area, anything within that square is considered within the effect’s area. If the effect’s area only touches the near edge of a square, however, anything within that square is unaffected by the device. A device that has an area of effect centered on it is considered mobile for purposes of range. Burst, Emanation, or Spread: Most devices that affect an area function as a burst, an emanation, or a spread. In each case, players select the effect’s point of origin and measure its effect from that point. A burst effect affects whatever it catches in its area, even including creatures that the character cannot see. It cannot affect creatures with total cover from its point of origin (in other words, its effects do not extend around corners). The default shape for a burst effect is a sphere, but some burst devices are specifiSilven Crossroads

Steamworks cally described as cone-shaped. A burst’s area defines how far from the point of origin the device’s effect extends. An emanation device functions like a burst device, except that the effect continues to radiate from the point of origin for the duration of the device. Most emanations are cones or spheres. A spread device spreads out like a burst but can turn corners. Players select the point of origin, and the device’s effect spreads out a given distance in all directions. The area the device’s effect fills is determined by taking into account any turns the device effect takes. Cone, Cylinder, Line, or Sphere: Most devices that affect an area have a particular shape, such as a cone, cylinder, line, or sphere. A cone-shaped device shoots away from the device in a quarter-circle in the direction designated. It starts from any corner of the device’s square and widens out as it goes. Most cones are either bursts or emanations, and thus do not go around corners. When activating a cylinder-shaped device, the player selects the device’s point of origin. This point is the center of a horizontal circle, and the effect shoots down from the circle, filling a cylinder. A cylindershaped device ignores any obstructions within its area. A line-shaped device shoots away from the device in a line in the direction the playerdesignates. It starts from any corner of the device’s square and extends to the limit of its range or until it strikes a barrier that blocks the line of effect. A line-shaped effect affects all creatures in squares that the line passes through. A sphere-shaped effect expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads. Creatures: A device with this kind of area affects creatures directly, but it affects all creatures in an area of some kind rather than individual creatures that the player selects. The area must be a spherical burst, cone-shaped burst, or some other shape. Some devices affect “living creatures,” which means all creatures other than constructs and undead. Objects: A device with this kind of area affects objects within an area the player selects (as Creatures, but affecting objects instead). (S) Shapeable: If an Area entry ends with “(S)”, the character can shape the device. A shaped effect or area Silven Crossroads

Chapter 3: Technology can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas. Line of Effect: A line of effect is a straight, unblocked path that indicates what a device can affect. A line of effect is canceled by a solid barrier. It is similar to line of sight for ranged weapons, save that it is not blocked by fog, darkness, and other factors that limit normal sight. Characters must have a clear line of effect to any target that he activates a device at or to any space in which he wishes to create an effect. Characters must have a clear line of effect to the point of origin of any device that he activates, such as the center of a magnetic disruptor. A burst, cone, cylinder, or emanation effect affects only an area, creatures, or objects to which it has line of effect from its origin. An otherwise solid barrier with a hole of at least 1 square foot through it does not block a device’s line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a device’s line of effect.

Duration

A device’s duration entry tells how long the effect of the device lasts once activated. Regardless of duration, if a character changes his device slot allocation and it does not include a device currently activated, its duration automatically ends. Timed Duration: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the effect goes away and the device effect ends. If a device’s duration is variable, the GM rolls it secretly. Instantaneous: The energy produced by the device comes and goes the instant the device is activated, though the consequences might be long-lasting. For example, a tonic device takes only an instant to ingest, but the healing it bestows never runs out or goes away. Concentration: The device effect lasts as long as the wielder concentrates on it. Concentrating to maintain a device’s effect is a standard action that does not provoke attacks of opportunity. Anything that could break the wielder’s concentration when activating a device can also break her concentration Page 45

Steamworks while she is maintaining the effect of a device, causing the effect to end. A character cannot activate a device while concentrating on another one. Sometimes a device lasts for a short time after the wielder ceases concentrating. In such a case, the device keeps going for the given length of time after the wielder stops concentrating, but no longer. Otherwise, the wielder must concentrate to maintain a device’s effect, but she cannot maintain it for more than a stated duration in any event. If a target moves out of range, the device reacts as if her concentration had been broken. Subjects, Effects, and Areas: If the device affects creatures directly, the result travels with the subjects for the device’s duration. If the device creates an effect, the effect lasts for the duration. The effect might move (for instance, a creature wearing an exoskeleton might flee combat) or remain still. Such an effect can be destroyed prior to when its duration ends (for example, an automaton I can be destroyed by damage). If the device affects an area, then the device stays with that area for its duration. Creatures become subject to the device’s effect when they enter the area and are no longer subject to it when they leave. Touch Devices and Holding the Charge: In most cases, if the wielder doesn’t discharge a touch device in the round she activates it, she can hold the charge (postpone the discharge of the device’s effect) indefinitely. A wielder can make touch attacks round after round. If she activates another device, the charge dissipates. Some touch devices allow the wielder to touch multiple targets as part of the device’s effect. She cannot hold the charge of such a device; she must touch all targets of the device in the same round that she finishes activating the device. Discharge: Sometimes a device lasts for a set duration or until triggered or discharged. For instance, most devices of the Trap and Mine subfields last until triggered, and then discharge. (D) Deactivation: If the Duration line ends with “(D)”, the device can be deactivated. With a successful Spot check (DC 5 + device level + student level + constructor’s INT modifier), a creature can figure out how to deactivate a device; performing this Spot check is a standard action. If this check is successful and the creature can touch the device, the creature may then make a Disable Device check (DC 10 + device level + student level + constructor’s INT modifier) to deacPage 46

Chapter 3: Technology tivate the device; if successful, the device’s effect ends immediately as though its duration had ended. The character that constructed the device can deactivate it without the Spot or Disable Device check; it happens automatically, though they must be able to touch the device.

Saving Throw

Usually a harmful device allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a device description defines what type of saving throw the device allows and describes how saving throws against the device work. Negates: The device has no effect on a subject that makes a successful saving throw. Partial: The device causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed outright). Half: The device deals damage, and a successful saving throw halves the damage taken (round up). None: No saving throw is allowed. Disbelief: A successful save lets the subject ignore the effect. (Object): The device can be used on objects, which receive saving throws if they are magical or technological in nature (either magical or technological items, or devices) or if they are are attended (held, worn, grasped, or the like) by a creature resisting the device, in which case the object uses the creature’s saving throw bonus unless its own is greater. A magic item, technological item, or device’s saving throws are each equal to 2 + one-half the item’s caster or student level. (Harmless): The device is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires. Saving Throw Difficulty Class: A saving throw against the device has a DC of 10 + device level + the student’s bonus for the relevant ability (Intelligence for technologists, Dexterity for inventors). A device’s level can vary depending on the character’s class. Always use the device level applicable to the character’s class. Succeeding on a Saving Throw: A creature that successfully saves against a device that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if Silven Crossroads

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a creature’s saving throw succeeds against a targeted device, the wielder can determine that the device has failed. Characters do not sense when creatures succeed on saves against effect and area devices. Automatic Failure and Successes: A natural 1 on a saving throw is always a failure, and the device may cause damage to exposed items (see Table 3–3: Items Affected by Technological Attacks). A natural 20 is always a success. Voluntarily Giving Up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a device’s result. Even a character with special resistance to technology can suppress this quality. Items Surviving After a Saving Throw: Unless the descriptive text for the device specifies otherwise, all items carried or worn by a creature are assumed to survive a technological attack. If the creature rolls a natural 1 on its saving throw, however, an exposed item is harmed (see Table 3-3: Items Affected by Technological Attacks). GMs should determine which four objects carried or worn by the creature are most likely to be affected and roll randomly amongst them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack deals (see Player’s Handbook for more details). If an item is not carried or worn and is not magical or technological, it does not get a saving throw. It is simply dealt the appropriate damage.

Cost to Build

This entry indicates how much the device costs to construct. Also included in this entry is what other devices must be used in the construction of the device, and how many. If a device indicated in this section has the Expendable descriptor, the device must be fully charged in order to be used in the construction of a new device.

Descriptive Text

This portion of the device description details what the device does and how it works. If one of the previous entries in the description included “see text,” this is where the explanation is found. If the device is based on another device, refer to it for the “see text” information. Also included in this section is a short description of the device as it may appear to those encountering it in an adventure.

Table 3–3: Items Affected by Technological Attacks Order 1 Item 1st Shield 2nd Armor 3rd Technological helmet 4th Item in hand (weapon, widget, etc.) 5th Technological cloak 6th Stowed or sheathed weapon 7th Technological bracers or gauntlets 8th Technological clothing 9th Technological apparatus (goggles, boots) 10th Anything else 1

In order of most likely to least likely to be affected.

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Chapter 4: Devices

This chapter begins with the device lists of the student classes. The the chapter also describes devices in alphabetical order by name. A D appearing at the end of a device’s name in the lists denotes a device with a component that is not normally included in a device’s construction costs. An X denotes a device with an xp component paid by the constructor. An E denotes a device that has the Expendable descriptor. Device Chains: Some devices reference other devices that they are based upon. Only information about a device elsewhere in the device chain that is different from the base device is covered. Device description entries and descriptive text that are the same as the base device are not repeated. Order of Presentation: In the device lists and the device descriptions that follow them, devices are presented in alphabetical order by name, except for those belonging to certain device chains. When a device’s name begins with “prototype,” “lesser,” “improved,” “advanced,” or “perfect,” the description is alphabetized under the second word of the device name instead. For instance, the device improved tonic is entered in the lists as “tonic, improved,” and its description can be found immediately following the description for tonic. Hit Dice: The term “Hit Dice” is used synonymously

Climber

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Chapter 4: Devices

with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice. Student Level: A device’s power often depends on student level, which is defined as the constructor’s student level at the time of construction for a specific device. A creature with no classes has a student level equal to its Hit Dice unless otherwise specified. The word “level” in the device lists that follow always refer to the constructor’s student level. Device Effects and Conditions: If a device causes a target to be affected by one or more conditions (such as blinded, cloaked, incorporeal, or stunned), refer to the glossary in Player’s Handbook for details of how that condition affects the subject. DMG has more information on the various conditions. Creatures and Characters: The terms “creature” and “character” are used synonymously in the device descriptions.

Technologist/Inventor Devices 0-level Technologist/Inventor Devices (Gadgets)

Antitoxin E: A liquid draught that provides resistance against poison. Armorall: Gives the wearer a +2 armor bonus to AC. Flashpowder E: Creature loses next action. Gyrocompass: Keeps track of direction and gravity. Leyden Jar E: A jar that stores electrical energy; deals 1d3 electricity damage when broken. Sensor: Detects technological devices, items, and constructs within range. Spectacles: Enhances eyesight and the ability to identify details. Watch: A time-telling device.

1st level Technologist/Inventor Devices

Alchemist’s Fire E: Dangerous substance that burns on contact with air. Automaton I: Mechanical construct that obeys commands. Climber: Construct climbs walls or ceilings and lowers ropes. Page 48

Steamworks Coffee E: Liquid concoction that increases awareness and reflexes. Exoskeleton, Prototype D: Gives wearer +4 armor bonus to AC. Glue E: Substance that makes a 10 ft. area or one object sticky. Grease E: Substance that makes a 10 ft. area or one object slippery. Grenade E: An explosive device that deals 1d6+1/ level (max +5) fire damage in a small area. Lightning Rod: Gathers lightning and shocks creatures with it, dealing 1d8+1/level (max +5) electricity damage. Magnet: Charged object that can attract metal. Nitric Acid E: Weak acid that deals 1d8+1/level (max +5) acid damage. Parachute Cloak: Cloak that expands into a large parachute which slows descents. Pin Missile: Shoots small pins that deal 1d4+1 damage. Reloader: Reloads ranged weapons automatically. Repair Fluid, Prototype E: Flows over constructs and items repairing 1d8+1/level (max +5) damage. Scope, Prototype D: Enhances aim with ranged weapons. Sleep Gas E: Puts creatures to sleep. Smokestick E: Fills a small area with thick, dark smoke. Tanglefoot E: Substance spills over foes and hardens, hampering movement. Thunderstone E: Small rock-like device that emits a shockwave dealing 1d4/level (max 5d4) points of sonic damage. Translator: Translates unknown languages into a known tongue. Trap Kit I E: Places a trap. Tonic, Prototype E: Relieves drinker of 1d6+1/ level (max +5) points of damage. Tool: Gives a +2 equipment bonus on a specific skill.

2nd level Technologist/Inventor Devices

Adrenalin E: Draught of biological substance gives a +4 enhancement bonus to a specified physical ability for 1 min/level. Arc Blade: A blade of crackling energy that deals 1d8+1/2 levels (max +10) electricity damage.

Silven Crossroads

Chapter 4: Devices Autocaltrops: Mobile caltrops that get underfoot and obstruct movement. Automaton II D: Mechanical construct that obeys commands. Blade Swarm: Swarm of bladed flying constructs that deal 2d6 points of damage to those within the swarm. Cloak Generator: Makes the wearer cloaked. Concussion Grenade D E: Deals 1d6/level (max 5d6) nonlethal damage to all living creatures within 10 feet. Decloaker D: Detects cloaked creatures. Gravity Inducer D: Strengthens the force of gravity in a small area. Immobilizer D: Makes the target helpless for 1 round/level. Jamming Helm: Wearer gains SR 13 against mind-affecting effects. Lightbulb: Lights a 20-foot area with a soft, yellow light. Magnetic Glove D: Worn device that attracts metal and strengthens hold on metal objects. Mnemonic Inducer E: Brew gives a +4 enhancement bonus to a specified mental ability for 1 min/ level. Night Drops E: Provides darkvision for 1 hour/ level. Repair Fluid E: Flows over constructs and items, repairing 2d8+1/level (max +10) damage. Skeleton Key: Can unlock nearly any lock. Stun Grenade D E: Explosive device that stuns creatures caught in the blast. Tangler Grenade D E: Creatures within a 10-foot radius are entangled. Trap Kit II D E: Place a trap. Truth Drug E: Forces drinker to tell the truth. Vacuum Generator: Generates a vacuum in a small area. Voltaic Claw: Worn claw-like device that grapples opponents and deals electricity damage each round. Watcher D: Watch-like device that detects magical auras.

3rd level Technologist/Inventor Devices

Antigravity Inducer D: Weakens the force of gravity in a small area. Arc Shield: Sphere of crackling energy causes attacks to miss 50% of the time. Page 49

Steamworks Automaton III D: Mechanical construct that obeys commands. Cloak Field Generator D: Makes everyone within 10 feet invisible. Clockwork Steed: Mechanical horse operates for 1 hour/level. Electromagnet D: Disrupts technological devices and items. Energy Shield: Absorbs 12 points/level of damage from a specified form of energy. Exoskeleton D: Gives wearer +6 armor bonus to AC and bonuses to some skills. Invisible Ink E: Script is invisible without special tools. Magnetic Disruptor D: Magnetic waves deal 1d6/ level (max 10d6) magnetic damage to all in a 20-foot burst. Nitroglycerin D E: Explosive liquid deals 1d6/level (max 10d6) fire damage in a 20-foot radius. Ornithopter: Wielder flies with a speed of 90. Oxygenizer: Allows wearer to breathe underwater. Repair Fluid, Improved E: Flows over constructs and items repairing 3d8+1/level (max +15) damage. Scope D: Ranged weapon or firearm gets a +1/4 levels equipment bonus to attack rolls. Sonic Grenade D E: Grenade deals 1d6/level (max 10d6) sonic damage in a 20-foot radius. Seismograph: Can see objects using blindsight within 30 feet. Temporal Dampener: One subject/level can take only one action/round, –2 to AC, –2 on attack rolls. Tonic E: Drinker is relieved of 2d6+1/level (max +10) points of damage. Trap Kit III D E: Place a trap. Uninhibitor E: Sends drinker into a berserker rage.

4th level Technologist/Inventor Devices

Arc Field Generator D: Field of crackling energy protects those with it from 5 points of damage per attack and can destroy weapons that strike it. Automaton IV D: Mechanical construct that obeys commands. Cloak Generator, Improved D: Cloaked creature can attack and stay invisible. Dimensional Anchor: Blocks extradimensional movement. Silven Crossroads

Chapter 4: Devices Electromagnetic Storm Inducer D: Creates an electromagnetic storm. EMP Grenade D E: Grenade generates a localized electromagnetic pulse. Etheric Sensor D: Device detects creatures on the ethereal plane. Gearwall: Wall of moving gears deals 2d4 bludgeoning damage out to 10 feet and 1d4 out to 20 feet; passing through the wall deals 2d6 +1/level. Instant Plating: Adhesive-backed armor plates easily added to armor. Magnetic Barrier D: Magnetic waves create a wall difficult to pass through. Magnetic Containment D: Sphere of magnetic force protects but traps one subject. Napalm D: Substance burns continually for 1 round/level. Neural Scrambler: Disrupts the mind of its target, causing confusion for 1 round/level. Oxidant E: Liquid causes metal objects to rust quickly. Phase Shifter: Wearer becomes slightly out of phase with time. Quintessence E: Liquid time removes an object from the timestream. Repair Fluid, Advanced E: Flows over constructs and items, repairing 4d8+1/level (max +20) damage. Sulfuric Acid E: Strong acid that deals 1d8/level (max 15d8) points of damage to a single target. Trap Kit IV D E: Place a trap.

5th level Technologist/Inventor Devices

Autocrossbow D: Crossbow-like device fires bolts rapidly. Automaton V D: Mechanical construct that obeys commands. Biosimplifier E: Prevents a creature from changing its shape for 1 round/level. Damping Matrix: A powerful device that counters the effects of magic. Drill: Fast-moving device penetrates materials quickly. Empathic Transmitter: Headgear allows telepathic communication. Etheric Resonator: Shunts nearby ethereal creatures onto the device’s plane. Exoskeleton, Improved D: Gives the wearer +8 armor bonus, as well as bonuses to some skills. Page 50

Steamworks Gearstripper E: Liquid misaligns gears and bindings, destroying them. Levitator D: Moves objects, attacks creatures, or hurls objects or creatures. Lightning Capacitor D: Lightning generator deals 1d6/level electricity damage, with 1/level secondary bolts that deal half damage. Liquid Nitrogen E: Very cold liquid deals 1d6/ level cold damage and can paralyze. Nerve Gas E: Kills 3 HD or less; 4 to 6 HD save or die; 6+ HD take CON damage. Noiseblaster: Small device that generates a sonic blast, dealing 1d6/level sonic damage and confusing those affected. Ornithopter, Improved D: As ornithopter, but faster and can hustle over long distances. Routefinder: Shows most direct route to a known location. Temporal Accelator D: Wearer’s frame of temporal reference slows for one round. Trap Kit V D E: Place a trap. Tonic, Improved E: Drinker is relieved of 3d6+1/ level (max +15) points of damage. Wind Polarizer D: Changes wind direction and speed.

6th level Technologist/Inventor Devices

Automaton VI D: Mechanical construct that obeys commands. Blade Wall: Wall of blades deals 1d6/level damage. Device Automator: Can activate other devices when a preset condition is met. Devitrificator E: Returns glass to its original state. Elan Vital D E: Returns a dead creature to life. Electromagnet, Improved D: As per electromagnet, but with a +20 on disruption checks. Electromagnetic Pulsor D: Negates technology within 10 feet. Flamethrower D: Deals 1d6/level fire damage. Flux Capacitor D: User hops forward in time 1 round/level. Instant Fortress: Instantly construct a small walled fortress. Ion Cannon: Forces a creature to return to its native plane.

Silven Crossroads

Chapter 4: Devices Mind Control Helm: Control the actions of a humanoid creature. Polyvolver E: Drinker can change shape as a druid for 1 minute/level. Repair Fluid, Perfect E: Repairs 10 points/level of damage of a construct. Rust Grenade D E: Instantly rusts metal in a 10-foot radius. Static Generator: Causes devices to function poorly. Trap Kit VI D E: Place a trap. Universal Remote: Control the actions of a construct. Vitrificator E: Turns a subject to glass.

7th level Technologist/Inventor Devices

Automaton VII D: Mechanical construct that obeys commands. Death Ray: Device hurts the wielder and the target. Disintegrator: Makes one object or creature vanish. Etheric Generator: Makes wearer ethereal for 1 round/level. Exoskeleton, Advanced D: Gives wearer +10 to armor and improves some skills. Gravity Inverter D: Reverses gravity in a small area. Instant Prison D: Cage imprisons those inside. Magnetic Oscillator: Reflects 1d4+6 device effects back at activator. Neural Destabilizer D: Subject is permanently confused. Neural Disruptor D: Kills one subject. Psychogenic Probe: Changes 5 minutes of a subject’s memories. Seismic Distorter D: Intense tremor shakes 80-ft. radius. Tonic, Advanced E: Drinker is relieved of 4d6+1/ level (max +20) points of damage. Trap Kit VII D E: Place a trap. Welding Tendrils D E: Construct gains fast healing 10, can reattach severed limbs.

8th level Technologist/Inventor Devices

Automaton VIII D: Mechanical construct that obeys commands.

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Steamworks

Chapter 4: Devices

Blanking Fluid E: Drinker immune to mental/ emotional effects and scrying. Dimensional Lock D: Teleportation and interplanar travel blocked for one hour/level. Etheric Field Generator D: All creatures within 10 feet become ethereal. Incendiary Mine E: Detonates on contact Metabolic Accelerator E: Regenerate 10 hit points/ round. Planar Projector: Projects the wielder onto the astral plane. Solar Array: Blinds all within 10 ft., deals 6d6 damage. Temporal Accelerator, Improved D: Wearer acts freely for 1d4+1 rounds. Trap Kit VIII D E: Place a trap. Wind Tunnel D: Cyclone deals damage and can pick up creatures.

9th level Technologist/Inventor Devices

Automaton IX D: Mechanical construct that obeys commands. Cluster Mine E: Four exploding mines each deal 6d6 fire damage. Elan Torpor E: Subject gains 1d4 negative levels. Etheric Generator, Improved D: As etheric generator, but lasts longer. Exoskeleton, Perfect D: Gives wearer +12 to armor and improves some skills. Temporal Regressor D: Relive the last round. Tonic, Perfect E: Cures 5 points/level (max 100) of damage, all diseases and mental conditions. Trap Kit IX D E: Place a trap. Universal Remote, Improved D: Control the actions of a construct.

Devices

The devices herein are presented in alphabetical order (with the exception of those with names that begin with a qualifier of some sort; see Order of Presentation, above).

Adrenalin

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 2 Type: Ingested Weight and Size: ¼ lb; Diminutive Silven Crossroads

Activation Time: 1 standard action Range: Touch Target: One creature Duration: 1 min/level Cost to Build: 20 gp Adrenalin appears as a clear liquid, rather thick and viscous. It has an extremely bitter taste and a musky smell to it. Adrenalin in the device sense is drained from adrenalin glands of creatures and refined into pure adrenalin. When adrenalin is constructed, the constructor must decide which physical ability adrenalin affects: Strength, Dexterity, or Constitution. Once chosen, this cannot be changed. When consumed, adrenalin begins working almost immediately. It provides a +4 enhancement bonus to the user’s Strength, Dexterity, or Constitution, as specified above, for 1 minute/level.

Alchemist’s Fire

Chemistry (Liquid) [Expendable, Fire] Level: Tec/Inv 1 Type: Contact Weight and Size: ½ lb; Fine Activation Time: 1 standard action Range: Range Increment–15 ft Target: One creature Duration: 2 rounds Saving Throw: Reflex negates (see text) Cost to Build: 10 gp Alchemist’s fire appears in an airtight bag. Once unstopped, alchemist’s fire is a thick, gooey black substance that immediately burns on contact with air. The flames produced by alchemist’s fire glow a blue-green color. The substance known as alchemist’s fire is a sticky, adhesive substance that ignites when exposed to air. It can be thrown as a grenade-like weapon, requiring a ranged touch attack. On a successful hit, the target is enveloped by the alchemist’s fire, which proceeds to deal 1d6 fire damage. The next round, it deals 1d4 points of fire damage, and is then extinguished. The target may attempt to extinguish the fire as though

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Steamworks it were normal fire, which takes a move action and requires a successful Reflex save.

Antigravity Inducer

Energy [Magnetic] Level: Tec/Inv 3 Weight and Size: 8 lbs; Tiny Activation Time: 1 standard action Range: 0 ft. Area: 20-foot radius emanation Duration: 1 round/level (D) Cost to Build: 100 gp, gravity inducer (×1) An antigravity inducer appears exactly as a gravity inducer does. A creature moving through an area affected by an antigravity inducer counts each square of movement as one less square (to a minimum of half a square); for instance, moving through difficult terrain counts as 1 square, rather than 2. This only affects movement inside the area of effect, and does not affect movement outside of it. All objects within the area of effect have their effective weight halved. All Strength- and Dexteritybased checks receive a +4 magnetic bonus. The range increments of all ranged and thrown weapons are doubled. All armor check penalties within the area of effect are halved (for example, the armor check penalty of a chain shirt is normally –2; within the area of effect of an antigravity inducer, it is halved to a –1 penalty). An antigravity inducer negates the effects of a gravity inducer.

Antitoxin

Chemistry (Liquid) [Expendable] Level: Tec/Inv 0 Type: Ingested Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Target: One creature Duration: 1 hour Cost to Build: 5 gp Antitoxin appears as a clear yellow liquid. It has a bitter taste, and it smells strongly of medicinal herbs. Silven Crossroads

Chapter 4: Devices Antitoxin is a drink that strengthens the drinker’s immune system against poisons. The character gets a +1 biochemical bonus on all Fortitude saves against poison.

Arc Blade

Energy [Electricity, Equipment] Level: Tec/Inv 2 Weight and Size: 2 lbs; Tiny Slot: Weapon (light) Activation Time: 1 standard action Range: Personal or touch Effect: Itself Duration: 1 min/level (D) Cost to Build: 40 gp When not activated, the arc blade appears as a simple small length of metal roughly 6 inches in length, with several protrusions extending from one end. When active, crackling electricity extends from the hilt to roughly 3 feet in length. The color of the arc blade varies from constructor to constructor, though yellow and white are most common. Attacks with an arc blade are treated as melee touch attacks. The blade deals 1d8+½ student levels (max +10) damage. Because the blade is immaterial, the wielder’s Strength modifier does not apply to the damage and it cannot be used to block or parry. An arc blade does not function underwater.

Arc Field Generator

Energy [Electricity, Equipment] Level: Tec/Inv 4 Slot: Belt Weight and Size: 6 lbs; Tiny Activation Time: 1 standard action Range: Touch Effect: Itself Duration: 10 min/level or until discharged (D) Cost to Build: 200 gp, arc shield (×1) An arc field generator is a small metallic sphere covered in wires crafted from titanium. The device generates a field of electricity that encases the wearer.

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Steamworks While wearing an activated arc field generator, the wearer gains resistance to blows, cuts, explosions, and almost any form of damage. The wearer gains DR 5/adamantine. Once the device has prevented 5 points of damage per student level (max 75), it is discharged. If all of the damage from an attack is prevented by the arc field generator and the attack was made by an item (be it a held weapon or a projectile), the item must make a Fortitude save or be destroyed by the device. Creatures making attacks with natural weapons against a creature warded by an arc field generator must make a Fortitude save or take 1d6+1/level (max +15) points of electricity damage. An arc field generator does not function underwater.

Arc Shield

Energy [Electricity, Equipment] Level: Tec/Inv 3 Slot: Belt Weight and Size: 4 lbs; Tiny Activation Time: 1 standard action Range: Touch Effect: Itself Duration: 1 round/level (D) Cost to Build: 100 gp An arc shield is a small metallic sphere that attaches to a belt and is covered in copper points, each connected by thin wiring. When activated, it surrounds its wearer in a crackling field of blue electricity. When activated, an arc shield produces an electrical field that protects the user from attacks. While wearing the arc shield, the electrical field it generates protects its wearer, giving it the benefit of a 50% miss chance as if it had total concealment. However, unlike actual total concealment, the arc shield does not prevent enemies from targeting the creature normally. Ammunition that is caused to miss because of the miss chance granted by the arc shield is destroyed.

Armorall

Armaments (Protective) [Equipment] Level: Tec/Inv 0 Silven Crossroads

Chapter 4: Devices Proficiency?: No Slot: Armor (light) Weight and Size: 5 lbs; Small Activation Time: 1 standard action Effect: Itself Duration: 1 hour (D) Cost to Build: 10 gp Armorall appears as a network of gears, plates, and padding, designed to augment its wearer’s movements and ensure that vital areas are well protected. Armorall adds a layer of protective padding and metal beneath a suit of clothing. It takes a full-round action to put on a suit of armorall. This device constantly modifies itself to account for blows, strengthening sections of clothing above it. While worn, it gives the wearer a +2 armor bonus to his AC.

Autocaltrops

Armaments Level: Tec/Inv 2 Proficiency?: No Weight and Size: 5 lbs; Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: 10-ft square Duration: 1 round/level (D) Saving Throw: Reflex partial (see text) Cost to Build: 40 gp Autocaltrops appear as a multitude of wheeled, diminutive constructs with caltrops attached to their tops. When activated, these constructs move about continually in circular patterns. When this device is activated, a swarm of diminutive constructs with spikes on top travel to the target area and move in circular patterns, making it difficult to avoid stepping on them. Anyone entering or fighting within an affected square has a chance to step on at least one of the caltrops. Stepping from an affected square to a square outside the area can be done as part of a move action without penalty, but if done as a 5-foot step, the character may step on one. When a creature may have stepped on one, make an attack roll with an attack bonus equal to the Page 54

Steamworks wielder’s key ability modifier (INT for technologists, DEX for inventors). The creature’s armor, shield, and deflection bonuses do not count, but sturdy footwear provides a +2 bonus to its AC. If hit, the creature takes 1d4 points of damage and must make a Reflex save and Balance check (DC 10). If the save is failed, the spike has been driven deep enough into its foot to cause lameness, halting current movement and reducing its speed by half until magical healing is applied or a Heal check (DC 15) is made. If the Balance check is failed, the creature falls prone in its square, taking 1d6 damage from falling on further caltrops and halting its current movement and attacks.

Autocrossbow

Chapter 4: Devices An autocrossbow resembles a standard crossbow, except that in place of the standard loading and firing mechanisms it has a rotating chamber filled with crossbow bolts. When the trigger is pulled, it releases a spray of crossbow bolts. When readying an autocrossbow, it must be loaded with ammunition. An autocrossbow requires 20 crossbow bolts to function, though it can hold up to 50. Loading an autocrossbow requires 1 minute. Attacking with an autocrossbow is a standard action. When activated, the bolts with which it is loaded are launched into a 60-foot cone from the device. All creatures within the cone must make a Reflex save or be struck with 1d4+1 crossbow bolts, and an additional bolt for every 10 additional loaded crossbow bolts. Even if there are more creatures than bolts loaded, the device propels them with such force that the bolts are capable of going through a creature and striking another. Each bolt deals 2d8 points of damage, and has all the special qualities of the bolts the autocrossbow was loaded with. For example, if the device was loaded with 30 +2 bolts, then each creature is hit with 1d4+2 bolts, each of which deal 2d8+2 points of damage. Once activated the autocrossbow must be reloaded to activate it again.

Automaton I

Armaments (Weaponry) [Equipment] Level: Tec/Inv 5 Slot: Weapon (two-handed) Proficiency?: Yes Weight and Size: 15 lbs; Tiny Activation Time: 1 standard action Range: Touch Effect: Itself Duration: Instantaneous Cost to Build: 400 gp

Silven Crossroads

Mechanical (Construct) Level: Tec/Inv 1 Weight and Size: 5 lbs; Tiny Activation Time: 1 round Range: Touch Effect: Itself Duration: 1 round/level (D) Cost to Build: 20 gp An automaton is a complex mechanical construct, usually vaguely humanoid in shape. Automatons vary in appearance from constructor to constructor. An automaton I, when activated, turns into a 1stlevel automaton (see Chapter 9: Monsters).

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Steamworks

Chapter 4: Devices

Automaton II

Automaton VIII

Automaton III

Automaton IX

Automaton IV

Biosimplifier

Mechanical (Construct) Level: Tec/Inv 2 Weight and Size: 10 lbs; Tiny Cost to Build: 40 gp, automaton I (×1) As per automaton I, except that it turns into a 2ndlevel automaton. Mechanical (Construct) Level: Tec/Inv 3 Weight and Size: 15 lbs; Tiny Cost to Build: 100 gp, automaton II (×1) As per automaton I, except that it turns into a 3rdlevel automaton. Mechanical (Construct) Level: Tec/Inv 4 Weight and Size: 25 lbs; Tiny Cost to Build: 200 gp, automaton III (×1) As per automaton I, except that it turns into a 4thlevel automaton.

Automaton V

Mechanical (Construct) Level: Tec/Inv 5 Weight and Size: 35 lbs; Tiny Cost to Build: 400 gp, automaton IV (×1) As per automaton I, except that it turns into a 5thlevel automaton.

Automaton VI

Mechanical (Construct) Level: Tec/Inv 6 Weight and Size: 50 lbs; Small Cost to Build: 1000 gp, automaton V (×1) As per automaton I, except that it turns into a 6thlevel automaton.

Automaton VII

Mechanical (Construct) Level: Tec/Inv 7 Weight and Size: 65 lbs; Small Cost to Build: 2000 gp, automaton VI (×1) As per automaton I, except that it turns into a 7thlevel automaton.

Silven Crossroads

Mechanical (Construct) Level: Tec/Inv 8 Weight and Size: 85 lbs; Small Cost to Build: 4000 gp, automaton VII (×1) As per automaton I, except that it turns into an 8thlevel automaton. Mechanical (Construct) Level: Tec/Inv 9 Weight and Size: 105 lbs; Small Cost to Build: 10000 gp, automaton VIII (×1) As per automaton I, except that it turns into a 9thlevel automaton. Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 5 Type: Contact Weight and Size: 1 lb; Fine Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: 1 round/level Cost to Build: 200 gp Biosimplifier is a blue-green liquid that is sticky to the touch. When applied to a creature, it seeps into its skin and tissues, preventing it from rearranging its form. To hit a creature with biosimplifier, the user must make a ranged touch attack, or a melee touch attack if the creature is within the user’s reach. A creature affected by biosimplifier cannot change its shape by any means for 1 round/level, and is forced back to its normal shape (for instance, a doppelganger takes its normal form for the duration of the effect). Lycanthropes so affected revert back to their normal humanoid form. While under the effects of this device, the creature is also immune to any effect that changes its shape.

Blade Swarm

Mechanical (Construct, Swarm) Level: Tec/Inv 2 Weight and Size: 8 lbs; Small Page 56

Steamworks Activation Time: 1 round Range: Close (25 feet + 5 feet/2 levels) Area: 10-foot cube (S) Effect: Swarm of diminutive constructs Duration: 1 round/level (D) Cost to Build: 40 gp A blade swarm consists of diminutive flying constructs covered with tiny blades. The constructs resemble wasps or other stinging flying insects. When activated, the blade swarm device becomes a blade swarm as per the creature (see Chapter 9: Monsters for more information). The swarm has 1d10/ level (max 5d10) hit points, and its attack bonuses and saving throws are as appropriate for a construct with its Hit Dice.

Blade Wall

Mechanical (Construct) Level: Tec/Inv 6 Weight and Size: 30 lbs; Small Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Wall of whirling blades up to 20 ft/level long, or a ringed wall of whirling blades with a radius of up to 5 ft/2 levels; either form 20 ft high Duration: 1 min/level (D) Saving Throw: Reflex half or negates (see text) Cost to Build: 1000 gp A blade wall is a heavy box-like object that, when activated, produces an immobile curtain of mechanical blades that interlock smoothly with one another. Any creature passing through an activated blade wall takes 1d6/level (max 15d6) points of slashing damage per student level, with a Reflex save for half damage. If activated where creatures are, each creature takes damage as if passing through the wall. Each creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A blade wall provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it. Silven Crossroads

Chapter 4: Devices Blanking Fluid

Chemistry (Liquid) [Biochemical, Expendable, Mind-Affecting] Level: Tec/Inv 8 Type: Ingested Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Range: Personal Effect: Itself Duration: 24 hours Saving Throw: Will negates (harmless) Cost to Build: 2000 gp Blanking fluid is a clear liquid with no taste or smell. The drinker suffers no apparent side effects. The drinker of blanking fluid is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This effect protects against spells, powers, and effects with the mind-affecting or scrying descriptors. Blanking fluid foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, the effect works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Climber

Mechanical (Construct) Level: Tec/Inv 1 Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Effect: Itself Duration: 1 min/level (D) Cost to Build: 20 gp A climber is a round construct with a set of wheels on every side of its chassis; in addition to these, it has a multitude of retractable spikes, which it uses to attach itself firmly to a surface. It has three holes from which it extends a long rope. A climber is capable of moving on any relatively flat surface with a movement rate of 20 feet. The rope it releases is 70 feet long; if the rope is knotted, this distance is reduced to 50 feet. Characters Page 57

Steamworks can hang onto the rope and have the climber carry them along, though the climber is capable of carrying only 50 lbs/level (max 250 lbs) before it falls from a surface, and only half of this weight if it is on a ceiling. The climber can continue endlessly until its duration ends, though a character can prevent the climber from moving with a successful Strength check at DC 15 + constructor’s student level. When the duration ends, the climber ceases moving; 1d4 rounds later, it falls from the surface it is attached to, taking appropriate damage for how far it falls.

Cloak Field Generator

Energy [Electricity, Equipment] Level: Tec/Inv 3 Slot: Belt Weight and Size: 6 lbs; Diminutive Activation Time: 1 standard action Range: 10 feet Effect: Itself Duration: 1 min/level (D) Cost to Build: 100 gp, cloak generator (×1) A cloak field generator works exactly like a cloak generator, except that it cloaks all creatures within a 10-foot radius. Those affected by this device cannot see each other, though they can see themselves as if unaffected by the device. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the device is activated do not become cloaked. Affected creatures that attack negate the cloak only for themselves.

Cloak Generator

Energy [Electricity, Equipment] Level: Tec/Inv 2 Slot: Belt Weight and Size: 5 lbs; Diminutive Activation Time: 1 standard action Range: Personal Effect: Itself Duration: 1 min/level (D) Cost to Build: 40 gp A cloak generator is a small box that clips easily onto a belt. Multiple antennae protrude from

Silven Crossroads

Chapter 4: Devices it along with numerous small mirrors. The cloak generator whirs softly when activated. The cloak generator cloaks the creature wearing it; equipping a cloak generator is a standard action. Cloaking is an extremely complex process involving principles of optics and manipulation of light; it is also an extremely delicate process. Some actions may cause the cloak the device generates to be rendered inert. However, when successfully completed, the cloaking process renders a creature completely invisible to sight, though they can be detected by other means, such as scent or sound. Items dropped or put down by the cloaked creature become visible; items picked up disappear if tucked into clothing or pouches worn by the creature. Light, however, never becomes cloaked, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope. The subject is not magically silenced, and certain other conditions can render the wearer detectable (such as stepping in a puddle). The device’s effect ends if the wearer attacks any creature. For purposes of this device, an attack includes any spell or device targeting any creature or whose area of effect includes a creature other than the wearer of the cloak generator. Actions directed at unattended objects do not disrupt the cloak generator’s effect. Causing harm indirectly is not an attack. Thus, a cloaked being can open doors, talk, eat, climb stairs, cut the ropes holding a bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the wearer attacks directly, however, it immediately becomes visible with all of its gear. Cloaking is discussed in detail in Chapter 3.

Cloak Generator, Improved

Energy [Electricity, Equipment] Level: Tec/Inv 4 Cost to Build: 200 gp, cloak generator (×1) As per cloak generator, except that the cloak is not disrupted the first time the wearer makes an attack. Any attack after the first disrupts the cloak effect as normal.

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Steamworks Clockwork Steed

Mechanical (Construct) Level: Tec/Inv 3 Weight and Size: 50 lbs; Small Activation Time: 1 full-round action Range: Touch Effect: Itself Duration: 1 hour/level (D) Cost to Build: 100 gp A clockwork steed resembles a normal horse at first glance. However, closer inspection reveals that it is metal, and its innards are a multitude of interlocking gears. The clockwork steed is a device that unfolds into a Large, horse-like construct that can be ridden by a single person, Medium-size or smaller. The clockwork steed is usually colored brown and makes loud noises as it moves. It has mechanical extensions that work as a saddle, bit, and bridle. It does not fight, but animals shun it and often refuse to attack it. The mount has an AC of 18 (–1 size, +8 natural armor, +2 Dex) and 10 hit points + 1 hit point per student level. If it loses all its hit points, the clockwork steed is immediately deactivated. A clockwork steed has a speed of 20 feet per student level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 lbs per student level.

Cluster Mine

Armaments (Mine) [Expendable, Fire] Level: Tec/Inv 9 Proficiency?: No Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Effect: Itself Duration: Discharge (D) Saving Throw: Reflex half Cost to Build: 5000 gp, incendiary mine (×1) A cluster mine is a grouping of four incendiary mines, all linked together by thin wires. When you activate this device, you designate four points all within 30 feet of each other to plant the cluster mine in.

Silven Crossroads

Chapter 4: Devices When a creature moves within 5 feet of one of the planted cluster mines, all four devices detonate in a 30-ft radius burst, all dealing 12d6 points of fire damage to those in the area. The areas can overlap, and creatures in the area of multiple blasts take damage from each they are affected by and must make separate saving throws for each blast.

Coffee

Chemistry (Liquid) [Expendable] Level: Tec/Inv 1 Type: Ingested Weight and Size: ½ lb; Tiny Activation Time: 1 standard action Effect: One dose Duration: 1 hour/level Cost to Build: 10 gp Coffee appears as a dark brown liquid. When fresh, it steams extensively and is rather warm to the touch. Coffee has a fragrant scent and bitter taste. Coffee serves as a stimulant, making those who drink it mildly jumpy. While the duration lasts, a character that has had coffee receives a +4 biochemical bonus on Reflex saves and a +2 biochemical bonus on Initiative checks. If not consumed within the duration after activated, the remaining coffee goes bad, and is no longer useful for these bonuses. A character can only benefit from coffee once every eight hours.

Concussion Grenade

Armaments (Explosive) [Expendable] Level: Tec/Inv 2 Proficiency?: No Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 10-foot radius burst Duration: Discharge (D) Cost to Build: 20 gp, grenade (×1) A concussion grenade is shaped similarly to a standard grenade.

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Steamworks When a concussion grenade detonates, it deals 1d6/ level (max 5d6) points of nonlethal damage to all living targets in a 10-foot radius.

Damping Matrix

Energy Level: Tec/Inv 5 Weight and Size: 8 lbs; Tiny Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target or Area: One caster, creature, or object; or 20-ft. radius burst Duration: Instantaneous Cost to Build: 400 gp A damping matrix is a small spherical device with many depressions. When activated, the device whirs softly and pulses with white light from within. A damping matrix is designed to cancel magic. It works exactly the same way an electromagnet does, except that it affects spellcasters, spells, and magic items instead of students, devices, and technological items. When using a damping matrix, the activator is treated as having a student level 5 levels lower than it actually is.

Death Ray

Armaments (Weaponry) [Death, Equipment] Level: Tec/Inv 7 Slot: Weapon (two-handed) Weight and Size: 15 lbs; Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Ray Duration: Concentration, up to 1 round/2 levels (D) Saving Throw: None Cost to Build: 2000 g A death ray is an octagonal device that requires two hands to hold. When activated, it glows red, and the wielder is visibly weakened as the device draws on the wielder’s energy; when the duration

Silven Crossroads

Chapter 4: Devices ends, a ray of burning red energy shoots from the device. While the death ray is activated, the wielder may choose to hold the ray effect for up to 1 round/2 levels. For each round the wielder holds the charge, the death ray deals 1d12 points of damage to him; this damage is part of the device’s effect, and the wielder does not need to make Concentration checks to maintain your concentration on the device. Because of the nature of the device, effects such as fast healing, damage reduction or regeneration that would normally prevent such damage do not prevent the damage dealt to the wielder by a death ray. When the charge is released, the death ray emits a ray with which the wielder can target a living creature. The targeted creature takes 2d12 points of damage for each round the charge is held and the wielder takes damage, up to a maximum of 20d12.

Decloaker

Mechanical Level: Tec/Inv 2 Weight and Size: 10 lbs; Tiny Activation Time: 1 standard action Range: Touch Area: 20-foot radius emanation Duration: 1 min/level (D) Cost to Build: 40 gp, sensor (×1) A decloaker resembles a sensor, but with slightly more complex apparatus protruding from it. The decloaker detects cloaked creatures. All those within the affected area that are currently cloaked instantly become visible. If they leave the area of effect of the decloaker they become cloaked once more. This device does not reveal the method used to obtain the cloak. It does not reveal illusions or enable a character to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise difficult to see.

Device Automator

Mechanical [Equipment] Level: Tec/Inv 6 Slot: Belt Weight and Size: 2 lbs; Diminutive Page 60

Steamworks Activation Time: 10 minutes (see text) Range: Personal Effect: Itself Duration: 1 hour/level or until discharged (D) Cost to Build: 1000 gp A device automator is a small device that clings to a belt. While activated, it waits for specific conditions to be met; once the conditions occur, it scurries to a previously indicated device and activates it. A character can place another device on his person so that it comes into effect under some condition dictated when activating this device automatically. The device automator and the companion device are activated at the same time. The 10-minute activation time is the minimum total for both activations; if the companion device has a activation time longer than 10 minutes, use that instead. The device to be brought into effect by the device automator must be one that affects the wielder of the device automator and be of a device level no higher than one-third the constructor’s student level (rounded down, maximum 6th level). The conditions needed to bring the device into effect must be clear, although they can be general. In all cases, the automator immediately brings into effect the companion device, the latter being “activated” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole device combination (contingency and the companion device) may fail when called on. The companion device occurs based solely on the stated conditions, regardless of whether the wielder wants it to.

Devitrificator

Chemistry (Liquid) [Expendable] Level: Tec/Inv 6 Type: Contact Weight and Size: ¼ lb; Fine Activation Time: 1 standard action Range: Touch Target: One glass creature or a glass cylinder from 1 ft. to 3 ft. in diameter and up to 10 ft. long Duration: Instantaneous

Silven Crossroads

Chapter 4: Devices Saving Throw: Fortitude negates (object) (see text) Cost to Build: 500 gp Devitrificator appears as a milky liquid that quickly flows to encompass an object upon which it is poured. If the object is made of glass, the liquid seeps into it, seeming to evaporate, and the glass rapidly returns to its original form. This device returns a vitrificated creature to its original state, restoring life and equipment. The creature must make a DC 15 Fortitude save to survive the process. Any vitrificated creature, regardless of size, can be restored. This device can also turn normal glass into sand, or creatures made entirely or partially of glass into sand. Such sand is inert and is, in all ways, normal sand. One charge can affect an object that fits in a cylinder from 1 to 3 feet in diameter and up to 10 feet long, or a cylinder of up to these sizes in a larger mass of glass. Creatures that are comprised wholly or partially of glass take 1d6/level (max 15d6) points of damage from this effect. A successful save prevents this damage, and the glass component of the creature remains unchanged.

Dimensional Anchor

Mechanical [Force] Level: Tec/Inv 4 Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Range: Touch Area: 20-foot radius emanation, centered on device Duration: 1 round/level (D) Saving Throw: Fortitude negates Cost to Build: 200 gp A dimensional anchor resembles a conventional anchor. When placed on the ground and activated, the device generates a visible force effect that causes the area around the device to block dimensional travel. The dimensional anchor, when activated, firmly grounds a small area into the material plane. While Page 61

Steamworks

Chapter 4: Devices

activated, extradimensional movement is almost impossible. Forms of movement barred by the dimensional anchor include all spells and devices with the Teleportation descriptor. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the device is activated, nor does it block extradimensional perception or attack forms such as a basilisk’s gaze. Also, the dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

affects objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck is affected; that is, the ray affects only one target per activation.

Dimensional Lock

Drill

Mechanical [Force] Level: Tec/Inv 8 Duration: 1 hour/level (D) Cost to Build: 2000 gp As per dimensional anchor, except that it lasts 1 hour/level.

Disintegrator

Energy [Equipment] Level: Tec/Inv 7 Slot: Weapon (two-handed) Weight and Size: 20 lbs; Small Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial (object) Cost to Build: 2000 gp A distingrator is a long thin baton. When activated, a hole at the end of the device glows bright green and then fires a green ray.

Armaments (Weaponry) [Equipment] Level: Tec/Inv 5 Slot: Weapon (light) Proficiency?: No Weight and Size: 2 lbs; Tiny Activation Time: 1 standard action Range: Touch Effect: Itself Duration: 2 rounds/level (D) Saving Throw: None Cost to Build: 400 gp A drill is a device that consists of nothing more than a handle and a conical-shaped end. When activated, the cone spins rapidly, allowing the drill to penetrate objects easily. Using a drill is a melee touch attack; if the wielder attacks an object, ignore the object’s hardness when dealing damage. A drill deals 3d6 points of damage, and deals double damage on a critical hit.

When activated, a thin, green ray springs from the disruptor. The wielder must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per student level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this device is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the device disintegrates only part of any very large object or structure targeted. The ray even Silven Crossroads

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Steamworks Elan Torpor

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 9 Type: Contact Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Range: Touch Effect: Itself Duration: Discharge (D) Saving Throw: Fortitude partial (see text) Cost to Build: 5000 gp Elan torpor is a thick black liquid with an acrid smell. It burns and sizzles when touched, and sticks to objects.

Chapter 4: Devices Elan Vital

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 6 Type: Application Weight and Size: Negligible; Diminutive Activation Time: 1 minute Range: Touch Target: Dead creature Duration: Instantaneous Saving Throw: None (see text) Cost to Build: 500 gp, improved tonic (×1) Elan vital is a thick, dark blue liquid that is applied to a corpse. When applied properly and quickly enough, the dead return to life.

Touching a creature with elan torpor is a melee touch attack that provokes attacks of When élan vital is used, it restores opportunity. If hit, the creature gains 2d4 life to a deceased creature. The device negative levels. can raise a creature that has been dead If the subject has at least as many for no longer than one minute per negative levels as HD, it dies. Each student level. In addition, the subnegative level gives a creature a ject’s soul must be free and will–1 penalty on attack rolls, ing to return. If the subject’s soul saving throws, skill checks, is not willing to return, the deability checks, and effective vice does not work; therefore, level (for determining the a subject that wants to return power, duration, DC, and receives no saving throw. other details of spells or Coming back from the special abilities). dead is an ordeal. The subAdditionally, a ject of the device loses one spellcaster loses one level (or 1 Hit Die) spell or spell slot from when it is raised, his or her highest available level. just as if it had lost Negative levels stack. a level or a Hit Die There is no saving throw to to an energy-drainavoid gaining the negaing creature. If the tive levels, but subject is 1st level, 24 hours after it loses 2 points gaining them, the of Constitution subject must make a Fortitude savinstead (if this Elan Torpor ing throw (DC = energy drain spell’s would reduce its Con to 0 or save DC) for each negative level. If the save succeeds, less, the subject can’t be raised). This level/HD loss or that negative level is removed. If it fails, the negative Constitution loss cannot be repaired by any means. level also goes away, but one of the subject’s character A character that dies with spells prepared has a 50% levels is permanently drained. chance of losing any given spell upon being raised, in An undead creature struck by the ray gains 2d4×5 addition to losing spells for losing a level. A spellcasttemporary hit points for 1 hour. ing creature that does not prepare spells (such as a Silven Crossroads

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Steamworks sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level. A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the device closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this device. This device cannot raise a creature who has been turned into an undead creature or killed by a death effect. Constructs, elementals, outsiders, and undead creatures cannot be raised. The device cannot bring back a creature that has died of old age.

Electromagnet

Energy [Electricity, Magnetic] Level: Tec/Inv 3 Weight and Size: 10 lbs; Tiny Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target or Area: One student, creature, or object; or 20-ft. radius burst Duration: Instantaneous Cost to Build: 100 gp, magnet (×1) An electromagnet is a magnet surrounded by a multitude of wires. When activated, massive amounts of electricity run through the wires, while the magnet spins at high speeds. The electromagnet, once activated, can be used to temporarily suppress the technological abilities of a technological item or to end the activation of ongoing devices (or at least their effects) within an area. Wielders can choose to use the electromagnet in one of two ways: a targeted disruption, or an area disruption. Targeted Disruption: One object, creature, or device is the target of the electromagnet. The wielder make a disruption check (1d20 + the wielder’s student level, maximum +10) against the device or against each ongoing device currently in effect on the object or Silven Crossroads

Chapter 4: Devices creature. The DC for this disruption check is 11 + the device’s student level. If an object or creature that is the effect of an ongoing device is targeted, the wielder makes a disruption check to end the device that created the object or creature. If the object targeted is a technological item, the wielder makes a disruption check against the item’s student level. If successful, all the item’s technological properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nontechnological for the duration of the effect. A technological item’s physical properties are unchanged: a suppressed technological sword is still a sword. Deities are unaffected by mortal technology such as this. Disruption checks automatically succeed against any device that the wielder activates herself. In addition to these effects, creatures that are mostly ferrous or creatures carrying at least half their weight in iron or ferrous materials take 3d6 points of damage. A successful Fortitude save against the electromagnet halves this damage. Area Disruption: When the electromagnet is used in this way, the device affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more devices, the wielder makes disruption checks as with creatures. Technological items are not affected by an area disruption. For each ongoing device whose area overlaps that of the electromagnet, the wielder can make a disruption check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing device (such as an automaton I), is in the area, the wielder can make a disruption check to end the device in addition to attempting to disrupt devices targeting the creature or object. The wielder may choose to automatically succeed on disruption checks against any device that she has activated. In addition to these effects, creatures that are mostly ferrous or creatures carrying at least half their weight in iron or ferrous materials that are within the area of effect take 2d6 points of damage. A successful Fortitude save against the electromagnet halves this damage. Page 64

Steamworks Electromagnet, Improved

Energy [Electricity, Magnetic] Level: Tec/Inv 6 Cost to Build: 1000 gp, electromagnet (×1) This device functions as an electromagnet, except that the maximum student level bonus on your disrupt check is +20 instead of +10.

Electromagnetic Pulsor

Energy [Electricity, Magnetic] Level: Tec/Inv 6 Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Range: 10 feet Area: 10-foot radius emanation centered on device Duration: 10 min/level (D) Cost to Build: 1000 gp, electromagnet (×1) An electromagnetic pulsor is an electromagnet encased in a device that amplifies the electromagnetic waves produced by the electromagnet, causing a small area to completely negate technology. When an electromagnetic pulsor is activated, it generates an invisible barrier that surrounds and moves with the device. The space within this barrier is impervious to most technological effects, including devices and device-like abilities. Likewise, it prevents the functioning of any technological items or devices within its confines. An electromagnetic pulsor suppresses any device or technological effect used within, brought into, or activated into the area, but does not dispel it. Time spent within the range of an electromagnetic pulsor counts against the suppressed device’s duration. Constructs automatically cease functioning upon entering the pulsor’s area; they begin activating if the barrier is moved to not include them. Time spent without functioning counts against the device’s duration. A normal creature can enter the area, as can normal missiles. Furthermore, while a technological sword does not function technologically within the area, it is still a sword (and a masterwork sword at that). The device has no effect on golems and other constructs that are imbued with magic during their

Silven Crossroads

Chapter 4: Devices creation process and are thereafter self-supporting. An electromagnet does not remove the field. Two or more electromagnetic pulsors sharing any of the same space have no effect on each other. Certain devices remain unaffected by an electromagnetic pulsor (see the individual device descriptions). Artifacts and deities are unaffected by mortal technology such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Creatures that are mostly ferrous or creatures carrying at least half their weight in iron or ferrous materials that are within the area of effect when the device is activated are immediately shunted to the nearest square that is outside of the area, and take 4d6 points of damage (half magnetic, half electricity) for each square they are moved. Creatures that make a successful Fortitude save take only half damage. If they cannot be removed from the area of effect, they continue to take 2d6 points of damage (half magnetic, half electricity) each round while they are within the area of effect, with a Fortitude save halving the damage. Creatures that are mostly ferrous or creatures carrying at least half their weight in iron or ferrous materials cannot easily enter the area affected by this device; such creatures treat the area affected by the device as difficult terrain. In addition, if such a creature ends its turn in an area affected by the device, the creature suffers 2d6 points of damage (half magnetic, half electricity), with a Fortitude save halving the damage.

Electromagnetic Storm Inducer

Energy [Electricity, Magnetic] Level: Tec/Inv 4 Weight and Size: 15 lbs; Tiny Activation Time: 1 standard action Range: Long (400 feet + 40 feet/level) Area: Cylinder (15-ft. radius, 30 ft. high) Duration: 1 full round Saving Throw: Fortitude half Cost to Build: 200 gp, electromagnet (×1) An electromagnetic storm inducer resembles a large electromagnet encased in a conical device. When activated, the device manipulates weather Page 65

Steamworks and the electromagnetic properties it holds, producing an electromagnetic storm. The electromagnetic storm inducer instantaneously creates an electromagnetic storm from the atmosphere for one full round, dealing 4d6 points of damage, half of which is electricity damage, and half of which is magnetic damage; creatures that make a successful Fortitude save take only half damage, and creatures that are mostly ferrous or creatures carrying at least half their weight in iron or ferrous materials take double damage. A –4 penalty applies to each Listen check made within the storm’s effect. In addition, when this device is activated, it functions like the area disrupt option of an electromagnet within its area of effect.

EMP Grenade

Armaments (Explosive) [Electricity, Expendable, Magnetic] Level: Tec/Inv 4 Proficiency?: No Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Range: Range Increment–20 ft Area: 20-foot radius burst Duration: Discharge (D) Saving Throw: Fortitude partial (see text) Cost to Build: 100 gp, electromagnet (×1), grenade (×1) An EMP grenade resembles a standard grenade, though it is covered in wiring and rattles loudly when shaken. When activated, the electromagnet whirs loudly; upon detonation, the device shatters, producing an electromagnetic pulse. When the EMP grenade detonates, it releases an electromagnetic pulse. This effect functions like the area disrupt function of an electromagnet. In addition to this effect, the grenade deals 2d6 points of damage to all creatures within the burst, half of which is electricity damage and half of which is magnetic damage; creatures that are mostly ferrous or creatures carrying at least half their weight in iron or ferrous materials take double damage. A successful Fortitude save halves this damage.

Silven Crossroads

Chapter 4: Devices Empathic Transmitter

Energy [Equipment, Mind-Affecting] Level: Tec/Inv 5 Slot: Helmet Weight and Size: 8 lbs; Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: 5 helmets Duration: 10 min/level (D) Cost to Build: 400 gp An empathic transmitter is a small helmet that fits comfortably over the wearer’s head. When activated, tiny sensors built into the base of the helmet read the wearer’s mind and transmit the information to other empathic transmitters in range. When the student readies this device, she readies five separate items. When one of them is activated, all other items that were part of that device are also activated. All of the helmets share charges. When a user activates an empathic transmitter, she forges a telepathic bond with any number of other creatures within range that are also wearing an empathic transmitter; an empathic transmitter cannot be used by a creature with an Intelligence of 3 or less. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the empathic transmitter regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Energy Shield

Energy [Equipment, Force] Level: Tec/Inv 3 Slot: Belt Weight and Size: 5 lbs; Tiny Activation Time: 1 standard action Range: Touch Effect: Itself Duration: 10 min./level or until discharged (D) Cost to Build: 100 gp An energy shield is a small sphere that attaches to a belt. When it is activated, it generates a field

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Steamworks of force around the wearer, the color of which is dependent on the type of energy it blocks. When constructed, the constructor chooses one of the following types: acid, cold, electricity, fire, magnetic, sonic, or vacuum. The color of the field of force depends on the energy type the device absorbs; green for acid, blue for cold, purple for electricity, red for fire, gray for magnetic, and yellow for sonic. The color generated is translucent and does not block vision. When activated, the energy shield sheathes its wielder in a sphere of translucent force, granting the wielder immunity to the type of energy specified at construction. When the device has absorbed 12 points per student level (max 120), the shield is discharged.

Etheric Field Generator

Energy [Equipment] Level: Tec/Inv 8 Range: 10 feet Area: 10-ft radius spread, focused on device Cost to Build: 4000 gp, etheric generator (×1) As per etheric generator, except that it affects all creatures within 10 feet when activated.

Etheric Generator

Energy [Equipment] Level: Tec/Inv 7 Slot: Belt Weight and Size: 4 lbs; Diminutive Activation Time: 1 standard action Range: Personal Effect: Itself Duration: 1 round/level (D) Cost to Build: 2000 gp An etheric generator resembles a cloak generator. When activated, the device glows a bright orange, and the wearer disappears in a flash of orange. When a user activates this device, he becomes ethereal, along with his equipment. For the duration of the device’s effect, the wearer is in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the device effect expires, he returns to material existence. Silven Crossroads

Chapter 4: Devices An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, the wearer can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything appears gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells cast or devices activated by the wearer while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as if they were material. If the wearer ends the device’s effect and become material while inside a material object (such as a solid wall), he is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet that is traveled.

Etheric Generator, Improved

Energy [Equipment] Level: Tec/Inv 9 Duration: 1 min/level (D) Cost to Build: 10000 gp This device functions as per an etheric generator, but lasts for 1 minute/level.

Etheric Resonator

Energy Level: Tec/Inv 5 Weight and Size: 8 lbs; Diminutive Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: 20 ft. radius emanation Duration: 1 round/level (D) Saving Throw: Fortitude negates (object) Cost to Build: 400 gp An etheric resonater is a bowl-shaped device with a solid square base. When activated, an antenna rises from the center of the hemisphere and fills the basin of the device with an orange light,

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Steamworks which then emanates from the device itself and fills the area. When a wielder activates this device, any creatures on the ethereal plane that are within the area are instantly shunted onto the plane the etheric resonator was activated on. Any creature that enters the corresponding area in the plane’s ethereal plane is immediately shunted onto the plane the device is on. Each creature is allowed a saving throw to avoid this effect; should it fail, that creature is affected by the device each time it enters the device’s area for the duration of the effect. If a creature that was shunted onto the device’s plane leaves the area of effect, it immediately returns to the ethereal plane; this also occurs when the device’s effect ends.

Etheric Sensor

Energy [Sonic] Level: Tec/Inv 4 Weight and Size: 2 lbs; Diminutive Activation Time: 1 standard action Range: 60 ft Area: Circle emanating from the device to the edge of the range Duration: 1 min/level (D) Cost to Build: 200 gp, sensor (×1) An etheric sensor resembles a standard sensor, but has subsonic-producing apparatus attached to the underside. The etheric sensor is a device that builds on the technology used in the sensor, but extends it so that it is capable of detecting creatures on the ethereal plane. The etheric sensor locates all creatures on the ethereal plane within range. It then indicates these creatures by emitting a subsonic wave that induces a slight discoloration on the material plane in the location of each ethereal creature. These discolorations result in ethereal creatures being visible at a range of 60 feet, with a slight orange hue outlining their general shape. Though the creatures can be seen, they cannot be interacted with in any way by inhabitants of the material plane.

Silven Crossroads

Chapter 4: Devices The device 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 its effect.

Exoskeleton

Armaments (Protective) [Equipment] Level: Tec/Inv 3 Slot: Armor (medium) Weight and Size: 30 lbs; Small Cost to Build: 100 gp, prototype exoskeleton (×1) This device functions just like a prototype exoskeleton, save that it provides a +6 armor bonus to AC and gives a +2 equipment bonus on Strength- and Dexterity-related checks.

Exoskeleton, Advanced

Armaments (Protective) [Equipment] Level: Tec/Inv 7 Slot: Armor (heavy) Weight and Size: 40 lbs; Small Cost to Build: 2000 gp, improved exoskeleton (×1) This device functions just like a prototype exoskeleton, save that it provides a +10 armor bonus to AC and gives a +6 equipment bonus on Strength- and Dexterity-related checks.

Exoskeleton, Improved

Armaments (Protective) [Equipment] Level: Tec/Inv 5 Slot: Armor (heavy) Weight and Size: 40 lbs; Small Cost to Build: 400 gp, exoskeleton (×1) This device functions just like a prototype exoskeleton, save that it provides a +8 armor bonus to AC and gives a +4 equipment bonus on Strength- and Dexterity-related checks.

Exoskeleton, Perfect

Armaments (Protective) [Equipment] Level: Tec/Inv 9 Slot: Armor (heavy) Weight and Size: 40 lbs; Small Cost to Build: 10000 gp, exoskeleton (×1) This device functions just like a prototype exoskeleton, save that it provides a +12 armor bonus to AC and gives a +8 equipment bonus on Strength- and Dexterity-related checks.

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Steamworks Exoskeleton, Prototype

Armament (Protective) [Equipment] Level: Tec/Inv 1 Proficiency?: Yes Slot: Armor (light) Weight and Size: 20 lbs; Small Activation Time: 1 standard action Effect: Itself Duration: 1 hour/level (D) Cost to Build: 20 gp, armorall (×1) A prototype exoskeleton is a network of pieces of armor and metal that interlock to provide a framework for the body. When activated, the exoskeleton actively protects its wearer, moving additional armor along tracks in the exoskeleton to regions where they are required. A prototype exoskeleton covers an entire character— very little can be worn beneath it. Putting on the prototype exoskeleton is a full-round action, and removing it takes 1 full minute. While wearing a prototype exoskeleton, the wearer gains a +4 armor bonus to AC.

Flamethrower

Armaments (Weaponry) [Equipment, Fire] Level: Tec/Inv 6 Slot: Weapon (two-handed), Cloak Weight and Size: 20 lbs; Small Range: 120 ft. Area: 10-ft wide line to edge of range Duration: Instantaneous Saving Throw: Reflex half Cost to Build: 1000 gp, napalm (×1) A flamethrower has a long conical nozzle attached to a backpack-like device. When activated, searing hot fire shoots from the device, engulfing large areas in flame. When a flamethrower is activated, it shoots a line of searing hot flame to the extreme edge of its range. All creatures in the line take 1d6/level (max 15d6) points of fire damage; creatures that make a successful Reflex save take half damage. Plant creatures in the area of effect not already vulnerable to fire take double damage.

Silven Crossroads

Chapter 4: Devices Flashpowder

Chemistry [Biochemical, Expendable] Level: Tec/Inv 0 Type: Application Weight and Size: ¼ lb; Fine Activation Time: 1 standard action Range: 20 ft Target: One creature with 4 or less HD Duration: Instantaneous Saving Throw: Fortitude negates Cost to Build: 5 gp Flashpowder appears as a small handful of brown powder, consisting of pepper and various other chemicals. Flashpowder is a concoction that first affects the target by causing them to sneeze. This violent expulsion of air from the target reacts with the secondary agent in the powder, causing it to create a flash, momentarily blinding the target. Combined, these two effects make the target lose their next action, which they spend sneezing and blinking. Flashpowder cannot affect targets with 4 or more Hit Dice.

Flashseal

Chemical [Expendable] Level: Tec/Inv 3 Type: Application Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Range: Touch Effect: One door, chest, or other portal Duration: Permanent Flashseal resembles a metal plate roughly the size of a thin brick. The flashseal can be attached to any door frame. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut. A door that has been affected by flashPage 69

Steamworks seal may not be opened by normal means and must be destroyed or cut through as though it were a wall.

Flux Capacitor

Energy [Equipment] Level: Tec/Inv 6 Slot: Bracer Weight and Size: 2 lbs; Diminutive Activation Time: 1 swift action Range: Personal Effect: Itself Duration: 1 round/level (see text) Cost to Build: 1000 gp, temporal accelerator (×1) A flux capacitor appears identical to a temporal accelerator. When activated, the wearer of the flux capacitor hops forward in time 1 round/level. In effect, the subject seems to disappear in a flash of electricity and then reappear after the duration of the device expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return on that round. The subject can act normally on its next turn after this power ends. If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

Gearstripper

Chemistry (Liquid) [Acid, Expendable] Level: Tec/Inv 5 Type: Contact Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Range: Touch Target: One construct or mechanical creature Duration: Instantaneous Saving Throw: Fortitude negates or half (see text) (Object) Cost to Build: 200 gp

Silven Crossroads

Chapter 4: Devices Gearstripper is a thick, yellow acid, designed specifically to destroy constructs; it has no effect on organic creatures. It has an acrid, oily smell and an extremely bitter taste. Gearstripper is designed to eat away at gears and bindings in constructs, destroying them and thereby causing a construct to fall to pieces. It has no effect on creatures that are not constructs or mechanical in nature. Applying gearstripper to a creature is a melee touch attack. If the attack succeeds and the construct’s HD is equal to or less than the constructor’s student level, it must make a Fortitude save or be destroyed utterly. A construct with more HD than the constructor has student levels instead takes 1d6/level (max 15d6) points of acid damage, with a Fortitude save allowed for half damage.

Gearwall

Mechanical Level: Tec/Inv 4 Weight and Size: 20 pounds; Tiny Activation Time: 1 standard action Range: Touch Effect: Opaque wall of gears up to 20 feet long/ level or a ring of gears with a radius of up to 5 feet per two levels; either form 20 feet high Duration: 1 round/level (D) Cost to Build: 200 gp A gearwall is a small dense box-like object. When activated, it expands into a large wall of gears; the gears on one side of this wall have sharpened, jagged teeth. When the wielder activates gearwall, he chooses which side deals damage; that side deals 2d4 points of bludgeoning damage to creatures within 10 feet of the wall and 1d4 points of bludgeoning damage to creatures between within 20 feet but beyond 10 feet of the wall. The wall deals this damage when it is activated and on the wielder’s turn to all creatures in the affected area. The wall can be passed through; however, doing so deals 2d6+1/level (max +20) points of bludgeoning damage to the creature passing through.

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Steamworks If a user activates the gearwall so that it expands into a creature’s square, that creature takes damage as though it were passing through the device.

Glue

Chemistry (Liquid) [Expendable] Level: Tec/Inv 1 Type: Application Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: One object or a 10-ft square Duration: 1 round/level Saving Throw: Reflex negates Cost to Build: 10 gp Glue appears as a yellow-white liquid, very viscous and is difficult to remove. It smells strongly and tastes horrible. When not set, it is very runny to the touch, but once set, it is slightly rubbery. A vial of glue can be used to make a small surface or a single object sticky, and it must be thrown at or applied to the object or area to be affected, which takes a standard action. Those that touch the object or affected area must make a Reflex save or be attached to the object or area. If attached to a path on a wall, ceiling, or floor, the character in question gets a –2 circumstance penalty on Dexterity-based checks and a –4 circumstance penalty on Reflex saves. The character may attempt to break free, making an Escape Artist check against DC 10 + constructor’s student level + 1/round the character has been attached to the glue. While attached to a patch of glue, a character cannot move. If attached to an object, the character cannot effectively use the limb the sticky objected is attached to. This results in a –1 circumstance penalty on Dexterity-based checks and a –2 circumstance penalty on Reflex saves. It also incurs a –2 circumstance penalty on any check utilizing the limb in question. However, the wielder of the object gets a +2 circumstance bonus on opposed disarm attempts with that object.

Gravity Inducer

Energy [Magnetic] Level: Tec/Inv 2 Weight and Size: 5 lbs; Tiny Silven Crossroads

Chapter 4: Devices Activation Time: 1 standard action Range: Medium (100 ft + 10 ft/level) Area: 20-foot radius emanation Duration: 1 round/level (D) Cost to Build: 40 gp, magnet (×1) A gravity inducer is a bowl-shaped device that rests on the ground. When activated, it increases its weight greatly using stored energy, and then disperses the newly-added gravitons into a wide area, causing everything nearby to suddenly be heavier. A creature moving through an area affected by a gravity inducer counts each square of movement as one additional square; for instance, moving through difficult terrain counts as 3 squares, rather than 2. This only affects movement inside the area of effect, and does not affect movement outside of it. All objects within the area of effect have their effective weight doubled. All attacks made within or into the area of effect suffer a –2 magnetic penalty. All Strength- and Dexterity-based checks suffer a –4 magnetic penalty. The range increment of all ranged and thrown weapons are halved. All armor check penalties within the area of effect are doubled (for example, the armor check penalty of a chain shirt is normally –2; within the area of effect of a gravity inducer, it is doubled to a –4 penalty). A gravity inducer negates the effects of an antigravity inducer.

Gravity Inverter

Energy [Magnetic] Level: Tec/Inv 7 Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 30-ft radius emanation Duration: 1 round/level (D) Saving Throw: Reflex partial (see text) Cost to Build: 2000 gp, gravity inducer (×1), antigravity inducer (×1) This device resembles a cross between a gravity inducer and an antigravity inducer. When activated, this device reverses gravity in an area, causing all unattached objects and creatures Page 71

Steamworks within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the device effect ends. At the end of the device’s duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the device’s effect strikes. Creatures who can fly or levitate can keep themselves from falling.

Grease

Chemistry (Liquid) [Expendable] Level: Tec/Inv 1 Type: Application Weight and Size: ½ lb; Diminutive Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: One object or a 10-ft square Duration: 1 round/level Saving Throw: Reflex negates (see text) Cost to Build: 10 gp Grease appears as a slick, oily liquid, usually dark brown in color. It smells strongly of pig and is slippery to the touch. A vial of grease can be used to make a small surface or a single object slippery, and it must be thrown at or applied to the object or area to be affected, which takes a standard. Those that touch the object or affected area must make a Reflex save or slip and fall prone or miss the object. If the character in question stepped on a patch of grease on a wall, ceiling, or floor, the character must make a Reflex save or slip and fall prone. Those that are successful remain standing; however, each round the character remains in the affected area, the character must make another Reflex save at the same DC, or slip and fall prone. Attempting to grab an object that has been affected by grease requires a Reflex save, or the character misses the object and is not capable of picking it up. Even if the character manages to pick up the object, she must make a Reflex save at the same DC each Silven Crossroads

Chapter 4: Devices round to keep her grip on it. A character wielding a greased object has a –2 circumstance penalty on opposed disarm checks with that item.

Grenade

Armaments (Explosive) [Expendable, Fire] Level: Tec/Inv 1 Proficiency?: Yes Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Range: Range Increment–15 ft Area: 5-foot spread Duration: Discharge (D) Saving Throw: Reflex half Cost to Build: 10 gp A grenade is a small, egg-shaped device that is filled with explosive material. Upon activation, it explodes when it is forcefully struck. There are several safety mechanisms that present the device from exploding prematurely—these must be removed as part of the activation process. Once activated, the device detonates upon forceful contact with an object or surface. The grenade must be thrown to be used; the user uses his normal ranged attack bonus to make the attack roll, with penalties for range. When it strikes a surface or object, the device detonates, dealing 1d6+1/level (max +5) fire damage to those within the area of effect. Those within the blast radius that make a successful Reflex save take half damage.

Gyrocompass

Mechanical Level: Tec/Inv 0 Weight and Size: ½ lb; Fine Activation Time: 1 standard action Effect: Itself Duration: 1 hour/level (D) Cost to Build: 10 gp A gyrocompass looks like a gyroscope and compass, all constructed in one small handheld device. Small protrusions move about when the gyrocompass is activated.

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Steamworks

Chapter 4: Devices

When activated, the gyrocompass gives readings on which way is north and the gravitational pull in the local area and in what strength (none, low, normal, high).

Immobilizer

Energy [Equipment, Magnetic] Level: Tec/Inv 2 Slot: Weapon Weight and Size: 2 lbs; Diminutive Activation Time: 1 standard action Range: Medium (100 ft + 10 ft/level) Target: One humanoid creature Duration: 1 round/level (D) (see text) Saving Throw: Fortitude negates (see text) Cost to Build: 40 gp, magnet (×1) An immobilizer is a small, hand-held device with three protrusions from its front end. When activated, the protrusions spin, and shape magnetic waves from the magnet within it to target a specific creature and pin it in place.

Incendiary Mine

Armaments (Mine) [Expendable, Fire] Level: Tec/Inv 8 Proficiency?: No Weight and Size: 10 lbs; Tiny Activation Time: 1 standard action Range: Touch Effect: Itself Duration: Discharge (D) Saving Throw: Reflex half Cost to Build: 2000 gp An incendiary mine resembles a standard grenade, with a cone extending from the top. Placing an incendiary mine takes 1 minute of work. Once it is placed, the mine remains inactive for 5 rounds. When a creature moves within 5 feet of the device, the device detonates, dealing 1d6/level (max 25d6) points of fire damage to all creatures within a 30-foot burst spread. This device detonates as an attack of opportunity in reaction to a creature moving within 5 feet. The creature whose action it is ends when the device detonates.

Instant Fortress

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biliz mmo

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The subject of the immobilizer becomes paralyzed and frozen in place. It is aware and can breathe normally, but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect (this is a full-round action that does not provoke attacks of opportunity). A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cannot swim and may drown.

Silven Crossroads

Armaments Level: Tec/Inv 6 Proficiency?: No Weight and Size: 50 lbs; Small Activation Time: 1 full-round action Range: Touch Area: 2 10-ft cubes (S) Duration: 1 min/level (D) Cost to Build: 1000 gp An instant fortress is an extremely dense small box. When activated, it flips open and produces a small fortress. When the instant fortress is activated, it becomes a small walled room; creatures in the area that is to be included in the area of the device are encased in the fortress. Around each cube the device occupies is a half-inch thick sheet of steel; in the center of each 5-foot section is an arrow slit through which ranged Page 73

Steamworks weapons can be fired. A door in one 5-foot section (which section is designated by the activator) can be locked from the inside, and the door is treated as a sturdy iron door for purposes of being broken down. The activator may choose to have certain walls not be produced (so as to avoid two smaller rooms rather than one large one). All squares the device is to occupy must be relatively flat terrain, and the device must have some ground or other supporting structure beneath each square. The ground covered by the device is also covered in a half-inch thick sheet of steel, as is the ceiling which is 10 feet above the floor. When the device’s duration ends, the sheets of metal fold back into the device, leaving the creatures that occupied the instant fortress where they were when the device’s duration ended.

Instant Plating

Armaments (Protective) [Expendable] Level: Tec/Inv 4 Proficiency?: Yes Weight and Size: 20 lbs; Tiny Activation Time: 1 minute Range: Touch Effect: Itself Duration: 1 hour/level (D) Cost to Build: 100 gp Instant plating is an adhesive-backed 2-foot square plate made out of resilient lightweight materials. When the protective wrapping is peeled off of the back, it can be attached to nearly anything. However, the adhesive backing wearers off after a short time, and the plating is useless thereafter. Instant plating can be applied to any armor or shield. Doing so increases the armor or shield bonus of the item by +2, with an additional +1/three levels (max +5) increase; this counts as an enhancement bonus. Adding instant plating increases the armor or shield’s armor check penalty by –4. Instant plating can also be used as a shield in and of itself, though any character doing so is considered nonproficient even if she has the Armaments Proficiency feat. The instant plating provides a shield bonus to AC equal to the enhancement bonus it provides to armor or shields (+2 with an additional +1/three Silven Crossroads

Chapter 4: Devices levels, max +5), and has an armor check penalty of –4. The instant plating can also be set as though it were a tower shield.

Instant Prison

Mechanical Level: Tec/Inv 7 Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Range: Range Increment–10 ft Area: Barred cage (20-ft cube) or windowless cell (10-ft cube) Duration: 2 hours/level (D) Cost to Build: 2000 gp, instant fortress (×1) An instant prison resembles an instant fortress while not activated. When activated, the device can be thrown, and projects a cage around a small area. When this device is activated and thrown, it becomes an immobile cubical prison composed of either bars of force or solid walls of force (the constructor’s choice). If the user targets a creature, she must succeed at a ranged touch attack against that creature; otherwise, she must successfully hit a target square. Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape. An instant prison resists an electromagnet, but it is vulnerable to a disintegrator, and it can be destroyed by a sphere of annihilation. An instant prison is also vulnerable to an oxidant and a rust grenade. Barred Cage: This version of the device produces a 20-foot cube made of bands of steel for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. A creature in a barred cage cannot be attacked with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells, device effects, and breath weapons can pass through the gaps in the bars. Windowless Cell: This version of the device produces a 10-foot cube with no way in and no way out. Solid walls of steel form its six sides. Page 74

Steamworks

Chapter 4: Devices

Invisible Ink

An ion cannon generates a ray that can be directed at an extraplanar creature. If the ray hits, the creature is sent back to its home plane if it fails a special Fortitude save (DC = device’s save DC–creature’s HD + the constructor’s student level). If the device is successful, the creature is instantly whisked away.

Chemistry (Liquid) [Expendable] Level: Tec/Inv 3 Type: Application Weight and Size: ¼ pound; Fine Activation Time: 1 standard action Range: Touch Effect: One page’s worth of ink Duration: Instantaneous Cost to Build: 50 gp

Jamming Helm

Invisible ink is almost completely transparent and has no readily-detectable scent. When used, it becomes undetectable; when exposed to heat, it becomes as apparent as normal ink. Invisible ink can be used to write nigh-undetectably. When used, the ink becomes invisible, and cannot be detected except when the object it is written on is exposed to intense heat, such as a flame. If brought within 5 feet of a heat source, the invisible ink immediately becomes permanently visible.

Energy [Equipment] Level: Tec/Inv 2 Slot: Helmet Weight and Size: 2 lbs; Tiny Activation Time: 1 immediate action Range: Personal Effect: Itself Duration: 1 round (D) Cost to Build: 40 gp

Ion Cannon

Energy [Electricity, Equipment] Level: Tec/Inv 6 Slot: Weapon (twohanded) Weight and Size: 12 lbs; Small Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude negates (see text) Cost to Build: 1000 gp

Jamming Helm

An ion cannon is a long tube with a pronged end. When activated, highly ionized particles attuned to the material plane are charged within the prong’s points, and then shot at the target, causing it to be shunted to its home plane.

Silven Crossroads

A jamming helm is a metal helmet with a multitude of small channels built into it, through which flow a variety of mentally-influencing chemicals. When activated, the chemicals flow together, giving the wearer a temporary shield against mental attack.

Donning a jamming helm takes a fullround action. When it is activated, it grants the wearer spell resistance 13 against all mind-affecting spells. Wearers can activate this device instantly as an immediate action, quickly enough to gain its benefits in an emergency.

Leyden Jar

Energy [Electricity, Expendable] Level: Tec/Inv 0 Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: 1 creature Duration: Instantaneous Page 75

Steamworks Saving Throw: Reflex half Cost to Build: 5 gp A leyden jar appears as a small glass with various chemicals in it arranged in a precise manner. When activated, the electrical charge held by the chemicals is stimulated, causing them to crackle within the jar. The leyden jar is a small glass jar filled with electrically-charged materials. Upon shattering, the contents of the jar spill out over a small area, and the electrical charge goes with the contents, though it is only enough charge to hurt the target the jar was smashed upon. This deals 1d3 points of electricity damage to the target, though the target only takes half this damage if they make a successful Reflex save.

Levitator

Energy [Magnetic] Level: Tec/Inv 5 Weight and Size: 10 lbs; Tiny Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target or Targets: See text Duration: Concentration (up to 1 round/level) or instantaneous (see text) Saving Throw: Fortitude negates (object) or None; see text Cost to Build: 400 gp, magnet (×1) A levitator is a long tube-shaped object with a magnet encased in its center. When activated, the device uses focused magnetic waves to control the movements of an object or creature. This device can move creatures or objects if the device is focused on them. Depending on the version selected, the device can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. Sustained Force: A sustained force moves an object weighing no more than 25 pounds per student level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Fortitude save. This use of the device can last 1 round/level, but it ends if the user ceases concentration. The weight can Silven Crossroads

Chapter 4: Devices be moved vertically, horizontally, or in both directions. An object cannot be moved beyond the device’s range. The device’s effect ends if the object is forced beyond the range. If the user ceases concentration for any reason, the object falls or stops. An object can be magnetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. Students might even be able to untie simple knots, though delicate activities such as these require Intelligence checks. Combat Maneuver: Alternatively, once per round, wielders can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, attackers use their student level in place of their base attack bonus (for disarm and grapple) and use their Intelligence modifier (if a technologist) or Wisdom modifier (if an inventor) in place of their Strength or Dexterity modifier, and a failed attempt does not allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts. This use of the device can last 1 round/level, but it ends if the wielder ceases concentration. Violent Thrust: Alternatively, the device’s energy can be spent in a single round. The wielder can hurl one object or creature per student level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. Wielders can hurl up to a total weight of 25 pounds/level of the device’s constructor (maximum 375 pounds). Attackers must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using the attacker’s base attack bonus + his Intelligence modifier (if a technologist) or Wisdom modifier (if an inventor). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the device can be hurled, but they are allowed Fortitude saves to negate the effect, as are those whose Page 76

Steamworks held possessions are targeted by the device. If a creature affected by a levitator is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Lightbulb

Energy [Electricity, Light] Level: Tec/Inv 2 Weight and Size: 1/4 lb; Fine Activation Time: 1 standard action Range: 20 ft. Area: 20-ft radius emanation Duration: 1 hour/level (D) Cost to Build: 40 gp A lightbulb is a small glass sphere with a pair of delicate filaments inside. When activated, electricity flows through the filaments, causing them to glow. When activated, the lightbulb emits light into a 20-ft radius. The light emitted by the device is similar to that of a torch.

Lightning Capacitor

Energy [Electricity] Level: Tec/Inv 5 Weight and Size: 12 lbs; Tiny Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft of the primary target) Duration: Instantaneous Saving Throw: Reflex half Cost to Build: 400 gp, lightning rod (×1) A lightning capacitor resembles a lightning rod, but with multiple tubes protruding from a much larger box attached at the base of the device. This device creates an electrical charge that begins as a single charge. When the device strikes a designated target, the charge arcs to other targets. The bolt deals 1d6 points of electricity damage per student level (maximum 15d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to the constructor’s stuSilven Crossroads

Chapter 4: Devices dent level (maximum 15). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. Attackers choose secondary targets, but they must all be within 20 feet of the primary target, and no target can be struck more than once. Wielders can choose to affect fewer secondary targets than the maximum.

Lightning Rod

Energy [Electricity] Level: Tec/Inv 1 Weight and Size: 5 lbs; Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Cost to Build: 20 gp A lightning rod appears as a long metal tube with a solid metal sphere at its top. At the base of the tube is a box-like mechanism that crackles with electricity. A lightning rod can be directed at a single creature. To use it, wielders must make a ray attack. If the wielder hits, the device deals 1d8+1/level (max +5) electricity damage to its target.

Liquid Nitrogen

Chemistry (Liquid) [Biochemical, Cold, Expendable] Level: Tec/Inv 5 Type: Contact Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial (see text) Cost to Build: 200 gp Liquid nitrogen is a clear liquid that is extremely cold to the touch.

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Steamworks Touching a creature with liquid nitrogen requires a melee touch attack. If successful, the device deals 1d6/level (max 20d6) points of cold damage to the creature touched, as well as paralyzes the creature for 1 round/level. The creature is allowed a Fortitude save; if the save is successful, the creature is not paralyzed.

Magnet

Energy [Magnetic] Level: Tec/Inv 1 Weight and Size: 5 lbs (see text); Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Itself Duration: 1 round/level (D) Saving Throw: Fortitude partial (see text) Cost to Build: 20 gp A magnet appears as a symmetrical piece of metal. When brought near metal objects, however, the objects are drawn towards the magnet. When constructing a magnet, the student chooses how heavy it is, up to 5 lbs/level. The magnet’s weight modifies how much weight it can pull, but also affects the wielder’s ability to carry it. The magnet attracts objects that weigh less than it. An object within range of the magnet must make a Fortitude save in order to avoid being dragged towards the magnet, at 5 feet per turn at the start of the magnet’s activator’s turn. If a suit of metal armor being worn is affected by this device, the wearer of the armor must make another Fortitude save to remain standing; failure indicates that the character falls prone and is dragged towards the magnet at a rate of 5 feet per turn. Each turn, the character wearing the metal armor may attempt another Fortitude save to stand and prevent himself from being further dragged, though on each subsequent turn the character must make another Fortitude save to avoid falling prone once more.

Magnetic Barrier

Energy [Magnetic] Level: Tec/Inv 4 Weight and Size: 20 pounds; Tiny Activation Time: 1 standard action Silven Crossroads

Chapter 4: Devices Range: Close (25 feet + 5 feet/2 levels) Area: 1 10-foot cube/level (S) Duration: 1 round/level (D) Saving Throw: Fortitude partial (see text) Cost to Build: 200 gp, magnet (×1) A magnetic barrier is little more than a box that is placed on a floor. When activated, it projects a wall of magnetic force. The wall the magnetic barrier projects consists of one 10-foot cube per student level; each of these 10-foot cubes must be adjacent to each other when the device’s area is determined. A creature can attempt to move through the wall, though this requires a successful Fortitude save for each 5 feet passed through; failure indicates that the creature is shunted to the nearest square the magnetic barrier’s effect does not occupy. Creatures that are mostly ferrous or creatures carrying at least one-half their weight in iron or ferrous materials must make two successful Fortitude saves for each 5 feet they travel through the wall.

Magnetic Containment

Energy [Magnetic] Level: Tec/Inv 4 Weight and Size: 20 pounds; Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: 1-foot-diameter/level sphere, centered around a creature or object Duration: 1 min./level (D) Saving Throw: Reflex negates Cost to Build: 200 gp, magnet (×1) A magnetic containment device is a small device that projects a sphere of magnetic force around a creature or object. The magnetic containment is a small device that projects a sphere of magnetic force around an object or creature, provided the object or creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the device’s duration. The sphere is not subject to damage of any sort except from a targeted electromagnet; this effect destroys the sphere without harm to the subject. Nothing can Page 78

Steamworks pass through the sphere, inside or out, though the subject can breathe necessary if it is a creature. The subject may struggle, but the sphere cannot be physically moved either by creatures outside it or by the struggles of those within. Creatures that are mostly ferrous or creatures carrying at least half their weight in iron or ferrous materials are also paralyzed while within the sphere. Destroying the device itself causes the sphere of magnetic force it creates to disperse.

Magnetic Disruptor

Energy [Magnetic] Level: Tec/Inv 3 Weight and Size: 10 lbs; Tiny Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 20-foot radius spread Duration: Instantaneous Saving Throw: Reflex half Cost to Build: 100 gp, magnet (×1) A magnetic disruptor is a conical device with a magnet encased within. When activated, the device spins and amplifies the strength of the magnet, causing magnetic waves to wash over a small area. The magnetic disruptor uses highly disruptive magnetic waves that are strong enough to rend apart matter. These magnetic waves deal 1d6/level (max 10d6) points of magnetic damage to every creature within the area, as well as to unattended objects. Creatures that are mostly ferrous, creatures carrying at least half their weight in iron or ferrous materials, and objects made partially or mostly of metal are moved 5 feet away from the origin of the effect; treat this as a bull rush attempt, with a bonus equal to the constructor’s student level and no maximum move limit. If the creature would be moved into a wall or other similar structure, the creature is not moved and instead takes 1d6 points of damage for each 5 feet it would have been moved.

Magnetic Glove

Energy [Equipment, Magnetic] Level: Tec/Inv 2 Slot: Gauntlet Silven Crossroads

Chapter 4: Devices Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Range: Touch Effect: Itself Duration: 1 min/level (D) Cost to Build: 40 gp, magnet (×1) A magnetic glove appears as a bulky metal gauntlet, with magnets integrated throughout the metal. When activated, the magnets spin rapidly in their casings, amplifying their magnetic waves and channeling them through the palm of the glove. The magnetic glove is a heavy metal glove. Donning a magnetic glove is a standard action. When activated, the hand the magnetic glove is worn upon becomes magnetic. If the wearer holds a metal object, he gets a +10 circumstance bonus to resist disarm attempts. The wearer also gains a +10 circumstance bonus on Climb checks to climb up a metal surface or object (like a metal pipe). When the wearer focuses his attention (requiring concentration) and holds the palm of the hand wearing the magnetic glove towards a metal or mostly metal object within 5 feet/level weighing 10 lb/level or less, the wearer can choose to drag it towards him or push it away at a rate of 5 feet per round and can otherwise attempt to manipulate the item (such as turning it in place).

Magnetic Oscillator

Energy [Electricity, Equipment, Magnetic] Level: Tec/Inv 7 Slot: Belt Weight and Size: 2 lbs; Diminutive Activation Time: 1 standard action Range: Personal Effect: Itself Duration: Until expended or 10 min/level (D) Cost to Build: 2000 gp, electromagnet (×1) A magnetic oscillator is a strong electromagnet encased in a metal sheath. When activated, the electromagnet generates a small field of electricity. When this device is activated, it deflects device effects targeted on the wielder back at the original user. Page 79

Steamworks This device turns only devices that have the wielder as a target. Effect and area devices are not affected. A magnetic oscillator also fails to stop touch range devices. From seven to ten (1d4+6) device levels are affected by the turning. The exact number is rolled secretly. When the wielder is targeted by a device of higher level than the amount of device turning she has left, that device is partially turned. Subtract the amount of device turning left from the device level of the incoming device, and then divide the result by the device level of the incoming device to see what fraction of the effect gets through. For damaging devices, the wielder and the activator each take a fraction of the damage. For nondamaging devices, each has a proportional chance to be affected. If the wielder and an attacker are both warded by device turning effects in operation, a resonating field is created. Roll randomly on the table below to determine the result. d% Effect 01–70

Device’s effect dissipates without effect.

71–80

Device effect affects both the wielder and the attacker equally at full effect.

81–97

Both device turning effects are rendered non-functional for 1d4 minutes.

98–100

Both of the wielder and the attacker are affected as though by the targeted disrupt option of an electromagnet

Metabolic Accelerator

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 8 Type: Ingested Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Range: Personal Effect: Itself Duration: 1 min/level Saving Throw: Fortitude negates (harmless) Cost to Build: 2000 gp A metabolic accelerator is a blue-green liquid that smells of honey and has a sweet taste. While under the effect of metabolic accelerator, the drinker automatically heals damage at the rate of 10 hit points per round.

Silven Crossroads

Chapter 4: Devices This device is not effective against damage from starvation, thirst, or suffocation. Also, attack forms that don’t deal hit point damage (for example, most poisons) ignore a metabolic accelerator. The drinker can also use this device to regrow lost portions of his body and to reattach severed limbs or body parts, if he do nothing but concentrate on regrowing the lost body part or reattaching the severed limb for the duration of the device. The drinker does not gain the benefits described earlier (that is, the drinker does not heal damage at a rate of 10 hit points per round) when he drinks a metabolic accelerator for this purpose.

Mind Control Helm

Chemistry [Equipment, Mind-Affecting] Level: Tec/Inv 6 Slot: Helmet Weight and Size: 6 lbs; Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: 1 min/level (D) Saving Throw: Will negates Cost to Build: 1000 gp, empathic transmitter (×1) A mind control helm is a metal helm with bright-colored liquids flowing through it. When activated, the liquids mix, giving the wearer the ability to control the mind of a nearby humanoid. When a user activates a mind control helm, he must choose a humanoid creature within range. He can control the actions of that creature through a telepathic bond established with the creature’s mind. If the wearer and the subject have a common language, he can generally force the subject to perform as he desires, within the limits of its abilities. If no common language exists, he can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” Wearers know what the subject is experiencing, but do not receive direct sensory input from it, nor can it communicate with the wearer telepathically. Changing instructions or giving a controlled creature a new command is the equivalent of redirecting a device, and is a move action.

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Steamworks By concentrating fully on the device (a standard action), the user can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with the user. Wearers can’t actually see through the subject’s eyes, so it’s not as good as being there, but users still get a good idea of what’s going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Orders that are clearly self-destructive are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the wearer and the subject are on the same plane. Users need not see the subject to control it.

Mnemonic Inducer

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 2 Type: Ingested Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Range: Touch Target: One creature Duration: 1 min/level Cost to Build: 20 gp A mnemonic inducer is a light-blue liquid that has a semi-sweet taste, though it has a musty smell, similar to that of aged parchment. A mnemonic inducer is a device that has been found to temporarily enhance mental functions. Different variations are used for different purposes: some enhance thought and reasoning, others induce common sense and logic, while a few increase personal magnetism and charm. When a student constructs a mnemonic inducer, she must choose what ability score it will enhance: Intelligence, Wisdom, or Charisma. Once chosen, this cannot be changed. Those that drink the mnemonic inducer feel the effects immediately. The drinker gains a +4 enhancement bonus to the specified ability score until the duration of the device ends.

Chapter 4: Devices Napalm

Armaments [Expendable, Fire] Level: Tec/Inv 4 Proficiency?: No Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Range: Range Increment - 20 ft Area: 20-foot radius spread Duration: 1 round/level Saving Throw: Reflex half (see text) Cost to Build: 100 gp, alchemist’s fire (×1) Napalm is a white, sticky substance that burns continually when lit on fire. Throwing napalm is a ranged touch attack, and it splashes upon impact. When it lands, it spreads white-hot material in a 20-foot radius spread, dealing 1d6/level (max 10d6) points of fire damage to all creatures and unattended objects. A successful Reflex save halves this damage. However, the napalm is difficult to remove, and it continues burning each round. Each round, all creatures and objects affected by the splash take another 1d6/2 levels (max 5d6) points of fire damage. Scraping the napalm off is a move action, and the creature or object still takes damage from the napalm that round; however, the creature or object takes no further damage. After 1 round/level, the napalm has consumed itself, and though it still clings to creatures and objects affected by it, it no longer burns and deals no damage.

Nerve Gas

Chemistry (Gas) [Biochemical, Expendable] Level: Tec/Inv 5 Type: Contact Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Effect: Fog spreads in a 20 ft. area, 20 ft. high Duration: 1 min/level Saving Throw: Fortitude partial (see text) Cost to Build: 200 gp Nerve gas appears as a yellow vapor with a nauseating smell.

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Steamworks Nerve gas automatically kills any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 Constitution damage on your turn each round while it is in the cloud). A living creature with 6 or more HD takes 1d4 points of Constitution damage each round it is in the cloud (a successful Fortitude save halves this damage). A creature holding it’s breath is unaffected by this effect; creatures immune to poison are also immune to this effect. The gas moves away from the wielder at 10 feet per round, rolling along the surface of the ground. Determine the cloud’s new spread each round based on its new point of origin, which is 10 feet farther from the point of origin where the wielder activated the device. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be used underwater.

Neural Destabilizer

Chemistry [Equipment, Mind-Affecting] Level: Tec/Inv 7 Slot: Weapon (two-handed) Weight and Size: 20 lbs; Tiny Range: Medium (100 feet + 10 feet/level) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Cost to Build: 2000 gp, neural scrambler (×1) A neural disruptor resembles a neural scrambler. This device functions as per a neural scrambler, save that the confusion effect it causes is permanent.

Neural Disruptor

Chemistry [Death, Equipment, Mind-Affecting] Level: Tec/Inv 7 Slot: Weapon (two-handed) Weight and Size: 22 lbs; Tiny Range: Close (25 feet + 5 feet/2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partial (see text) Silven Crossroads

Chapter 4: Devices Cost to Build: 2000 gp, neural scrambler (×1) A neural disruptor resembles a cross between a neural scrambler and a death ray. On activating this device, the wielder directs a ray of pulsating black energy at a single living creature. The ray attempts to completely destroy the creature’s neural pathways. The creature is entitled to a Fortitude save to survive the attack. If the save is successful, the creature takes 3d6+1/level (maximum +25) points of damage. If the save fails, the creature dies instantly.

Neural Scrambler

Chemistry [Equipment, Mind-Affecting] Level: Tec/Inv 4 Slot: Weapon (two-handed) Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Fortitude negates Cost to Build: 200 gp A neural scrambler is a long, thin device with a dish at its far-end; a strap makes it convenient for carrying. When used, chemicals within the device are electrically-charged, producing a ray that temporarily scramble’s a target’s mind. Using a neural scrambler counts as a ray attack. If you hit, the target is allowed a Fortitude save to avoid its effect. If the creature fails its save, it is confused. A confused creature is unable to independently determine its action. Roll on the following table at the beginning of the subject’s turn each round to see what the subject does on that round. d% Behavior 01–10

Attack activator with melee or ranged weapons (or close with activator if attack is not possible).

11–20

Act normally.

21–50

Do nothing but babble incoherently.

51–70

Flee away from activator at top possible speed.

71–100

Attack nearest creature (for this purpose, a familiar, psicrystal, or contraption counts as part of the subject’s self ).

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Steamworks A confused character that can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character that is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Night Drops

Chemical (Liquid) [Biochemical, Expendable] Level: Tec/Inv 2 Type: Contact Weight and Size: 1/16 lb; Diminutive Activation Time: 1 standard action Range: Touch Target: One creature Duration: 1 hour/level Cost to Build: 20 gp Night drops are a slick, black, oily liquid. When placed in the eye, the liquid spreads out over the iris, causing the user’s eyes to turn a milky black in color. For the first round after the creature has night drops in its eyes, it takes a –2 circumstance penalty on all Search and Spot checks. After the first round, these penalties go away and the device grants darkvision with a range of 30 feet + 5 feet/2 levels (max 60 feet). Creatures that already have darkvision do not benefit from this device.

Nitric Acid

Chemistry (Liquid) [Acid, Expendable] Level: Tec/Inv 1 Type: Contact Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Range: Range Increment – 15 feet Target: One creature or object Duration: Instantaneous Saving Throw: None Cost to Build: 10 gp Silven Crossroads

Chapter 4: Devices Nitric acid appears as a colorless liquid, and is often in a glass container. When spilled on a creature or object, it immediately bubbles as it eats away at whatever it is poured upon. To use nitric acid, the user must make a ranged touch atack when throwing the device at a target; a melee touch attack must be made for creatures within reach. If the user hits, the target takes 1d8+1/level (max +5) acid damage.

Nitroglycerin

Armaments (Explosive) [Expendable, Fire] Level: Tec/Inv 3 Proficiency?: No Weight and Size: ½ pound; Diminutive Activation Time: 1 standard action Range: Range Increment - 20 ft Area: 20-foot burst Duration: Discharge (D) Saving Throw: Reflex half Cost to Build: 50 gp, nitric acid (×1) Nitroglycerin is an extremely volatile compound that explodes when disturbed. When activated, nitroglycerin is extremely volatile. When struck forcefully, it detonates, dealing 1d6/ level (max 10d6) points of fire damage to everything in the area of effect.

Noiseblaster

Armaments (Weaponry) [Equipment, Sonic] Level: Tec/Inv 5 Slot: Weapon (two-handed) Weight and Size: 10 lbs; Tiny Activation Time: 1 standard action Range: 60 ft Area: Cone-shaped burst to extreme edge of range Duration: Instantaneous Saving Throw: Fortitude half and negates (see text) Cost to Build: 400 gp A noiseblaster is an unwieldy box-like object held by two handles. Out of the front of the box protrudes a long, conical horn. When activated, Page 83

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the device hums for an instant before blasting forth a deafening sound. When the noiseblaster is activated, it generates a cone of deafening sound that also affects the nerves of creatures it strikes, causing temporary confusion as per a neural scrambler. The cone deals 1d6/level (max 15d6) points of sonic damage to all creatures in its area, and also confuses all living creatures in the area for 1 round. Creatures that make a successful Fortitude save take only half damage and are not confused.

Ornithopter

Mechanical [Equipment] Level: Tec/Inv 3 Slot: Cloak Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Range: Touch Effect: Itself Duration: 1 min/level (D) Cost to Build: 100 gp An ornithopter is a backpack-sized device that fits over the wearer’s back. When activated, the backpack sprouts two wings that the wearer can control with a pair of handles that protrude from the backpack. When activated, the ornithopter allows the wielder to fly with a movement rate of 90 feet (or 60 feet, if

the wielder is carrying a medium or heavy load) and an average maneuverability. The device can ascend at half speed and descend at double speed. Using such a device requires a move action each round, but other than that, the wielder can attack, activate devices, and perform other actions normally. The wielder can charge but not run while using an ornithopter, and the wielder cannot carry aloft more weight than its maximum load. When the device’s duration ends, the wielder glides downward slowly, as though under the effect of a parachute cloak. The device cannot be activated again until the wings are properly stored into the backpack once more. Doing so takes a full-round action.

Ornithopter, Improved

Mechanical [Equipment] Level: Tec/Inv 5 Duration: 1 hour/level (D) Cost to Build: 400 gp This device functions like an ornithopter, except that it can fly at a speed of 60 feet (40 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this device for long-distance movement, it can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means the wielder can cover 96 miles in an eight-hour period of flight (or 64 miles at a speed of 40 feet).

ter

Ornithop

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Steamworks Oxidant

Chemistry [Expendable] Level: Tec/Inv 4 Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Range: Touch Effect: Itself Duration: Discharge Cost to Build: 100 gp Oxidant is a rust-colored compound that is soft to the touch. When it comes into contact with metal, the oxidant is absorbed into the metal, and the metal becomes instantly rusted, pitted, and corroded. Oxidant is a material full of oxygen-based compounds, which immediately cause any metal it comes into contact with to rust. Applying oxidant to an item is a standard action. Any iron or iron alloy item oxidant comes into contact with becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius, a 3-footradius volume of the metal is rusted and destroyed. Magic and technological items made of metal are immune to this device, as are items crafted out of adamantine, mithral, orichalcum, and titanium. You may employ the oxidant in combat with a successful melee touch attack. If the oxidant is used in this way, it instantly reduces the armor bonus provided by the armor by 1d4 points (to a minimum of a +1 armor bonus) through corrosion; the armor is allowed a Fortitude save to negate this effect. Weapons in use by an opponent are more difficult to hit with oxidant. Users must succeed on a melee touch attack against the weapon; making such an attack provokes an attack of opportunity. A metal weapon struck with oxidant is instantly destroyed. Against a ferrous creature, oxidant instantaneously deals 3d6+1/level (max +15) points of damage.

Oxygenzier

Chemistry [Equipment] Level: Tec/Inv 3 Slot: Neck Weight and Size: 1/4 lb; Diminutive Activation Time: 1 standard action Silven Crossroads

Chapter 4: Devices Effect: Itself Duration: 1 hour/level (D) Cost to Build: 100 gp An oxygenizer is a small apparatus that is inserted into the user’s mouth. While worn, it filters water that enters through it and produces air the user can breathe. Donning or removing an oxygenizer is a move action. While worn, the wearer can breathe normally underwater, but cannot breathe in normal air.

Parachute Cloak

Mechanical [Equipment] Level: Tec/Inv 1 Slot: Cloak Weight and Size: 5 lbs; Small Activation Time: 1 immediate action Effect: Itself Duration: Until landing (D) Cost to Build: 20 gp A parachute cloak looks like a gray cloak, though it is unusually long and has a backpack-like apparatus attached to the inside near the wearer’s shoulders. When activated, the parachute cloak billows into a balloon-like shape, slowing the wearer’s descent. While wearing a parachute cloak, a character that falls can save himself by pulling a cord on the apparatus attached to the parachute cloak. If the character does so, he falls at a rate of 10 feet/round, and the character takes no damage from falling. Users can activate this device with an instantaneous pull of a cord, quickly enough to save themselves if they unexpectedly fall. Returning the parachute cloak to its original prefall state takes a full-round action of rewinding the cord.

Phase Shifter

Energy [Equipment] Level: Tec/Inv 4 Slot: Bracer Weight and Size: 5 lbs; Diminutive Activation Time: 1 standard action Page 85

Steamworks Range: Personal Effect: Itself Duration: 1 round/level (D) Cost to Build: 200 gp A phase shifter is integrated into a normal leather bracer; the bracer is covered in a mesh of wiring, and has a single button that activates the device. The phase shifter is a small device that causes the creature wearing it to be slightly out of phase with time, making it move and act more quickly than it normally could; putting on the phase shifter is a move action. When making a full attack action, the creature wearing the phase shifter may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation (this effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action). A creature wearing a phase shifter gains a +1 haste bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes the wearer lose his Dexterity bonus to Armor Class (if any) also makes him lose dodge bonuses. The movement modes of the creature wearing the phase shifter (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple phase shifters do not stack; nor do the effects of a phase shifter stack with the haste spell. A phase shifter negates the effects of a temporal dampener.

Pin Missile

Armament (Weaponry) [Equipment] Level: Tec/Inv 1 Proficiency?: No Slot: Weapon (light) Weight and Size: 1 lb; Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Silven Crossroads

Chapter 4: Devices Target(s): Up to five creatures, no two of which can be more than 5 ft apart Duration: Discharge (D) Cost to Build: 20 gp A pin missile is a simple box with a crank lever on one side and an array of pins jutting from a forward-pointing hole. When activated, the lever is depressed, sending one or more pins shooting from the device at blinding speed. A pin missile shoots long spines or needles released at high velocities by spring-based pressurization. A pin shot from this device deals 1d4+1 points of damage. The pin does not strike unerringly. The user must make a ranged touch attack to hit the target or targets. For every two levels past 1st, the constructor may add an additional pin to the pin missile. If the wielder shoots multiple pins, hecan have them strike a single creature or several creatures. A single pin can strike only one creature. The wielder must designate targets before making attack and damage rolls. A pin missile can contain up to five pins. When a charge is expended, the pin chamber rotates, bringing the next set of pins in line with the firing mechanism.

Planar Projector

Energy [Equipment] Level: Tec/Inv 8 Slot: Belt Weight and Size: 150 lbs; Medium Activation Time: 30 minutes Range: Personal Target: You Duration: 1 hour/level (D) Cost to Build: 4000 gp A planar projector is a long bed-like device, with an arm ending in a mirrored sphere which rests above the device. When activated, a creature lying on the device is projected onto the astral plane. This device allows a user to project a verion of herself onto the Astral Plane, leaving her physical body behind on the Material Plane in a state of suspended Page 86

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animation. The device projects an astral copy of the user and all objects worn or carried onto the Astral Plane. Because the Astral Plane touches on other planes, users can travel astrally to any of these other planes as they wish. To enter a plane, the user leaves the Astral Plane, forming a new physical body (and equipment) on the newly entered plane of existence. While on the Astral Plane, the user’s astral body is connected at all times to her physical body by a silvery cord. If the cord is broken, she is killed, astrally and physically. Luckily, few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to her body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes. Users may travel through the Astral Plane for 1 hour/constructor level. The user’s body waits behind in a state of suspended animation until she chooses to return her spirit to it. The device effect lasts until the user desires to end it, or until it is terminated by some outside means, such as an electromagnet used on either the physical body or the astral form, the breaking of the silver cord, the end of the device’s duration, or the destruction of the user’s body back on the Material Plane (which kills the user).

When a creature drinks a polyvolver, the creature gains the Shapechanger subtype for the duration of the device’s effect. While the duration lasts, the creature may change form at will; doing so requires a standard action that does not provoke an attack of opportunity. The new form chosen must be within two size categories of the drinker (that is, a Medium-size creature can choose a form that is Tiny, Small, Medium-size, Large, or Huge). Changing form does not cause the creature to regain hit points. The new form must be from one of the following creature types: Animal, Humanoid, Monstrous Humanoid, or Plant. The form chosen must be one with which the drinker is familiar. A chosen form’s Hit Dice cannot exceed the drinker’s Hit Dice. Any gear worn or carried by the creature does not change size with the creature; as such, if the creature chooses a form larger than his natural form, his worn equipment tears and shreds to accommodate his new size; if he chooses a smaller form, his worn equipment falls away. The drinker can only communicate in the same way that the chosen form can communicate. In the case of animals, he is limited to sounds that a normal, untrained animal of that variety can make. When the duration ends, the drinker immediately reverts to his natural form and regains lost hit points as though he had rested for a night.

Polyvolver

Chemistry [Mind-Affecting] Level: Tec/Inv 7 Weight and Size: 10 lbs; Diminutive Activation Time: 1 round (see text) Range: Touch Target: One living creature Duration: Permanent Saving Throw: Will negates Cost to Build: 2000 gp

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 6 Type: Ingested Weight and Size: 1/4 lb; Diminutive Activation Time: 1 standard action Range: Touch Target: One living creature Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Cost to Build: 500 gp Polyvolver is a blue-green liquid, much thicker than milk and sour to the taste. When consumed, it causes mild incohesion of the drinker’s form, allowing the drinker to change form. Silven Crossroads

Psychogenic Probe

A psychogenic probe is a tiny needle-like object designed to enter the brain of a creature without disrupting its skin or other tissue. When inserted into a creature, it injects a liquid that disrupts and changes the creature’s memories.

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Steamworks When using a psychogenic probe, the wielder must succeed at a melee touch attack. If successful, the wielder can reach into its mind and modify as many as 5 minutes of its memories in one of the following ways: eliminate all memory of an event the subject actually experienced (this device cannot negate charm, geas/quest, suggestion, or similar spells); allow the subject to recall with perfect clarity an event it actually experienced; change the details of an event the subject actually experienced; or implant a memory of an event the subject never experienced. Using the device takes 1 round. If the subject fails to save, the wielder may proceed with the device by spending as much as 5 minutes (a period of time equal to the amount of memory time modified) altering the liquid in the device to produce the desired effect. If the wielder’s concentration is disturbed before the liquid is complete, the activation attempt is lost.

Quintessence

Chemistry (Liquid) [Expendable] Level: Tec/Inv 4 Type: Contact Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Effect: Itself Duration: Instantaneous Cost to Build: 100 gp Quintessence is a translucent, light-blue substance. It is gooey, similar to glue or grease in consistency. From some angles, it shimmers like a mirror, and from others, it appears completely transparent. Touching it brings a cool shock that slowly fades to complete numbness. Quintessence is liquid time. You can smooth a single charge of quintessence around a Diminutive object or smaller; for every two additional charges of quintessence used, the object can be one size category larger (three charges are needed for a Tiny object, five for a Small, seven for a Medium-size, and so on). Objects sealed within quintessence are protected from the effects of time; in effect, they enter a state of stasis. Living flesh with only partial contact with quintessence is also partially pulled out of the timestream. This disruption deals 1 point of dam-

Silven Crossroads

Chapter 4: Devices age per round beginning 10 rounds after the partial contact begins. When quintessence is removed from an object, it evaporates back into the timestream.

Reloader

Armaments (Enhancement) Level: Tec/Inv 1 Proficiency?: No Weight and Size: 2 lbs; Diminutive Activation Time: 1 standard action Effect: Itself Duration: 1 round/level (D) Cost to Build: 20 gp The reloader appears as an elaborate quiver attached directly to a ranged weapon that uses ammunition. Upon firing, the reloader clicks and whirs, using the inertia from firing to bring another arrow or bolt into place. The reloader is a small device attached to a ranged weapon that uses ammunition, and the ammunition for the weapon is placed within it. Attaching the device to a ranged weapon takes a standard action for simple or martial weapons, or a full-round action for an exotic weapon. When the weapon is fired, the reloader automatically reloads the weapon. It does this fast enough for a character to make an additional attack with the weapon each time he attacks with it, at his highest attack bonus with the weapon. However, the weight of the reloader causes the weapon to be slightly unwieldy, giving the wielder a –2 mechanical penalty on all attack rolls with the weapon. If the reloader is attached to a weapon while it is not activated, the penalties associated with having it attached apply. Removing the reloader is a full-round action.

Repair Fluid

Energy [Expendable] Level: Tec/Inv 2 Cost to Build: 20 gp As per prototype repair fluid, but instead repairs 2d8+1/level (max +10) hit points.

Repair Fluid, Advanced Energy [Expendable]

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Steamworks Level: Tec/Inv 4 Cost to Build: 100 gp As per prototype repair fluid, but instead repairs 4d8+1/level (max +20) hit points.

Repair Fluid, Improved

Energy [Expendable] Level: Tec/Inv 3 Cost to Build: 50 gp As per prototype repair fluid, but instead repairs 3d8+1/level (max +15) hit points.

Repair Fluid, Perfect

Energy [Expendable] Level: Tec/Inv 6 Cost to Build: 500 gp As per prototype repair fluid, but instead repairs 10/ level (max 150) hit points.

Repair Fluid, Prototype

Energy [Expendable] Level: Tec/Inv 1 Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Effect: Itself Duration: Instantaneous Cost to Build: 10 gp Repair fluid appears as an oily, slick liquid, dark-brown in color. When poured over or into a piece of technology, the fluid repairs the item almost instantly. Pouring prototype repair fluid over or into a device, item, or construct is a move action. The item or construct is immediately healed for 1d8+1/level (max +5) hit points.

Routefinder

Mechanical Level: Tec/Inv 5 Weight and Size: 1 lb; Diminutive Activation Time: 3 rounds Range: Personal Effect: Itself Duration: 10 min/level (D) Cost to Build: 400 gp

Silven Crossroads

Chapter 4: Devices A routefinder is a handheld device with a wide variety of antennae protruding from its front. The face of the device is a blank map, which - when activated - displays the local area and which direction the wielder should take. The user of a routefinder can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. A routefinder works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of activation. The device enables the user to determine the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow. However, it does not account for obstacles such as traps. The device’s effect ends when the destination is reached or the duration expires, whichever comes first. A routefinder can be used to remove the subject and its companions from the effect of a maze spell in a single round. This device does not predict or allow for the actions of creatures (including guardians).

Rust Grenade

Armaments (Explosive) [Expendable] Level: Tec/Inv 6 Proficiency?: No Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Range: Range Increment - 20 ft Area: 20-foot radius spread Duration: Discharge (D) Saving Throw: Fortitude partial (see text) Cost to Build: 500 gp, oxidant (x1), grenade (×1) A rust grenade is similar in construction to a grenade, though it is rust-colored and filled with liquid. When it detonates, it spreads an oxidizing agent over its blast radius, instantly rusting everything it touches. When a rust grenade is detonated, it affects everything within a 20-foot radius with oxidant.

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Steamworks Seismic Distorter

Mechanical [Earth] Level: Tec/Inv 7 Weight and Size: 25 lbs; Small Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 80-ft radius spread (S) Duration: 1 round (D) Saving Throw: See text Cost to Build: 2000 gp, seismograph (x1) A seismic distorter resembles a seismograph, but with six heavy rods situated in the center of the device. When activated, the rods plunge into the ground and rapidly vibrate, generating an earthquake. When activated, an intense but highly localized tremor rips the ground. The shock knocks down creatures, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A student on the ground must make a Concentration check (DC 20 + spell level) or fail his activation attempt. The seismic distorter affects all terrain, vegetation, structures, and creatures in the area. The specific effect of a seismic distorter depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel: The device collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). A seismic distorter on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs: The seismic distorter causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the device’s effect, all fissures grind shut, killing any creatures still trapped within.

Silven Crossroads

Chapter 4: Devices Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). River, Lake, or Marsh: Fissures open in the ground beneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the device, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the device effect, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Seismograph

Mechanical [Equipment, Sonic] Level: Tec/Inv 3 Slot: Boots Weight and Size: 5 lbs; Tiny Activation Time: 1 standard action Range: 30 ft Effect: Itself Duration: 1 round/level (D) Cost to Build: 100 gp A seismograph is constructed from a pair of boots with specially-constructed soles. The soles of the boots are designed to read the movements of the ground beneath the wearer. Putting on a seismograph takes a full-round action. While activated, the character wearing the seismograph gains tremorsense with a range of 30 feet.

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Steamworks Scope

Armaments (Enhancement) Level: Tec/Inv 3 Cost to Build: 100 gp, prototype scope (×1) This device functions as per prototype scope, except that it provides a +1/4 levels (max +5) bonus to attack and damage rolls.

Scope, Prototype

Armaments (Enhancement) Level: Tec/Inv 1 Proficiency?: Yes Weight and Size: ½ lb; Fine Activation Time: 1 standard action Effect: Itself Duration: 1 round/level (D) Cost to Build: 20 gp, spectacles (×1) A scope is a small length of metal with small protrusions that attach to a weapon. Inside the tube proper are several magnifying lenses, which together allow the user to pinpoint targets easier and hit vulnerable areas more precisely. The scope is a small eyepiece that conveniently attaches to a ranged weapon. Attaching a scope to a ranged weapon is a move action. This device enhances sight, showing very precise details and enlarging far-off targets. Thus, it grants a +1 enhancement bonus on attack and damage rolls with the ranged weapon. However, the scope is not very accurate nor stable, and after 1 round/level, its bearings loosen too much to function accurately. A rogue that uses a prototype scope can add her sneak attack damage to ranged attacks against targets up to 80 feet away.

Sensor

Mechanical Level: Tec/Inv 0 Weight and Size: 1 lb; Tiny Activation Time: 1 standard action Range: 60 ft. Area: Circle emanating from the device to extreme edge of range Duration: Concentration, up to 1 minute/level (D) Cost to Build: 10 gp Silven Crossroads

Chapter 4: Devices A small box-shaped object with multiple antennae projecting from the front. A simple meter readout adorns the front, along with dials to control the energy frequencies being searched for. The sensor picks up on minute electronic or mechanical signals that are above and beyond human senses, and determines whether or not technology is present in the given area. If it is, the device presents more information. 1st Round: Presence or absence of technology within range. 2nd Round: Number of technological auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the item or creatures bearing the auras are in line of sight, the user can make Techcraft skill checks to determine the field of technology involved in each (make one check per aura; DC 15 + device level, or 15 + half student level for a nondevice effect). Aura Strength: An aura’s power depends on a device’s functioning device level or an item’s student level. If an aura falls into more than one category, the sensor indicates the stronger of the two. Aura Power

Device or Object

Faint Moderate Strong Overwhelming

Functioning Device (device level)

3rd or lower

4th–6th

7th–9th

10th+ (epic level)

Technological item (student level)

5th or lower

6th–11th

12th– 20th

21st+ (artifact)

Lingering Aura: A technological aura lingers after its original source ceases (in the case of a device) or is destroyed (in the case of an item). If the sensor is activated and directed at such a location, the device indicates dim auras (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint

1d6 rounds

Moderate

1d6 minutes

Strong

1d6×10 minutes

Overwhelming

1d6 days

The device effect penetrates 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.

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Steamworks Skeleton Key

Mechanical Level: Tec/Inv 2 Weight and Size: ½ lb; Diminutive Activation Time: 1 standard action Range: Touch Target: One lock Duration: 1 round (D) Cost to Build: 40 gp A skeleton key appears as a key with sliding panels and plates that allow it to adjust to any lock’s particular workings and open it. When used on a lock, which may be a standard lock or another lock-like mechanism, the skeleton key allows its user to make an Open Lock check even if she has no ranks in the skill, and gives her an equipment bonus of +4/level (max +16) on the check to open the lock.

Sleep Gas

Chemistry (Gas) [Biochemical, Expendable] Level: Tec/Inv 1 Type: Inhaled Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: 10-foot radius spread Duration: 1 round/level Saving Throw: Fortitude negates Cost to Build: 10 gp Sleep gas appears as a thick, violet gas that slowly fills an area. Those that inhale the gas quickly fall asleep. Sleep gas is a chemical concoction that puts creatures within its area to sleep. This is a normal type of sleep—anything that normally rouses the creature does so while the creature is under the effects of this device. An affected creature may make a Fortitude save to avoid falling asleep. Those affected by the gas slumber for 1 round/level.

Silven Crossroads

Chapter 4: Devices Smokestick

Chemistry [Darkness, Expendable] Level: Tec/Inv 1 Type: Application Weight and Size: ½ lb; Fine Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: 10-foot square Duration: 1 round/level Cost to Build: 10 gp A smokestick is a normal stick coated in a mildly sticky alchemical substance. When lit on fire, it immediately begins spewing forth a thick, black smoke. Once the smokestick is ignited, all creatures in the area gain concealment (20% miss chance) because of a thick, black smoke. Even creatures that can normally see in such conditions have the miss chance in an area shrouded in the smoke. The stick itself is destroyed after a round passes, but the smoke persists until the duration ends.

Solar Array

Energy [Equipment, Light] Level: Tec/Inv 8 Slot: Weapon (two-handed) Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Range: Long (400 feet + 40 feet/level) Area: 60-ft radius burst Duration: Instantaneous Saving Throw: Reflex partial (see text) Cost to Build: 4000 gp A solar array is a complex array of highly-polished mirrors. When directed at an area, the device uses either existing sunlight or stored light to create a blast of searing sunlight. The solar array causes a globe of searing radiance to explode silently from a point the wielder selects. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half. Page 92

Steamworks

Chapter 4: Devices

An undead creature caught within the globe takes 1d6 points of damage per student level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by this device deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. A solar array negates any darkness spells, powers, or devices of lower than 9th level within its area.

When a sonic grenade is activated, it gives off a low hum, which can be heard with a successful Listen check at DC 10. Once activated, if struck forcefully, it detonates with a dull, deafening roar. The roar deals 1d6/level (max 10d6) sonic damage to everything within the area of effect; unaffected objects are also affected by this damage. Creatures that are damaged by the device are also deafened for 1 round/level. Creatures that make a successful Fortitude save take only half damage and are not deafened.

Solvaway

Spectacles

Chemical (Liquid) [Expendable] Level: Tec/Inv 3 Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Area: 10-foot square Duration: Instantaneous Cost to Build: 50 gp Solvaway is a clear spray-on liquid that has an acrid smell. When sprayed on hardened compounds, it melts them, releasing steam. Solvaway is a special spray-on chemical designed to break through the restricting compound used in flashseal, glue, tanglefoot, and tangler grenades. A single application of solvaway completely dissolves any hardened compound or other substance and frees any characters trapped by them as though the compound had dissolved on its own.

Sonic Grenade

Armaments (Explosive) [Expendable, Sonic] Level: Tec/Inv 3 Proficiency?: Yes Weight and Size: ½ lb; Diminutive Activation Time: 1 standard action Range: Range Increment–20 ft Area: 20-foot radius spread Duration: Discharge (D) Saving Throw: Fortitude partial (see text) Cost to Build: 50 gp, grenade (×1), thunderstone (×1) A sonic grenade is a small, pressurized cylinder; if shaken, it rattles slightly. Silven Crossroads

Mechanical [Equipment] Level: Tec/Inv 0 Slot: Goggles Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Effect: Itself Duration: 1 day (D) Cost to Build: 10 gp Spectacles appear as a pair of glass lenses attached to a framework that is designed to fit comfortably over the nose and is held in place by earpieces. Spectacles are used to enhance vision. Those wearing the spectacles get a +2 equipment bonus on Search and Spot checks. After removing the spectacles, however, vision is momentarily blurred: for 1d4 rounds after removing the spectacles, the wearer receives a –2 penalty on Search and Spot checks, and a –1 penalty on all attack rolls.

Static Generator

Energy [Electricity] Level: Tec/Inv 6 Weight and Size: 20 lbs; Small Activation Time: 1 standard action Range: 30 feet Effect: 30-foot radius emanation centered on device Duration: 1 round/level (D) Cost to Build: 1000 gp A static generator is a small device topped by a hemisphere covered in a wire mesh. When activated, the device generates a low hum and the Page 93

Steamworks hemisphere spins, generating a field of static electricity. When this device is activated, it generates a field of static centered on the device that interferes with the activation of devices. When a device is activated within the area affected by a static generator, the user must use an additional charge to activate the device. If two or more fields from multiple static generators overlap, they do not stack.

Stun Grenade

Armaments (Explosive) [Expendable, Magnetic] Level: Tec/Inv 2 Proficiency?: No Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Range: Range Increment–10 ft Area: 10-foot radius burst Duration: 1 round/level Saving Throw: Fortitude negates (see text) Cost to Build: 20 gp, grenade (×1) A stun grenade appears much as a normal grenade, though slightly more rounded and without indentations on the outside. When it detonates, it releases a large number of gravitons that stun everything within the blast. The wielder can throw a stun grenade anywhere within range, and it instantly affects those within the area of effect. All creatures within the area are stunned unless they make a successful Fortitude save; each round after, creatures who are stunned may make another Fortitude save to recover from being stunned.

Sulfuric Acid

Chemistry (Liquid) [Acid, Expendable] Level: Tec/Inv 4 Type: Contact Weight and Size: Negligible; Fine

Silven Crossroads

Chapter 4: Devices Activation Time: 1 standard action Range: Range Increment –30 ft Target: One creature Duration: Instantaneous Saving Throw: None Cost to Build: 100 gp Sulfuric acid is a clear liquid that burns and sizzles on contact with nearly anything. Attacking a creature with sulfuric acid is a ranged touch attack. If the user hits the target, the target takes 1d8/level (max 10d8) points of acid damage.

Tanglefoot

Chemistry (Liquid) [Expendable] Level: Tec/Inv 1 Type: Contact Weight and Size: 4 lbs; Tiny Activation Time: 1 standard action Range: Range Increment–10 ft Target: One creature Duration: 1 round/level Saving Throw: Reflex partial Cost to Build: 10 gp Tanglefoot is a semi-liquid substance that hardens on contact with air. In its hardened form, it appears as a tough brown substance that resists damage. It is typically kept in leather bags sealed with wax. A bag of tanglefoot can be thrown at a single creature, and the wielder must attempt a ranged touch attack. If the target is hit, it becomes entangled. An entangled creature takes a –2 circumstance penalty on attack rolls and a –4 circumstance penalty to Dexterity and must make a Reflex save

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Steamworks or be glued to the floor. Even on a successful save, it can move at only half speed. Huge or larger creatures are unaffected by tanglefoot. A flying creature is not stuck to the floor, but it must make a Reflex save or be unable to fly (assuming it uses wings to fly) and fall to the ground. Tanglefoot does not function underwater. A creature glued to the floor (or unable to fly) can break free by making a Strength check at DC 15 + constructor’s student level or by dealing 15 + constructor’s student level points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting or device activation who is bound by the goo must make a DC 15 Concentration check to cast a spell or activate a device while under the tanglefoot’s effect. The goo becomes brittle and fragile after the duration ends, cracking apart and losing its effectiveness.

Tangler Grenade

Armaments (Explosive) [Expendable] Level: Tec/Inv 2 Proficiency?: No Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Range: Range Increment–10 ft Area: 10-foot radius burst Duration: 1 round/level Saving Throw: Reflex partial (see text) Cost to Build: 20 gp, grenade (×1) A tangler grenade appears similar to a standard grenade, save that it slightly more translucent and a green fluid can be seen within. Upon detonation, it covers a small area in tanglefoot. The wielder can throw a tangler grenade anywhere within range, and it instantly affects those within the area of effect. All creatures within the area are affected as though by the tanglefoot device.

Silven Crossroads

Chapter 4: Devices Telegraph

Energy [Electricity, Language-Dependent, Sonic] Level: Tec/Inv 1 Weight and Size: 5 lbs; Tiny Activation Time: 1 standard action Range: Long (400 ft + 40 ft/level) Target: Another telegraph in range Duration: 2 rounds/level (D) (see text) Cost to Build: 10 gp A telegraph is a small piece of machinery with a plate and a small strip of metal above it. When the strip of metal is touched to the plate, it makes a beeping noise. The telegraph device consists of two independent devices; when a user readies the device, she readies two individual devices. A telegraph can be used to send a short message to another telegraph within range. However, as the device is only capable of making beeping noises, the information sent and received must be translated, and those using each telegraph must have a language in common. Using a telegraph uses a charge from both the sending and receiving device. A character using a telegraph can send a number of words in a round equal to her Dexterity.

Temporal Accelerator

Energy [Equipment] Level: Tec/Inv 5 Slot: Bracer Weight and Size: 2 lbs; Diminutive Activation Time: 1 swift action Range: Personal Target: You Duration: 1 round (in apparent time) (see text) Cost to Build: 400 gp, phase shifter (×1) A temporal accelerator resembles a phase shifter. When a wielder activates a temporal accelerator, she enters another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. The wielder is free to act for 1 round of apparent time. She can manifest powers, cast spells, activate devices, move, or perform other actions, subject to the following restrictions. Page 95

Steamworks While the temporal accelerator is in effect, other creatures are invulnerable to her attacks and devices. This means she cannot target a creature with any attack or device. However, a device she activates that affects an area and has a duration longer than the remaining duration of the temporal accelerator has its normal effect on creatures in the area once this device’s effect ends. Wielders can affect an unattended object but not an object held, carried, or worn by another creature. She is undetectable by any means while the duration of the temporal accelerator lasts. While under the effect of this device, the wielder cannot enter an area protected by a device that neutralizes high-level devices. Normal and magical fire, cold, acid, and the like can still harm the user. When the temporal accelerator’s duration expires, the wielder resumes acting during her current turn in the standard time frame. She is shaken for 1 round on her return to the standard time frame.

Temporal Accelerator, Improved

Energy [Equipment] Level: Tec/Inv 8 Duration: 1d4+1 rounds (in apparent time) (see text) Cost to Build: 4000 gp, temporal accelerator (×1) This device functions as per temporal accelerator, but lasts 1d4+1 rounds. The wielder is not shaken when she returns to the standard time frame.

Temporal Dampener

Energy Level: Tec/Inv 3 Weight and Size: 5 lbs; Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level (D) Saving Throw: Fortitude negates Cost to Build: 100 gp A temporal dampener is a stick-like contraption with a bulge near the far end. When activated, it emits a visible wave of temporal energy, causing its target to visibly slow down.

Silven Crossroads

Chapter 4: Devices A creature affected by a temporal dampener moves and attacks at a drastically slowed rate. A creature affected by the temporal dampener is slowed, and as such can take only a single move action or standard action each turn, but not both (nor may it take fullround actions). Additionally, it takes a -2 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack. A temporal dampener negates the effects of a phase shifter.

Temporal Regressor

Energy [Equipment] Level: Tec/Inv 9 Slot: Belt Weight and Size: 5 lbs; Tiny Activation Time: 1 standard action Range: Personal Target: You Duration: Instantaneous Cost to Build: 1000 gp, improved temporal accelerator (×1) This device resembles a temporal accelerator (which resembles a phase shifter). When a wielder activates this device, he regresses apparent time 1 round into the past. In effect, the wielder “replays” the previous round of activity. This device regresses time to the point along the time stream just prior to the wielder’s previous turn, undoing the effects of everyone else’s actions in the meantime. Once the wielder has used a temporal regressor, only the wielder retains knowledge of what happened during the round that is replayed; however, he can communicate that knowledge verbally to his companions, if desired. During the round that the wielder lives through a second time, he can act on knowledge previously gained by already living through the immediate future.

Thunderstone

Energy [Expendable, Sonic] Level: Tec/Inv 1 Weight and Size: 1 lb; Fine Activation Time: 1 standard action Page 96

Steamworks Range: Range Increment–15 ft Area: 5-ft radius burst Duration: Instantaneous Saving Throw: Fortitude partial (see text) Cost to Build: 10 gp A thunderstone is a small rock with an even smaller device integrated in its core. The shape of the rock is acoustically-amplifying, and the sound the rock makes upon shattering is deafening. The thunderstone is a small rock-like object, made out of materials that explode on contact with the devastation of destructive harmonics. When the thunderstone is struck forcefully, it deals 1d4+1/level (max +5) points of sonic damage to all those within 5 ft, and all who take damage are instantly deafened for 1 round. Those that make the Fortitude save take half damage and are not deafened. Deaf creatures, in addition to the obvious effects, suffer a –4 penalty on Initiative checks and suffer a 20% chance to miscast and lose any spell with a verbal (V) component that they try to cast.

Tindertwig

Energy [Expendable, Fire] Level: Tec/Inv 0 Weight and Size: Negligible; Fine Activation Time: 1 standard action Effect: Itself Duration: 5 rounds Cost to Build: 5 gp A tindertwig is a small twig with highly flammable materials on one end. When struck, the chemical-laden end ignites in a bright flame. When struck against a hard surface, the tindertwig is set aflame, though this fire is not large enough to deal damage. This flame can be used to set things on fire, start torches or fires, or whatever uses a fire may be used for. After the duration ends, the flame dies, and the device can no longer be used.

Tonic

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 3 Cost to Build: 50 gp Silven Crossroads

Chapter 4: Devices This device functions as per prototype tonic, except that it restores 2d6+1/level (max +10) hit points.

Tonic, Advanced

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 7 Cost to Build: 1000 gp This device functions as per prototype tonic, except that it restores 4d6+1/level (max +20) hit points.

Tonic, Improved

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 5 Cost to Build: 200 gp This device functions as per prototype tonic, except that it restores 3d6+1/level (max +15) hit points.

Tonic, Perfect

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 9 Cost to Build: 5000 gp This device functions as per a prototype tonic. When drunk, it immediately ends all of the conditions affecting the drinker: ability damage, blindness, confusion, being dazed, dazzled, deafness, disease, exhaustion, fatigue, feeblemindedness, afflicted with insanity, nausea, sickness, being stunned, and being poisoned. It also heals 5 hit points of damage per level of the student, to a maximum of 100 hit points. A perfect tonic does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

Tonic, Prototype

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 1 Type: Ingested Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Effect: Itself Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Cost to Build: 10 gp A prototype tonic appears as a thick green liquid with small chunks of vitamin-enriched materials and various restorative herbs floating in it. Page 97

Steamworks Drinking a prototype tonic is a move action. A character that drinks it gains 1d6+1/level (max +5) hit points.

Tool

Mechanical Level: Tec/Inv 1 Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Effect: Itself Duration: 1 round/level (D) Cost to Build: 20 gp A tool is an apparatus designed to assist in a particular task. As such, it resembles other tools of the trade it is designed for, though it is often mechanized or powered in some fashion as to be a more expedient form of assistance. A tool is a device useful in the practicing of a skill. When a student builds a tool, the player chooses one of the following skills that it applies to (for skills that consist of many skills, such as Craft or Profession, players must choose a specific area for the tool to apply to): Appraise, Balance, Climb, Concentration, Craft (Any), Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Heal, Jump, Listen, Move Silently, Open Lock, Perform (any), Profession (Any), Repair, Search, Sleight of Hand, Spot, Swim, Tumble, or Use Rope. The tool gives the wielder a +2 equipment bonus on checks made on that skill so long as the wielder uses the tool and its duration lasts.

Translator

Energy [Electricity, Sonic] Level: Tec/Inv 1 Weight and Size: 5 lbs; Tiny Activation Time: 1 standard action Area: 20-foot radius emanation Duration: 2 rounds/level (D) Cost to Build: 20 gp A translator appears as a small box-like object with multiple antennae. A simple speaker is situated in the center of the face of the box. The translator is a complex device that translates foreign languages into a familiar tongue. The transSilven Crossroads

Chapter 4: Devices lator can only translate speech that originates in its area of effect—writing and other forms of nonverbal communication cannot be translated. When constructing the translator, the constructor can make it translate all languages he knows into Common or another language of the constructor’s choice (it must still be a language he knows).

Trap Kit I

Armaments (Trap) [Expendable] Level: Tec/Inv 1 Proficiency?: No Weight and Size: 15 lbs; Tiny Activation Time: 10 minutes Range: Touch Effect: One trap Duration: Discharge (D) Cost to Build: 20 gp A trap kit is a small briefcase-like box filled with various trapmaking implements: snap-together scythe blades, spikes with built-in poison, razor wires, and the like. A trap kit I can be used to construct any number of traps. Constructing a trap from a trap kit I takes 10 minutes of work, and the environment must be suitable for the trap (to build a pit trap, wielders must have a pit; to build a wall blade trap, wielders must have a wall; to build a portcullis trap, the wielder must have a portcullis). In constructing the trap, all of the materials from the trap kit I are used. Once the trap is constructed, it is permanent. Regardless of what trap it is, the trap has an automatic reset, but can only reset a number of times equal to the number of charges the trap kit I had; once these charges are used, the trap no longer resets and is useless. Traps constructed by this device use the trap’s normal Search and Disable Device DCs for purposes of finding and disabling. When a character uses a trap kit I, the player must choose one of the traps from the 1st-level list on the accompanying Trap Kit table to build. When selecting a trap, use the trap of that name listed under the indicated CR when referring to the DMG.

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Steamworks

Chapter 4: Devices Trap CR Basic Arrow Trap 1

Camouflaged Pit Trap 1 Deeper Pit Trap 1 Fusillade of Darts 1 Poison Dart Trap 1 Poison Needle Trap 1 Portcullis Trap 1 Razor-wire across Hallway 1 Rolling Rock Trap 1 Scything Blade Trap 1 Spear Trap 1

This device functions like trap kit I, except that the wielder can build one trap from the 3rd-level list, 1d3 traps from the 2nd-level list, or 1d4+1 traps from any lower level list; this choice must be made when the device is constructed. If the number of traps that could be constructed by this device is variable, determine how many traps it can build at the time of construction. Traps built from one device all have the same number of charges. Multiple traps do not have to be built at the same time. Trap CR

Swinging Block Trap 1

Camouflaged Pit Trap 3

Wall Blade Trap 1

Ceiling Pendulum 3 Hail of Needles 3

Trap Kit II

Armaments (Trap) [Expendable] Level: Tec/Inv 2 Cost to Build: 40 gp, trap kit I (×1) This device functions like trap kit I, except that the wielder can build one trap from the 2nd-level list or 1d3 traps from the 1st-level list; this choice must be made when the device is constructed. If the number of traps that could be constructed by this device is variable, determine how many traps it can build at the time of construction. Traps built from one device all have the same number of charges. Multiple traps do not have to be built at the same time. Trap CR Box of Brown Mold 2 Bricks from Ceiling 2 Camouflaged Pit Trap 2 Javelin Trap 2 Large Net Trap 2 Pit Trap 2 Poison Needle Trap 2 Spiked Pit Trap 2 Tripping Chain 2 Well-Camouflaged Pit Trap 2

Trap Kit III

Armaments (Trap) [Expendable] Level: Tec/Inv 3 Cost to Build: 100 gp, trap kit II (×1)

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Pit Trap 3 Poisoned Arrow Trap 3 Spiked Pit Trap 3 Stone Blocks from Ceiling 3

Trap Kit IV

Armaments (Trap) [Expendable] Level: Tec/Inv 4 Cost to Build: 200 gp, trap kit III (×1) This device functions like trap kit I, except that the wielder can build one trap from the 4th-level list, 1d3 traps from the 3rd-level list, or 1d4+1 traps from any lower level list; this choice must be made when the device is constructed. If the number of traps that could be constructed by this device is variable, determine how many traps it can build at the time of construction. Traps built from one device all have the same number of charges. Multiple traps do not have to be built at the same time. Trap CR Camouflaged Pit Trap 4 Pit Trap 4 Poisoned Dart Trap 4 Spiked Pit Trap 4 Wall Scythe Trap 4 Water-filled Room Trap 4 Wide-Mouth Spiked Pit Trap 4

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Trap Kit V

Armaments (Trap) [Expendable] Level: Tec/Inv 5 Cost to Build: 400 gp, trap kit IV (×1) This device functions like trap kit I, except that the wielder can build one trap from the 5th-level list, 1d3 traps from the 4th-level list, or 1d4+1 traps from any lower level list; this choice must be made when the device is constructed. If the number of traps that could be constructed by this device is variable, determine how many traps it can build at the time of construction. Traps built from one device all have the same number of charges. Multiple traps do not have to be built at the same time. Trap CR Camouflaged Pit Trap 5 Doorknob smeared with Contact Poison 5 Falling Block Trap 5 Flooding Room Trap 5 Fusillade of Darts 5 Moving Executioner Statue 5 Pit Trap 5 Poison Wall Spikes 5 Spiked Pit Trap 5 Spiked Pit Trap (80 ft. deep) 5 Ungol Dust Vapor Trap 5

Trap Kit VI

Armaments (Trap) [Expendable] Level: Tec/Inv 6 Cost to Build: 1000 gp, trap kit V (×1) This device functions like trap kit I, except that the wielder can build one trap from the 6th-level list, 1d3 traps from the 5th-level list, or 1d4+1 traps from any lower level list; this choice must be made when the device is constructed. If the number of traps that could be constructed by this device is variable, determine how many traps it can build at the time of construction. Traps built from one device all have the same number of charges. Multiple traps do not have to be built at the same time.

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Trap CR Compacting Room 6 Fusillade of Spears 6 Spiked Blocks from Ceiling 6 Spiked Pit Trap (100 ft. deep) 6 Whirling Poison Blades 6 Wide-Mouth Pit Trap 6 Wyvern Arrow Trap 6

Trap Kit VII

Armaments (Trap) [Expendable] Level: Tec/Inv 7 Cost to Build: 2000 gp, trap kit VI (×1) This device functions like trap kit I, except that the wielder can build one trap from the 7th-level list, 1d3 traps from the 6th-level list, or 1d4+1 traps from any lower level list; this choice must be made when the device is constructed. If the number of traps that could be constructed by this device is variable, determine how many traps it can build at the time of construction. Traps built from one device all have the same number of charges. Multiple traps do not have to be built at the same time. Trap CR Burnt Othur Vapor Trap 7 Fusillade of Greenblood Oil Trap 7 Lock Covered in Dragon Bile 7 Water-filled Room 7 Well-Camouflaged Pit Trap 7

Trap Kit VIII

Armaments (Trap) [Expendable] Level: Tec/Inv 8 Cost to Build: 4000 gp, trap kit VII (×1) This device functions like trap kit I, except that the wielder can build one trap from the 8th-level list, 1d3 traps from the 7th-level list, or 1d4+1 traps from any lower level list; this choice must be made when the device is constructed. If the number of traps that could be constructed by this device is variable, determine how many traps it can build at the time of construction.

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Traps built from one device all have the same number of charges. Multiple traps do not have to be built at the same time. Trap CR Deathblade Wall Scythe 8 Insanity Mist Vapor Trap 8 Well-Camouflaged Pit Trap 8

Trap Kit IX

Armaments (Trap) [Expendable] Level: Tec/Inv 9 Cost to Build: 10000 gp, trap kit VIII (×1) This device functions like trap kit I, except that the wielder can build one trap from the 9th-level list, 1d3 traps from the 8th-level list, or 1d4+1 traps from any lower level list; this choice must be made when the device is constructed. If the number of traps that could be constructed by this device is variable, determine how many traps it can build at the time of construction. Traps built from one device all have the same number of charges. Multiple traps do not have to be built at the same time. Trap

CR

Drawer Handle smeared with Contact Poison 9 Dropping Ceiling 9 Wide-Mouth Pit Trap 9 Wide-Mouth Spiked Pit with Poisoned Spikes 9 Crushing Room 10 Crushing Wall Trap 10 Poisoned Spiked Pit Trap 10

Truth Drug

Chemistry [Biochemical, Expendable, Mind-Affecting] Level: Tec/Inv 2 Type: Ingested Weight and Size: 1/16 lb; Fine Activation Time: 1 move action Range: Touch Target: One creature Duration: 1 min/level Saving Throw: Fortitude negates Cost to Build: 20 gp

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A truth drug is a small white pill that quickly dissolves and enters the bloodstream. The pupils of a creature affected by a truth drug expand to nearly double their normal size, and the creature speaks in a slight monotone. In order to affect a creature, the truth drug must be ingested; forcing a creature to ingest a truth drug requires a melee touch attack. Once ingested, the creature the device affects cannot speak any deliberate or intentional lies. The target is allowed a Fortitude save to avoid the effects of the device when ingested, though those observing the creature can easily determine if the device affected the creature. Affected creatures are aware of the nature of the device, and they may avoid answering questions to which they would normally respond with a lie, or they may be evasive so long as they remain within the boundaries of the truth.

Uninhibitor

Chemistry (Liquid) [Biochemical, Expendable, Mind-Affecting] Level: Tec/Inv 3 Type: Ingested Weight and Size: ¼ pound; Fine Activation Time: 1 standard action Range: Touch Effect: Itself Duration: 1 round/level Saving Throw: Fortitude negates Cost to Build: 50 gp Uninhibitor is a thick, clear liquid that smells vaguely of honey. Consuming it causes the user’s eyes to widen and nose to flare constantly. An uninhibitor causes the drinker’s mind to go temporarily berserk, granting the drinker great fortitude and strength, but limiting the ability to concentrate. Once ingested, the uninhibitor gives the drinker a +2 bonus to Strength and Constitution, a +1 bonus to Will saves, and a –2 penalty to AC. The effect is otherwise identical to a barbarian’s rage (see Player’s Handbook), save that the subject isn’t subject to fatigue at the end of the duration. Page 101

Steamworks Universal Remote

Mechanical Level: Tec/Inv 6 Weight and Size: 8 lbs; Diminutive Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One construct Duration: 1 hour/level (D) Saving Throw: Fortitude negates Cost to Build: 1000 gp, watch (×1) A universal remote is a small handheld device that vaguely resembles a watch. When activated, a blue ray of crackling energy extends from the device to a construct, enabling you to control its actions. When a user activates a universal remote, she controls a construct creature within range. When she activates the device, it blasts a ray of blue electricity into the construct; this effect dissipates after a few moments, after which she can control the creature’s actions. The wielder can generally force the subject to perform as she desires, within the limits of its abilities, even if she does not share a common language with the construct, or even if the construct is not intelligent. The wielder knows what the subject is experiencing, but does not receive direct sensory input from it, nor does the subject communicate with her. Changing instructions or giving a controlled creature a new command is the equivalent of redirecting a device, and is a move action. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. If the construct is intelligent, it attempts to resist obviously self-destructive orders; if the wielder attempts to force it to do so, it receives a new saving throw with a +6 bonus. Once control is established, the range at which it is exercised is unlimited, as long as the wielder and the subject are on the same plane. The wielder need not see the subject to control it.

Universal Remote, Improved

Mechanical Level: Tec/Inv 9 Duration: 1 day/level (D) Cost to Build: 10000 gp, universal remote (×1) Silven Crossroads

Chapter 4: Devices This device functions as per a universal remote, but lasts for 1 day/level.

Vacuum Generator

Mechanical [Vacuum] Level: Tec/Inv 2 Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Range: 0 ft. Area: 10-foot radius emanation Duration: 1 round/level (D) Saving Throw: Fortitude partial (see text) Cost to Build: 40 gp A vacuum generator is a cylinder-shaped device with a multitude of tubes projecting from it in all directions. When activated, the device draws in all of the atmosphere around it almost instantaneously, making a deafening roaring noise that dissipates as soon as the device is activated. A vacuum generator is a small device that creates an atmospheric vacuum within its area of effect. All creatures within the area of effect must immediately make a Fortitude save or begin suffocating (see the DMG for more information). Each round a creature is within the area of effect, it must make a Fortitude save or begin suffocating; creatures that make the saving throw must hold their breath.

Vitrificator

Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 6 Type: Contact Activation Time: 1 standard action Range: Touch Effect: One living creature Duration: Instantaneous Cost to Build: 500 gp Vitrificator is a glass-like liquid substance. When it comes into contact with a creature, the liquid quickly permeates its skin and body, turning it into glass. The subject, along with all its carried gear, turns into a mindless, inert statue made of glass. If the statue resulting from this device is broken or damPage 102

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aged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

Voltaic Claw

Energy [Electricity, Equipment] Level: Tec/Inv 2 Slot: Weapon (light), Gauntlet, Bracer Activation Time: 1 standard action Effect: Itself Duration: 1 round/level (D) Cost to Build: 40 gp

Mechanical Level: Tec/Inv 0 Weight and Size: 1/8 lb; Diminutive Activation Time: 1 standard action Effect: Itself Duration: 1 day (D) Cost to Build: 10 gp A watch is a small circular object with marks denoting the passage of time on its face. When active, three lengths of metal move across the face, indicating seconds, minutes, and hours.

A voltaic claw is a pincer-like device that covers the wielder’s entire arm. When activated, the claw becomes electrically-charged, with electricity arcing between the pincer points. Putting on or taking off a voltaic claw takes a full-round action. A character wearing a voltaic claw cannot use that hand to wield a shield or weapon, and suffers a -4 penalty on checks involving the use of that hand. When activated, the voltaic claw can be used to attack and to grapple. Attacking with a voltaic claw is a melee touch attack, and deals 1d8 points of electricity damage. The wearer gains a +4 equipment bonus on grapple checks with the voltaic claw, and if engaged in a grapple, the wielder may continue to use the voltaic claw, which deals 1d8 points of electricity damage to the target being grappled. When not activated, a voltaic claw does not function and cannot be used to grip objects or attack (that is, attacks made while wearing a deactivated voltaic claw are made as though not wearing the device), though the wearer cannot wield a shield or weapon until the device is taken off. Silven Crossroads

Watch

The watch is a time-telling device. It can be used to tell the time of day, and has no other function. Watches keep track of the current hour, minute, and second.

Watcher

Mechanical Level: Tec/Inv 2 Weight and Size: ¼ lb; Diminutive Activation Time: 1 standard action Range: 60 ft. Area: Circle emanating from device to edge of range Duration: Concentration, up to 1 min/level (D) Cost to Build: 40 gp, sensor (×1), watch (×1)

Voltaic Claw

A watcher is a watch and sensor integrated into each other, along with metals that are sensitive to the presence of magic. When active, the watch flickers and runs backwards; the faster it runs backwards, the more powerful magic is present. The watcher functions exactly like a sensor, except Page 103

Steamworks that it detects magical auras rather than technological ones.

Welding Tendrils

Energy [Expendable] Level: Tec/Inv 7 Weight and Size: 8 lbs; Diminutive Activation Time: 1 standard action Range: Touch Target: One construct Duration: 1 round/level (D) Saving Throw: Fortitude negates (Harmless) Cost to Build: 1000 gp, repair fluid (×1) Welding tendrils is a small jar case filled with repair fluid, along with energized fluid metal tendrils. When activated and applied to a construct, the fluid is soaked into the tendrils and flow across the construct, filling gaps and allowing the construct to reattach lost parts. When activated, the welding tendrils can be applied to a construct. Applying the welding tendrils is a move action. While under the effect of this device, a construct gains fast healing 10. In addition, the construct’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded constructs), broken gears, and ruined wiring grow back. After the device is activated, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes the entirety of the duration otherwise.

Wind Polarizer

Energy [Vacuum] Level: Tec/Inv 5 Weight and Size: 20 lbs; Small Activation Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 40 ft/level radius cylinder 40 ft high Duration: Concentration, up to 10 min/level (D) Saving Throw: Fortitude negates Cost to Build: 400 gp, vacuum generator (×1)

Chapter 4: Devices the fan spins at incredible speeds, causing wind to change direction. Using this device, a student can alter wind force in the area surrounding her. Wielders can make the wind blow in a certain direction or manner and increase or decrease its strength. The new wind direction and strength persist until the device effect ends or until the wielder chooses to alter her handiwork, which requires concentration. She may create an “eye” of calm air up to 80 feet in diameter at the center of the area if she so desires, and she may choose to limit the area to any cylindrical area less than her full limit. Wind Direction: The wielder may choose one of four basic wind patterns to function over the device’s area. A downdraft blows from the center outward in equal strength in all directions. An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. A rotation causes the winds to circle the center in clockwise or counterclockwise fashion. A blast simply causes the winds to blow in one direction across the entire area from one side to the other. Wind Strength: For every three student levels of the device’s constructor, the wielder can increase or decrease wind strength by one level. Each round on her turn, a creature in the wind must make a Fortitude save or suffers the effect of being in the windy area. Strong winds (21+ mph) make sailing difficult. Severe winds (31+ mph) cause minor ship and building damage. Windstorms (51+ mph) drive most flying creatures from the skies, uproot small trees, knock down light wooden structures, tear off roofs, and endanger ships. Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

A wind polarizer is a small cylindrical device with a large fan mounted on top. When activated, Silven Crossroads

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Wind Tunnel

Mechanical [Vacuum] Level: Tec/Inv 8 Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Range: Long (400 feet + 40 feet/level) Effect: Cyclone 10 ft wide at base, 30 ft wide at top, and 30 ft tall Duration: 1 round/level (D) Saving Throw: Reflex negates (see text) Cost to Build: 4000 gp, wind polarizer (×1) A wind tunnel is made of metal tubing wound into a succession of coils with a wide, flaring opening at one end. The wielder blows into the tube through a mouthpiece and the device accelerates and amplifies the user’s breath, causing a powerful blast of wind to be generated. This device creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. The wielder can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action. The cyclone always moves during the wielder’s turn. If the cyclone exceeds the device’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (Wielders can’t regain control of the cyclone, even if comes back within range.) Any Large or smaller creature that comes in contact with the device’s effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on the wielder’s turn with no save allowed. The wielder may direct the cyclone to eject any carried creatures whenever you wish, depositing them wherever the cyclone happens to be when they are released.

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Chapter 5: Spells and Powers

This chapter details new arcane and divine spells, as well as psionic powers, that interact with technology.

Spells and Powers Summary

The following spells (and new cleric domain) are available to characters in addition to those presented in the Player’s Handbooks. The following abbreviations are used for classes: druid Drd; cleric Clr; psion Psi; wilder Wld; wizard Wiz.

Cleric Domain Technology Domain

Granted Power: Gain the Technical Training feat; for purposes of that feat and Advanced Technical Training, Clerics use the Wisdom score instead of the Intelligence score.

Technology Domain Spells

1 Detect Technology: Detect technological devices, items, and constructs within range. 2 Evaluate: Determine the function of a technological device or item. 3 Nature’s Denial: Counter the effect of a device. 4 Electromagnetism: Cancels technological devices and effects. 5 Sphere of Purity, Lesser: Subject is immune to device effects of 3rd-level or lower. 6 Antitechnology Field: Negate technology within 10 ft. 7 Sphere of Purity: As lesser sphere of purity, but immune to 4th-level devices or lower. 8 Deflect Technology: Reflect 1d4+6 device levels back at activator. 9 Protection from Technology: Confer a +8 resistance bonus against technology.

Druid Spells 0-level Spell

Detect Technology: Detect technological devices, items, and constructs within range.

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Chapter 5: Spells and Powers

1st-level Spell

Turn Machine, Lesser: Turn constructs as a cleric turns undead.

2nd-level Spells

Inflict Light Damage: Deal 1d6+1/level (max +5) points of damage to an object or construct. Nature’s Denial: Counter the effect of a device.

3rd-level Spells

Inflict Moderate Damage: Deal 2d6+1/level (max +10) points of damage to an object or construct. Sphere of Purity, Lesser: Subject is immune to device effects of 3rd-level or lower. Turn Machine: Turn constructs as a cleric turns undead.

4th-level Spells

Electromagnetism: Cancel technological devices and effects. Inflict Serious Damage: Deal 3d6+1/level (max +15) points of damage to an object or construct.

5th-level Spells

Inflict Critical Damage: Deal 4d6+1/level (max +20) points of damage to an object or construct. Nature’s Grasp: Increase the malfunction rate of a device. Sphere of Purity: As lesser sphere of purity, but immune to 4th-level devices or lower. Turn Machine, Greater: Turn constructs as a cleric turns undead.

7th-level Spells

Antitechnology Field: Negate technology within 10 ft. Deflect Technology: Reflect 1d4+6 device levels back at activator. Dismantle: Deal 10 points/level to an object or construct.

8th-level Spell

Protection from Technology: Confer a +8 resistance bonus against technology.

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9th-level Spell

Return to Nature: Negate technology and destroy technological items and devices.

Psion/Wilder Powers 2nd-level Powers

Detect Technology, Psionic: Detect technological devices, items, and constructs within range. Evaluate, Psionic A: Determine the function of a technological device or item.

3rd-level Power

Eradicate Cloak A: Negate cloaks in a 50-ft burst.

7th-level Power

Null Technology Field: Cancel technological devices and effects.

Sorcerer/Wizard Spells 1st-level Spell

Repair Light Damage: Repair an object or construct of 1d6+1/level (max +5) points of damage.

2nd-level Spells

Detect Technology: Detect technological devices, items, and constructs within range. Evaluate: Determine the function of a technological device or item. Repair Moderate Damage: Repair an object or construct of 2d6+1/level (max +10) points of damage.

3rd-level Spell

Repair Serious Damage: Repair an object or construct of 3d6+1/level (max +15) points of damage.

4th-level Spell

Repair Critical Damage: Repair an object or construct of 4d6+1/level (max +20) points of damage.

5th-level Spell

Electromagnetism: Cancel technological devices and effects.

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6th-level Spell

Full Repair: Repair 10 points/level hit points to an object or construct.

7th-level Spell

Antitechnology Field: Negate technology within 10 ft.

Spells and Powers in Detail

The spells and powers herein are presented in alphabetical order (with the exception of those whose names begin with a qualifier of some sort; see Order of Presentation, in Chapter 4: Devices).

Antitechnology Field

Abjuration Level: Drd 7, Sor/Wiz 7, Technology 6 Components: V, S, M/DF Casting Time: 1 standard action Range: 10 ft. Area: 10-ft radius emanation, centered on you Duration: 10 min/level (D) Saving Throw: None Spell Resistance: See text An invisible barrier surrounds the caster and moves with him. The space within this barrier is impervious to most technological effects, including devices and device-like abilities. Likewise, it prevents the functioning of any technological items or devices within its confines. An antitechnology field suppresses any device or technological effect used within, brought into, or activated into the area, but does not negate it. Time spent within an antitechnology field counts against the suppressed device’s duration. Constructs automatically cease functioning upon entering the spell’s area; they begin activating once if the barrier is moved to not include them. Time spent without functioning counts against the device’s duration. If antitechnology field is cast in an area occupied by a construct that has spell resistance, the caster must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it cease functioning. A normal creature can enter the area, as can normal missiles. Furthermore, while a technological Page 107

Steamworks sword does not function technologically within the area, it is still a sword (and a masterwork sword at that). This spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting. Two or more antitechnology fields sharing any of the same space have no effect on each other. Certain devices remain unaffected by an antitechnology field (see the individual device descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Arcane Material Component: A pinch of powdered iron or iron filings.

Deflect Technology

Abjuration Level: Drd 7, Technology 8 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal

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Chapter 5: Spells and Powers Target: Caster Duration: Until expended or 10 min./level Devices and device-like effects targeted on the caster are turned back upon the original activator. The Abjuration turns only devices that have the caster as a target. Effect and area spells are not affected. Deflect technology also fails to stop touch range devices. From seven to ten (1d4+6) device levels are affected by the turning. The exact number is rolled secretly. When the caster is targeted by a device of higher level than the amount of device turning he has left, that device effect is partially turned. The subtract the amount of device turning left from the device level of the incoming device, then divide the result by the device level of the incoming device to see what fraction of the effect gets through. For damaging devices, the caster and the activator each take a fraction of the damage. For nondamaging devices, each has a proportional chance to be affected. If the caster and a student attacker are both warded by device turning effects in operation, a resonat-

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ing field is created. Roll randomly to determine the result.

Table 5–1 Deflecting Technology d%

Effect

01–70

Device’s effect dissipates without effect.

71–80

Device effect affects both of the caster and the activator equally at full effect.

81–97

Both device-turning effects are rendered non-functional for 1d4 minutes.

98–100

The caster of deflect technology is affected as though by a targeted dispel magic, while the activator of the device is affected as though by a targeted electromagnet.

Detect Technology

Divination Level: Drd 0, Wiz/Sor 2, Technology 1 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min/level (D) Saving Throw: None Spell Resistance: No This spell functions as per the sensor device.

Detect Technology, Psionic

Clairsentience Level: Psi/Wld 2 Display: Auditory and visual Manifesting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min/level (D) Saving Throw: None Power Resistance: No Power Points: 1 This power functions as per the sensor device.

Dismantle

Transmutation Level: Drd 7 Components: V, S Casting Time: 1 standard action Range: Touch Target: One object or construct Duration: Instantaneous Silven Crossroads

Saving Throw: Fortitude half (object) (see text) Spell Resistance: Yes This spell deals 10 points of damage per caster level to a touched object or construct. If the object or construct makes its save, it takes only half this damage, but it cannot reduce the target’s hit points to less than 1.

Electromagnetism

Abjuration [Electricity, Magnetic] Level: Drd 4, Sor/Wiz 5, Technology 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target or Area: One student, creature, or object; or 20-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No The caster can use electromagnetism to end ongoing devices that have been activated on a creature or object, to temporarily suppress the technological abilities of a technological item, to end ongoing devices (or at least their effects) within an area, or to negate a student’s device. A disrupted device ends as if its duration had expired. Some devices, as detailed in their descriptions, can’t be defeated by electromagnetism. Note: The effect of a device with an instantaneous duration can’t be disrupted, because the technological effect is already over before the electromagnetism can take effect. The caster can choose to use electromagnetism in one of two ways: a targeted disrupt or an area disrupt. Targeted Disruption: One object, creature, or device is the target of electromagnetism. The caster must make a disruption check (1d20 + caster level, maximum +10) against the device or against each ongoing device currently in effect on the object or creature. The DC for this disruption check is 11 + the device’s student level. If the caster targets an object or creature that is the effect of an ongoing device, he must make a disruption check to end the device that created the object or creature.

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Steamworks If the object that the caster targets is a technological item, he make a disruption check against the item’s student level. If he succeeds, all the item’s technological properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nontechnological for the duration of the effect. A technological item’s physical properties are unchanged: a suppressed technological sword is still a sword. Deities are unaffected by mortal technology such as this. Casters automatically succeed on disruption checks against any device that they activate themselves. Area Disruption: When electromagnetism is used in this way, the device affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more devices, the caster makes disruption checks as with creatures. Technological items are not affected by an area disruption. For each ongoing device whose area overlaps that of electromagnetism, you can make a disruption check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing device (such as an automaton I) is in the area, the caster can make a disruption check to end the device in addition to attempting to disrupt devices targeting the creature or object. The caster may choose to automatically succeed on disruption checks against any device that he has activated.

Eradicate Cloak

Psychokinesis Level: Psi/Wld 3 Display: Visual Manifesting Time: 1 standard action Range: 50 ft. Target: The caster and all cloaked creatures and objects in a 50-ft.-radius burst centered on the caster. Duration: Instantaneous Saving Throw: Reflex negates Power Resistance: No Power Points: 5 The caster radiates a psychokinetic burst that disrupts and negates all types of cloaking effects. Any creature that fails its save to avoid the effect loses its cloak. Silven Crossroads

Chapter 5: Spells and Powers Creatures that are naturally cloaked are revealed as a dim outline for 1 round (until the beginning of her next turn) and do not have total concealment during this period. Augment: For every additional power point the manifester spends, this power’s range and the radius of the burst in which it functions both increase by 5 feet.

Evaluate

Divination Level: Sor/Wiz 2, Technology 2 Components: V Casting Time: 1 standard action Range: Touch Target: One technological device or item Duration: Instantaneous Saving Throw: None Spell Resistance: Yes When this spell is cast, the caster can make a special Evaluate check with a bonus equal to his caster level + his key ability modifier (INT for a wizard, CHA for a sorcerer, or WIS for a cleric). The caster can make this check to attempt to learn one thing per casting of the spell. Depending upon the information he wishes to learn, the caster’s Evaluate check must exceed the listed DC.

Table 5–2: Information from Evaluate Spell Information Learned

DC(1)

Determine the number of charges a device has

10 + device level

Determine the device malfunction chance of a device

10 + device level

Determine the function of a device

15 + device level

Identify all properties of a technological item

15 + SL of item

This check can only be made for one of these purposes; these results are not cumulative. 1

Evaluate, Psionic

Clairvoyance Level: Psi/Wld 2 Display: Visual Manifesting Time: 1 standard action Range: Touch Target: One technological device or item Duration: Instantaneous Saving Throw: None Power Resistance: Yes Page 110

Steamworks Power Points: 3 This power works as per the spell evaluate. The manifesterr’s bonus to the Evaluate check depends on her manifester class (INT for psions, CHA for wilders). Augment: For each additional power point spent on this power, the manifester gets a +1 bonus to her Evaluate check.

Full Repair

Transmutation Level: Wiz/Sor 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: One object or construct Duration: Instantaneous Saving Throw: Fortitude negates (object) Spell Resistance: Yes When this spell is cast, the next object or construct the caster touches is healed of 10/level (max 150) points of damage.

Inflict Critical Damage Transmutation Level: Drd 5

As per inflict light damage, except that this spell deals 4d6+1/level (max +20) points of damage.

Inflict Light Damage

Transmutation Level: Drd 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: One object or construct Duration: Instantaneous Saving Throw: Fortitude negates (object) Spell Resistance: Yes When this spell is cast, the next object or construct the caster touches is dealt 1d6+1/level (max +5) points of damage.

Inflict Moderate Damage Transmutation

Silven Crossroads

Chapter 5: Spells and Powers Level: Drd 3 As per inflict light damage, except that this spell deals 2d6+1/level (max +10) points of damage.

Inflict Serious Damage Transmutation Level: Drd 4

As per inflict light damage, except that this spell deals 3d6+1/level (max +15) points of damage.

Nature’s Denial

Abjuration Level: Drd 2, Technology 3 Components: V, S, DF Casting Time: 1 immediate action Range: Close (25 feet + 5 feet/2 levels) Target: One device Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell can be cast in reaction to a device being activated. The caster attempts to counter the effect of a device being activated. To do so, the caster must make a Techcraft check (DC 15 + device level) as part of casting the spell to correctly identify the device. If the check fails, he cannot identify the device, nor attempt to counter it. If the caster succeeds, he and the activator of the device make opposed caster and student level checks (d20 + caster or student level). If the caster beats his opponent’s student check, the target’s device fails to operate as though it had failed to overcome its malfunction rate (the target’s device is not malfunctioned, and as such can still be used, but its malfunction rate increases and it expends a charge). If the caster fails to beat his opponent’s student check, he fails to counter the device’s effect.

Nature’s Grasp

Transmutation Level: Drd 5 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One device Duration: Instantaneous Page 111

Steamworks Saving Throw: Fortitude negates (object) Spell Resistance: Yes This spell can be cast at a device in range; even if the device is unattended, it is allowed a saving throw to avoid the spell’s effect. An unattended device gets a bonus to its saving throw equal to ½ its student level. If the device fails its saving throw, its device malfunction rate by increased by 5%/2 levels (max 50%). If the malfunction rate is increased to over 100% with this spell, the device suffers 1d6 points of damage for every 5% percent over 100%, and its malfunction rate remains at 100%.

Null Technology Field

Psychokinesis Level: Psi/Wld 7 Display: Auditory and visual Manifesting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation centered on the caster Duration: 10 min./level (D) Saving Throw: None Power Resistance: See text Power Points: 13 An invisible barrier surrounds the caster and moves with him. The space within this barrier is impervious to most technological effects, including devices and device-like abilities. Likewise, it prevents the functioning of any technological items or devices within its confines. A null technology field suppresses any device or technological effect used within, brought into, or activated into the area, but does not negate it. Time spent within a null technology field counts against the suppressed device’s duration. Constructs automatically cease functioning upon entering the spell’s area; they begin activating once if the barrier is moved to not include them. Time spent without functioning counts against the device’s duration. If the caster manifests null technology field in an area occupied by a construct that has power resistance, he must make a manifester level check (1d20 + manifester level) against the creature’s power resistance to make it cease functioning. Silven Crossroads

Chapter 5: Spells and Powers A normal creature can enter the area, as can normal missiles. Furthermore, while a technological sword does not function technologically within the area, it is still a sword (and a masterwork sword at that). This spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting. Two or more null technology fields sharing any of the same space have no effect on each other. Certain devices remain unaffected by a null technology field (see the individual device descriptions). Artifacts and deities are unaffected by mortal psionics such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Protection from Technology

Abjuration Level: Drd 8, Technology 9 Components: V, S, M, F Casting Time: 1 standard action Range: Touch Targets: Up to one creature touched per four levels Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject gains a +8 resistance bonus on saving throws against devices and device-like abilities (but not against supernatural and extraordinary abilities). Material Component: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets. Focus: One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.

Sphere of Purity

Abjuration Level: Drd 5, Technology 7 This spell functions as per lesser sphere of purity, except that it also excludes 4th-level devices and devicelike effects.

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Steamworks Sphere of Purity, Lesser

Abjuration Level: Drd 3, Technology 5 Components: V, S, M Casting Time: 1 standard action Range: 10 ft. Area: 10-ft. radius spherical emanation, centered on you Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No An immobile, faintly shimmering magical sphere surrounds the caster and excludes all device effects of 3rd level or lower. The area or effect of any such devices does not include the area of the lesser sphere of purity. Such devices fail to affect any target located within the globe. Excluded effects include device-like abilities and devices or device-like effects from items. However, any type of device can be activated through or out of the magical globe. Devices of 4th level and higher are not affected by the globe, nor are devices already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell or damping matrix device, but not by an area dispel magic or damping matrix. The caster can leave and return to the globe without penalty. Note that device effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not disrupted. If a given device has more than one level depending on which character class is casting it, use the level appropriate to the activator to determine whether lesser sphere of purity stops it. Material Component: A glass or crystal bead that shatters at the expiration of the spell.

Repair Critical Damage Transmutation Level: Wiz/Sor 4

As per repair light damage, except that it heals 4d6+1/level (max +20) points of damage.

Repair Light Damage

Transmutation Level: Wiz/Sor 1 Components: V, S, M Silven Crossroads

Chapter 5: Spells and Powers Casting Time: 1 standard action Range: Touch Target: One object or construct Duration: Instantaneous Saving Throw: Fortitude negates (object, harmless) Spell Resistance: Yes When this spell is cast, the next object or construct the caster touches is cured of 1d6+1/level (max +5) points of damage.

Repair Moderate Damage Transmutation Level: Wiz/Sor 2

As per repair light damage, except that it heals 2d6+1/level (max +10) points of damage.

Repair Serious Damage Transmutation Level: Wiz/Sor 3

As per repair light damage, except that it heals 3d6+1/level (max +15) points of damage.

Return to Nature

Transmutation Level: Drd 9 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 10-ft-radius burst Duration: Instantaneous Saving Throw: Fortitude negates (object) Spell Resistance: Yes All technological effects, devices, and technological items within the radius of the spell, except for those that are carried or touched by the caster are disjoined. That is, devices separated into their individual components (ending the effect as an electromagnet does), completely dismantling the device as though it has been salvaged; and each permanent technological item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher.

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Turn Machine

Abjuration Level: Drd 3 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Targets: All constructs in range Duration: Instantaneous Saving Throw: None Spell Resistance: No When this spell is cast, the caster can attempt to turn all constructs within range. The caster must present his divine focus in order for this spell to have any effect. When this spell is cast, the caster turns the closest turnable constructs first, and can not turn constructs that are more than 60 feet away or that have total cover relative to the caster. The caster doesn’t need line of sight to a target, but does need line of effect. To attempt to turn constructs, the caster must make a turning check to determine how powerful a construct he can turn. This is a Wisdom check (1d20 + the caster’s Wisdom modifier). The table below gives the Hit Dice of the most powerful construct the caster can affect, relative to your level. On a given casting of this spell, he can turn no construct creature whose Hit Dice exceed the result on that table.

If the caster’s Wisdom score is average or low, it is possible to roll fewer Hit Dice of constructs turned than indicated on the table above. Casters may skip over already turned constructs that are still within range, so that he does not waste your turning capacity on them. Turned constructs flee from the caster by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If the caster approaches within 10 feet of them, however, they overcome being turned and act normally. (Casters can stand within 10 feet without breaking the turning effect—he just can’t approach them.) The caster can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect. If the caster has twice as many levels (or more) as the constructs have Hit Dice, he destroys any that he would normally turn.

Turn Machine, Greater Abjuration Level: Drd 5

This spell functions as per turn machine, except that the caster turns 3d6 + her druid level + her Wisdom modifier worth of constructs.

Turn Machine, Lesser

Table 5–3: Turn Machines Turning Check Result

Most Powerful Construct Affected (Maximum Hit Dice)

0 or lower

Druid’s level –4

1–3

Druid’s level –3

4–6

Druid’s level –2

7–9

Druid’s level –1

10–12

Druid’s level

13–15

Druid’s level +1

16–18

Druid’s level +2

19–21

Druid’s level +3

22 or higher

Druid’s level +4

Abjuration Level: Drd 1

This spell functions as per turn machine, except that the caster turns 1d6 + his druid level + his Wisdom modifier worth of constructs, and he does not destroy constructs he would normally turn even if he has twice as many levels as the constructs have Hit Dice.

If the roll on the table above is high enough to let the caster turn at least some of the constructs within 60 feet, roll 2d6 + the caster’s druid level + his Wisdom modifier for turning damage. That’s how many total Hit Dice of constructs he can turn.

Silven Crossroads

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Steamworks

This chapter presents five prestige classes with technological characters in mind, as well as an NPC class.

Prestige Classes

Prestige classes are a form of multiclassing. Unlike the basic classes found in Chapter 1, characters must meet requirements before they can take their first level of a prestige class. The rules for level advancement (see Player’s Handbook) apply to this system, meaning the first step of advancement is always choosing a class. If a character does not meet the requirements for a prestige class then he cannot take the first level of that prestige class. Prestige classes are purely optional and always under the purview of the GM.

Automatist

The Automatist focuses on automatons and other constructs, and is skilled in their construction and uses. A skilled Automatist can activate an army of automatons on a moment’s notice, whether they are needed for general purposes or for a specific use. A prepared Automatist is never alone. Technologists and Inventors can become an Automatist to focus their studies on automatons and improve their knowledge of those constructs. Other classes who take the Advanced Technical Training feat and learn automaton III can choose to become an Automatist, though focusing on a small part of their repertoire may not be conducive to their primary purpose. NPC Automatists can be found in cities, as well as in military outposts of nations where technology is common, as they can greatly improve the numbers of a group they are with. Hit Die: d4.

Chapter 6: Characters

Requirements

To qualify to become an Automatist, a character must fulfill all of the following criteria. Skills: Disable Device 7 ranks, Repair 7 ranks. Devices: Must be able to construct an automaton III.

Class Skills

The Automatist’s class skills (and the key ability for each skill) are Concentration (CON), Disable Device (INT), Knowledge (technology) (INT), Techcraft (INT), and Repair (DEX). Skill Points at Each Level: 2 + INT modifier.

Class Features

All of the following are class features of the Automatist prestige class. Weapon and Armor Proficiency: An Automatist gains no proficiency with any weapon or armor. Devices: When a new Automatist level is gained, the character gains new device slots, devices known, and device charges as if he had gained a level in a student class he belonged to prior to adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of student. If a character had more than one student class before becoming an Automatist, he must

An Automatist and his Creations

Silven Crossroads

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decide to which class he adds the new level for purposes of determining device slots. Improved Activation: An Automatist is skilled at activating his automaton devices. When he activates a device from the automaton chain of devices (automaton I, automaton II, and so on), it takes only a standard action rather than 1 round. The automaton activated may take a standard or move action immediately on the activator’s turn, then acts normally until the duration ends. Improved Constructs: At 2nd level, when an Automatist activates a device from the automaton chain, the automaton has an additional ability from whatever list it chooses a special ability from (see Chapter 9 for more information). At 4th level, the Automatist’s automatons instead gain two additional abilities from whatever list it chooses from. Extended Activation: At 3rd level, all devices from the automaton chain the Automatist constructs have their duration doubled, as if they were affected by a battery metadevice. Automaton Swarm: At 5th level, when an Automatist activates a device from the automaton chain, instead of producing a single automaton, he may instead choose to have the device split into 1d3 automatons of the next lower level (for example, 1d3 7th-level automatons from an automaton VIII), or 1d4+1 automatons of the lower level after that (for example, 1d4+1 6th-level automatons from an automaton VIII). This ability cannot be used in conjunction with automaton I, and automaton II can only be used to produce 1d3 1st-level automatons.

Table 6–1: The Automatist Fort Ref Will Lvl BAB Save Save Save Special

Devices

1

+0

+0

+2

+0

Improved Activation

2

+1

+0

+3

+0

Improved Constructs I

+1 level of existing student class

3

+1

+1

+3

+1

Extended Activation

+1 level of existing student class

4

+2

+1

+4

+1

Improved Constructs II

+1 level of existing student class

5

+2

+1

+4

+1

Automaton Swarm

+1 level of existing student class

Silven Crossroads

+1 level of existing student class

Engineer

Technology is not just a science, it is also an art. While not as elegant as magic, some find a beauty in math, logic, and physics, and go on to master the tiniest minutiae of natural law. These are the Engineers—those who go above and beyond the standard tinkering and expand the boundaries of science. Most Engineers are Technologists and Inventors. They rarely multiclass, instead choosing to perfect their understanding of natural law. NPC Engineers are often found in positions of power in technologically advanced lands, overseeing construction projects and generally improving the lives of those around them. Solitary Engineers are not unheard of, living in isolation to master the arts of science and expand upon some grand theory they have written. Hit Die: d4.

Requirements

To qualify to become an Engineer, a character must fulfill all of the following criteria. Skills: Knowledge (technology) 15 ranks, Techcraft 15 ranks. Feats: Skill Focus (techcraft), Field Focus in two fields of technology. Devices: Ability to construct and activate 7th-level devices, knowledge of 5th-level or higher devices from at least three fields.

Class Skills

The Engineer’s class skills (and the key ability for each skill) are Concentration (CON), Disable Device (INT), Knowledge (technology) (INT), Repair (DEX), and Techcraft (INT). Skill Points at Each Level: 2 + INT modifier.

Class Features

All the following are class features of the Engineer prestige class. Weapon and Armor Proficiency: Engineers gain no proficiency with any weapon or armor. Devices: Upon achieving a new Engineer level, the character gains new device slots (and devices known, if applicable) and device charges as if gaining a level in whatever student class he could construct 7th-level devices before adding the prestige class level. He does not, however, gain any other benefit a character of Page 116

Steamworks that class would have gained. If a character had more than one student class in which he could construct 7th-level devices before he became an Engineer, he must decide to which class he adds each level of Engineer for the purpose of determining device slots. Obscure Technique: An Engineer learns secret lore unknown to mere Technologists and Inventors. He gains the opportunity to select a special ability from among those described below by permanently eliminating at least one device slot. Technological Disruption (Ex): The Engineer gains the ability to channel a device’s stored charges into a beam of disrupting energy. Using this ability requires a single charge from a device. The bolt produced is a ranged touch attack with long range (400 feet + 40 feet/level of engineer) that deals 1d6 points of damage per class level of engineer plus 1d6 points of damage per level of the device used to power the effect. This ability costs four device slots. Monkeywrench (Ex): The Engineer gains the ability to channel a device’s stored charges into a disrupting beam that interferes with other devices. Using this ability costs a single charge from a device. The beam produced is a ranged touch attack with medium range (100 feet + 10 feet/level of Engineer) that can be used to target a device. The targeted device is drained of 1d4+1 charges and its device malfunction rate increases by 5% per Engineer level; the device is allowed a Fortitude save to avoid this effect. This ability costs three device slots. Mastery of Energy: The Engineer can alter a device when activated so that it utilizes a different element from the one it normally uses. This ability can only alter a device with the Acid, Cold, Fire, Electricity, Magnetic, or Sonic descriptor. The device’s activation time is unaffected. The activator decides whether to alter the device’s energy type and chooses the new energy type when he begins activating the device. This ability costs three device slots. Mastery of Shaping: The Engineer can alter area and effect devices that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the device’s area or effect that are not subject to the device. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable devices have a minimum dimension of 5 feet instead of 10 feet. This ability costs one device slot. Silven Crossroads

Chapter 6: Characters Optimized Engineering: This ability increases the engineer’s effective student level by +1 (for purposes of determining level-dependent device variables such as damage dice or range, and device level checks only). This ability costs one device slot.

Table 6–2: The Engineer Fort Ref Level BAB Save Save

Will Save Special

1

+0

+0

+2

+0

Obscure Technique

+1 level of existing student class

2

+1

+0

+3

+0

Obscure Technique

+1 level of existing student class

3

+1

+0

+3

+0

Obscure Technique

+1 level of existing student class

4

+2

+1

+4

+1

Obscure Technique

+1 level of existing student class

5

+2

+1

+4

+1

Obscure Technique

+1 level of existing student class

Devices

Technician

Whereas some students stick by the old standbys and don’t tinker much with their devices, the Technician is the direct opposite. The Technician tinkers constantly with her devices, changing their functions and integrating new ideas with the old, constructing devices with widely varied capabilities and multiple uses. If the Technician does not have an appropriate device on hand, she can take a few moments and construct a makeshift device that gets the job done. Most Technicians are Technologists and Inventors with an interest in metatechnology and metadevices. Non-students with only a passing familiarity with technology do not have the dedication required to make use of the skills a Technician learns. NPC Technicians can be found in smaller communities, where they make up devices as they go along. Those in larger cities tend to specially craft devices to a buyer’s specifications. Hit Die: d4.

Requirements

To qualify to become a Technician, a character must fulfill all of the following criteria. Skills: Disable Device 8 ranks, Repair 8 ranks. Feats: At least two metadevice feats and at least two metatechnology feats. Devices: Able to construct 3rd-level devices. Page 117

Steamworks Class Skills

The technician’s class skills (and the key ability for each skill) are Concentration (CON), Disable Device (INT), Knowledge (technology) (INT), Repair (DEX), and Techcraft (INT). Skill Points at Each Level: 2 + INT modifier.

Class Features

All of the following are class features of the Technician prestige class. Weapon and Armor Proficiency: Technicians gain no proficiencies with any weapon or armor. Devices: When a new Technician level is gained, the character gains new device slots, devices known, and device charges as if she had gained a level in a student class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of student. If a character had more than one student class before becoming a Technician, she must decide to which class she adds the new level for purposes of determining device slots. Improved Metadevices: A Technician is an expert with metadevices, and can attach and detach them with ease. A Technician can attach or detach a metadevice as a swift action. Improved Metatechnology: At 2nd level, a Technician is adept at dealing with metatechnology. A Technician may choose to construct a metatechnology component on its own and use it as though it were a metadevice (this ability cannot be used in conjunction with the Easy Operation, Optimal Engineering, or Spatial Optimization metatechnology feats); doing so requires materials that cost 1½ times as much as normally required. Integrated Metadevices: At 3rd level, a Technician can integrate metadevices into devices as though they were metatechnology; doing so requires materials that cost ¾ as much as normally required. Equipment Modification: At 4th level, a Technician can modify a device with the Equipment descriptor so that it uses a different equipment slot; modifying a device in this way can be done during construction or on the fly, which takes 10 minutes of modification. If the device uses multiple equipment slots, she may choose to change a portion of them or all of them. Silven Crossroads

Chapter 6: Characters Device Integration: At 5th level, a Technician can integrate two devices into a single, larger device. This larger device is the size of the larger of the two devices, has charges equal to double the charges a device the Technician normally constructs would have, and can use either device’s effect when a charge is expended. Constructing such a device requires supplies double the cost of the higher-level device, and requires as many days to construct as the higher-level device. Such a device accrues its malfunction rate at a rate of 10% per charge expended.

Table 6–3: The Technician Fort Ref Will Level BAB Save Save Save

Special

Devices +1 level of existing student class

1

+0

+0

+2

+0

Improved Metadevices

2

+1

+0

+3

+0

Improved +1 level Metatechnology of existing student class

3

+1

+1

+3

+1

Integrated Metadevices

+1 level of existing student class

4

+2

+1

+4

+1

Equipment Modification

+1 level of existing student class

5

+2

+1

+4

+1

Device Integration

+1 level of existing student class

Technomage

There are those who would not be content with following the path of just magic or just technology. They study both fields equally, and learn ways to combine the two into a cohesive whole. These are the Technomages, spellcasters who wield devices, students who control arcane power. Their mastery of magic and technology makes them a dangerous opponent and an irreplaceable ally. Because a Technomage uses both magic and technology, all members of this class are multiclass spellcasting students. The majority are Technologist/Wizards, though some are Inventor/Sorcerers; Inventor/ Wizards and Technologist/Sorcerers are not unheard of, though they are rarer than their counterparts. NPC Technomages are usually found on the hunt for more arcane or technological lore. Hit Die: d4.

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Requirements

To qualify to become a Technomage, a character must fulfill all the following criteria. Skills: Knowledge (arcana) 6 ranks, Knowledge (technology) 6 ranks. Spells: Able to cast 2nd-level arcane spells. Devices: Able to construct 2nd-level devices.

Class Skills

The Technomage’s class skills (and the key ability for each skill) are Concentration (CON), Decipher Script (INT), Disable Device (INT), Knowledge (arcana) (INT), Knowledge (technology) (INT), Spellcraft (INT), and Techcraft (INT). Skill Points at Each Level: 2 + INT modifier.

Class Features

All of the following are features of the Technomage prestige class. Weapon and Armor Proficiency: Technomages gain no proficiency with any weapon or armor. Spells per Day: After gaining a new Technomage level, the character gains new spells per day as if he had gained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 2nd-level spells before he became a Technomage, he must decide to which class he adds each level of Technomage for the purpose of determining spells per day. Device Slots: When a new Technomage level is gained, the character gains new device slots as if he

had also gained a level in a student class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of student. If a character had more than one student class before becoming a Technomage, he must decide to which class he adds the new level for purposes of determining device slots. Spell Transfer: At 4th level, the Technomage can drain his ability to cast spells to power devices. As a standard action, the Technomage can expend one spell slot and add one temporary charge to a device of equal or lower level. The temporary charge lasts 1 round/Technomage level. Device Transfer: At 5th level, the Technomage can drain charges out of his devices to cast spells. As a standard action, the Technomage can drain one charge out of a device to gain one spell slot equal to or lower than the device’s level; this effect increases the device’s malfunction rate as though one charge were expended. The temporary spell slot lasts 1 round/ Technomage level. If the Technomage does not spontaneously cast arcane spells, this effect works as the retain use of the mnemonic enhancer spell; the spell is only retained for 1 round/Technomage level. Magic/Technology Transparency: At 10th level, the Technomage has gained a complete understanding of the intricacies of mixing magic and technology. As such, he can use device slots to prepare a spell of any level equal to the number of device slots expended to ready it or lower, or a spell slot to ready a device of the spell slot’s level or lower.

Table 6–4: The Technomage BAB

Fort Save

Ref Save

Will Save

1

+0

+0

+2

+2

+1 level of existing student class

2

+1

+0

+3

+3

+1 level of existing spellcasting class

3

+1

+1

+3

+3

+1 level of existing spellcasting class/+1 level of existing student class

4

+2

+1

+4

+4

Spell Transfer

+1 level of existing student class

5

+2

+1

+4

+4

Device Transfer

+1 level of existing spellcasting class

6

+3

+2

+5

+5

+1 level of existing spellcasting class/+1 level of existing student class

7

+3

+2

+5

+5

+1 level of existing student class

8

+4

+2

+6

+6

+1 level of existing spellcasting class

9

+4

+3

+6

+6

+1 level of existing spellcasting class/+1 level of existing student class

10

+5

+3

+7

+7

Level

Silven Crossroads

Special

Spells per day/Device Slots

Magic/Technology Transparency

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Wraith

Most technology is rather straightforward, even more so than magic, given its physical nature. However, there are some technological principles that are covert—namely, cloaking. Cloaking is generally a misunderstood process, and is often equated with invisibility. The Wraith, however, knows better: she has studied the formulae and physics behind cloaking, and can manipulate cloak effects as well as detect cloaks. In time, she can even use her skill to detect invisible and incorporeal creatures. Wraiths are often rogues with a smattering of technical knowledge, though some Rangers and other classes focused on stealth may take the path of the Wraith. Technologists and Inventors rarely become Wraiths, given the intense focus on one device. NPC Wraiths are often found as part of shadier organizations, though some can also be found seeking out natural phenomena that resembles cloaking, such as ghosts and and similar incorporeal undead. Hit Die: d6.

Requirements

To qualify to become a Wraith, a character must fulfill all the following criteria. Skills: Hide 8 ranks, Move Silently 8 ranks. Devices: Must be able to construct a cloaking device.

Class Skills

The Wraith’s class skills (and the key ability for each skill) are Escape Artist (DEX), Hide (DEX), Knowledge (technology) (INT), Listen (WIS), Move Silently (DEX), Search (INT), Spot (WIS), and Techcraft (INT). Skill Points at Each Level: 4 + INT modifier.

Class Features

All of the following are features of the Wraith prestige class. Weapon and Armor Proficiency: Wraiths gain no proficiency with any weapon or armor. Devices: When a new Wraith level is gained, the character gains new device slots, devices known, and device charges as if she had gained a level in a student class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for Silven Crossroads

an increased effective level of student. If a character had more than one student class before becoming a Wraith, she must decide to which class she adds the new level for purposes of determining device slots. Improved Cloak: At 1st, 3rd, 5th, 7th, and 9th levels, the Wraith gains an ability that modifies his cloak generators, improved cloak generators, and cloak field generators. Any devices that she constructs after gaining the ability have the chosen abilities automatically, at no extra cost. Sonic-Dampening: The cloak effect generated by the device also dampens sound. This ability can be taken once. Scent-Removing: The cloak effect generated by the device also removes scent. This ability can be taken once. Cloaked Light: Objects that project light do not do so when hidden within the wearer’s equipment. This ability can be taken once. Subtle Cloak: The cloaked creature can share a square with another creature; doing so gives the creature a +10 circumstance bonus on any checks made to detect the cloaked creature. This ability can be taken once. Displacement Cloak: The cloak can, in addition to its cloak effect, project an image of the wearer up to 10 feet away from the wearer’s actual position. This ability can be taken multiple times; each time you do, the maximum distance the image is thrown extends by 10 feet. Cloak Shield: The device provides a +2 dodge bonus to AC to all creatures cloaked. This ability can be taken multiple times. Extended Cloak: At 2nd level, the Wraith has perfected her cloaking apparatus so that they last longer than normal. All devices that generate a cloak effect that she constructs benefit as though from a battery metadevice. Swift Cloak: At 4th level, the Wraith is skilled in quickly activating her cloaks. She can activate any device that generates a cloak effect with a swift action. Durable Cloak: At 6th level, the Wraith’s skill in building cloaking devices improves greatly. Whenever an effect would negate the cloak effect, the effect must make a student check against DC 10 + Wraith class levels + device level + Wraith’s INT modifier; failure indicates that the cloak is not negated. This

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check can only be made once for each attempt to negate the cloak effect. Immediate Cloak: At 8th level, the Wraith’s speed at cloaking improves yet again. She can activate any device that generates a cloak effect with an immediate action. Persistant Cloak: At 10th level, the Wraith’s understanding of cloaking apparatus allows him to construct devices that allow her to cloak herself constantly. Any device that produces a cloaking effect that the Wraith constructs no longer uses charges, though each device continues to increase its malfunction rate with each activation. Effects that drain charges have no effect on such a device.

Table 6–5: The Wraith Fort Ref Will Lvl BAB Save Save Save Special

Device Slots

1

+0

+0

+2

+0

Improved Cloak

+1 level of existing student class

2

+1

+0

+3

+0

Extended Cloak

3

+2

+1

+3

+1

Improved Cloak

4

+3

+1

+4

+1

Swift Cloak

5

+3

+1

+4

+1

Improved Cloak

6

+4

+2

+5

+2

Durable Cloak

7

+5

+2

+5

+2

Improved Cloak

8

+6

+2

+6

+2

Immediate Cloak

9

+6

+3

+6

+3

Improved Cloak

10

+7

+3

+7

+3

Undetectable Cloak

NPC Class: Tinker

+1 level of existing student class

+1 level of existing student class

+1 level of existing student class

As an addition to the NPC classes presented in the DMG, the Tinker NPC class is presented here as a counterpart to technology. As the adept represents a lesser knowledge of magic, the Tinker represents lesser technological advancement. The Tinker serves a culture as a repairman, fixing broken trinkets and sometimes supplying the occasional clockwork oddity; in some instances, the Tinker serves as the spearhead of a technological movement, discovering technological principles and laying the groundwork for more concrete theories. Silven Crossroads

Tinkers can be found nearly anywhere, from the streets of the large city to the farms in rural areas. Hit Die: d6.

Class Skills

The Tinker’s class skills (and the key ability for each skill) are Concentration (CON), Craft (INT), Disable Device (INT), Knowledge (technology) (INT), Open Lock (DEX), Repair (DEX), and Techcraft (INT). Skill Points at 1st Level: (2 + INT modifier) ×4. Skill Points at Each Additional Level: 2 + INT modifier.

Class Features

All of the following are class features of the Tinker NPC class. Weapon and Armor Proficiency: Tinkers are skilled with all simple weapons. Tinkers are not proficient with any type or armor or shields. Devices: A Tinker constructs and maintains technological devices. Devices learned can be common devices chosen from the Tinker device list, or they can be unusual devices that the Tinker has gained some understanding of by research. For instance, a Tinker with a schematic of a device that is unknown to him (it is not on the Tinker device list) could select that device as one of his new devices, provided the device is of an appropriate level. To ready, construct, repair, or recharge a device, the Tinker must have an Intelligence score of at least 10 + the device’s level. The DC for saving throws to resist a Tinker’s devices is 10 + the device’s level + the Tinker’s Intelligence modifier. Device Slots: A Tinker can only ready, repair, or recharge so many devices in a day; this limitation is summarized as his available device slots. Ready: Readying a device of at least 1st level uses one device slot per device level. A Tinker can choose to ready any device that is in his possession. Readying a device enables the Tinker to activate the device at any time until he decides to change his device slot allocation. Repair: Repairing a device uses one device slot, regardless of its device level. A Tinker reduces the device’s malfunction rate by 5%/2 student levels (minimum 5%).

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Recharge: Recharging a device uses one device slot, regardless of its device level. A device recharged by the Tinker regains 1 charge/4 student levels (minimum 1 charge). 0-Level Devices: Also called “gadgets,” a Tinker can ready, repair, and/or recharge a number of gadgets equal to his level + 3 without using a device slot. Each 0-level device he readies, repairs, or recharges beyond this amount takes up a device slot, as normal. Devices Known: The Tinker knows a set number of devices, as shown in Table 6-6: The Tinker. These devices can be of any level, up and including the highest level of devices the Tinker can know (see Table 6–6: The Tinker). The Tinker simply knows these devices, as they are ingrained in his memory; he does not need to keep notebooks. Highest Level Device Known: This is the highestlevel device that a Tinker can construct, ready, repair, and recharge. Device Charges: When a tinker constructs a device, it has the listed number of charges. Once a device is constructed, the number of charges it has does not increase when the tinker gains a level.

Starting Gear: 3d4 × 10 gp worth of equipment.

Tinker Device List

Tinkers choose their devices from the following list. 0 Level: antitoxin, flashpowder, gyrocompass, spectacles, watch. 1st Level: alchemist’s fire, armorall, climber, coffee, glue, grease, grenade, lightning rod, magnet, parachute cloak, tanglefoot, telegraph, tool, translator. 2nd Level: adrenalin, automaton I, repair fluid, mnemonic inducer, night drops, prototype tonic, skeleton key, stun grenade, tangler grenade. 3rd Level: flashseal, improved repair fluid, invisible ink, ornithopter, oxygenizer, prototype exoskeleton, solvaway. 4th Level: advanced repair fluid, automaton II, cloak generator, oxidant, sulfuric acid, tonic. 5th Level: autocrossbow, automaton III, clockwork steed, decloaker, drill, exoskeleton, improved ornithopter.

Table 6–6: The Tinker Level

BAB

Fort Save

Ref Save

Will Save

Device Slots

Devices Known

Highest Level Device Known

Device Charges

1

+0

+0

+2

+0

1

1

1st

1

2

+1

+0

+3

+0

2

2

1st

1

3

+1

+1

+3

+1

3

3

1st

1

4

+2

+1

+4

+1

4

4

2nd

2

5

+2

+1

+4

+1

5

5

2nd

2

6

+3

+2

+5

+2

6

6

2nd

2

7

+3

+2

+5

+2

7

7

2nd

2

8

+4

+2

+6

+2

8

8

3rd

3

9

+4

+3

+6

+3

9

9

3rd

3

10

+5

+3

+7

+3

10

10

3rd

3

11

+5

+3

+7

+3

11

11

3rd

3

12

+6/+1

+4

+8

+4

12

12

4th

4

13

+6/+1

+4

+8

+4

13

13

4th

4

14

+7/+2

+4

+9

+4

14

14

4th

4

15

+7/+2

+5

+9

+5

15

15

4th

4

16

+8/+3

+5

+10

+5

16

16

5th

5

17

+8/+3

+5

+10

+5

17

17

5th

5

18

+9/+4

+6

+11

+6

18

18

5th

5

19

+9/+4

+6

+11

+6

19

19

5th

5

20

+10/+5

+6

+12

+6

20

20

5th

5

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Chapter 7: Integration

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This chapter gives an overview of integrating technology into an existing campaign or using it in the creation of a new one. It also presents prestige classes for use in conjunction with certain methods of introducing technology, as well as guidelines for using technology in high-level games.

Overview

When adding technology to a setting, it is not necessarily a case of simply including everything presented in this book in the setting. Culture, origin, the reaction of arcane and divine magic, and level of technology present can and should influence how and why technology is present in a given setting. Without proper forethought, technology may appear without logic or reason and not mesh well with a given setting; however, given preparation, technology can enhance and improve a campaign, giving it verisimilitude it may have otherwise lacked.

Origin of Technology

The first consideration is the origin of technology. How did it come about? Who took the first steps in producing technology as a viable alternative to magic, arcane or divine? The answers to these questions assist in determining how technology fits into a setting. This section looks at three possible ways that technology came about: ancient technology, gradual technology, and sudden technology. These origins are by no means comprehensive, though they give a broad overview of these options while providing for ready application into a setting.

Ancient Technology

One of the easiest ways to integrate technology into an existing setting is to use it as ancient technology. A long-gone civilization had advanced greatly in technical knowledge but suffered from some disaster that caused its downfall, leaving behind only traces of their technological advances. Discovery of this technology could possibly be of great benefit to the current civilization and a lucrative career for those who find it and study it. Alternately, perhaps these great inventions lie ignored or shunned in favor of magic. Silven Crossroads

Chapter 7: Integration

A society’s reaction to ancient technology has a definite impact on the frequency of technology appearing. If a society has intense interest in technology, it may search constantly for it, debate theories on what has been found, and attempt to reconstruct or even build off of existing technologies. If a society has no interest in technology, which may be the case in one steeped in magic, perhaps it is treated as little more than a curiosity, something that is intriguing but has little or no real value in the modern world. Using this approach allows the Game Master to control exactly how much technology is introduced into the world. For those leery of the impact of technology, presenting only a small handful of ruins where technology can be found and no region having interest in it would be reason enough for technology to be extremely rare and rather limited in availability. From there, the influx of technology can be controlled: if its effects are gratifying, more ruins could be unearthed; if technology is having a disrupting effect on the campaign, technology is easily limited to what is already available and the rest lost to time.

Ancient Technology in Practice

As far as characters are concerned, using the Tinker NPC class presented in Chapter 6 is recommended for a core technology class. While underpowered in terms of devices available, the general lack of available technology makes such a character a surprise for those who encounter him, as well as most spellcasters’ inability to effectively deal with such a character’s abilities. However, the character may suffer from a lack of supplies and research material - he must actively seek out ancient technology in order to find necessary parts, as well as to learn new devices. In addition to the Tinker NPC class, you may want to consider using the Archaeologist prestige class, presented below. The Archaeologist can be used to represent a character who has thoroughly studied and examined ancient technology and gained an understanding of it, however limited.

Archaeologist

A specialist in archaic lore, the Archaeologist uses the technology of the ancients in new and enterprising ways. Recovering what once was lost, he brings to the Page 123

Steamworks fore knowledge that has been lost for ages. Not only does he have technical knowledge of old, he also has the skills necessary to find such knowledge, trained in navigating ancient ruins and recognizing secret passageways. As such knowledge is usually well guarded, the Archaeologist also hones his reflexes, enabling him to avoid danger that he did not manage to already detect. Rogues are adept at becoming Archaeologists, and, with the right training, can excel at it. Elves and dwarves, both naturally able to detect irregularities in their surroundings, can improve on those skills by becoming Archaeologists. Druids, while having an interest in nature, rarely become Archaeologists due to interaction with the artificial. NPC Archaeologists can be be found in larger cities researching material they have excavated, but they are more often found in the field, seeking out new lore and objects. Hit Die: d6.

Requirements

To qualify to become an Archaeologist, a character must fulfill all of the following criteria. Skills: Decipher Script 6 ranks, Disable Device 8 ranks, Knowledge (architecture and engineering) 6 ranks, Knowledge (history) 8 ranks, Search 8 ranks.

Silven Crossroads

Chapter 7: Integration Special: Must have either a class or racial ability that enables the character to detect traps or secret doors, such as a dwarf ’s stonecunning, an elf ’s ability to notice secret or concealed doors, or a rogue’s trapfinding.

Class Skills

The Archaeologist’s class skills (and the key ability for each) are Concentration (CON), Decipher Script (INT), Disable Device (INT), Knowledge (history) (INT), Knowledge (technology) (INT), Open Lock (DEX), Repair (DEX), Search (INT), Speak Language, and Techcraft (INT). Skill Points at Each Additional Level: 4 + INT modifier.

Class Features

All of the following are features of the archaeologist prestige class. Weapon and Armor Proficiency: Archaeologists gain no proficiency with any weapon or armor. Devices: An Archaeologist constructs and maintains technological devices. An Archaeologist has a student level equal to one-half his Archaeologist level, rounded down (minimum 1). Devices learned can be any device from the Technologist device list, or they can be unusual devices

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Steamworks that the Archaeologist has gained some understanding of by research. For instance, an Archaeologist with a schematic of a device that is unknown to him (it is not on the Technologist device list) could select that device as one of his new devices, provided the device is of an appropriate level. To ready, construct, repair, or recharge a device, the Archaeologist must have an Intelligence score of at least 10 + the device’s level. The DC for saving throws to resist an Archaeologist’s devices is 10 + the device’s level + the Archaeologist’s Intelligence modifier. Device Slots: An Archaeologist can only ready, repair, or recharge so many devices in a day; this limitation is summarized as his available device slots. An Archaeologist has a number of bonus device slots equal to his Intelligence modifier, to a maximum of the highest level device he can construct (for instance, at 1st level, a technologist with a 16 Intelligence has 1 additional device slot; at 3rd, he gains another additional device slot, for a total of 2; and at 5th, he gains his third bonus device slot). Ready: Readying a device of at least 1st level uses one device slot per device level of the device being readied. An Archaeologist can choose to ready any device that is in his possession. Readying a device enables the Archaeologist to activate the device at any time until he decides to change his device slot allocation. Repair: Repairing a device uses one device slot, regardless of its device level. An Archaeologist reduces the device’s malfunction rate by 5%/2 student levels (minimum 5%). Recharge: Recharging a device uses one device slot, regardless of its device level. A device recharged by the Archaeologist regains 1 charge/4 student levels (minimum 1 charge). 0-Level Devices: Also called “gadgets,” an Archaeologist can ready, repair, and/or recharge a number of gadgets equal to his level without using a device slot. Each 0-level device he readies, repairs, or recharges beyond this amount takes up a device slot, as normal. Device Charges: When a technologist constructs a device, it has the listed number of charges. Once a device is constructed, the number of charges it has does not increase when the technologist gains a level. Silven Crossroads

Chapter 7: Integration Highest Level Device Known: This is the highest level device that an Archaeologist can construct, ready, repair, and recharge. Notebooks: An Archaeologist must, when constructing, readying, repairing, or recharging a device, have his notebooks on hand. He cannot construct, ready, repair, or recharge a device that is not recorded in his notebooks. When a character takes his first level of Archaeologist, his notebooks contain three 0-level devices. At each level, an Archaeologist gains knowledge of one more device that is of the highest level device he can know or lower; knowledge of this device is automatically gained at each level and does not require any time to research. At any time, an Archaeologist can also add devices found in other Technologists’ or Archaeologists’ notebooks to his own. Archaeological Lore: At 2nd level and every two levels after, the Archaeologist gains one of the following abilities. Device Research (Ex): The Archaeologist gains knowledge of a device that is of the highest level device he can know or lower; knowledge of this device is automatically gained and does not require any time to research. Evaluate (Ex): The Archaeologist is able to examine a device or a technological item and determine whether or not it is usable, how many charges it has remaining, its chance of malfunction, and what it is capable of. As a standard action, he may make a special evaluate check with a bonus equal to one-half his Archaeologist level (rounded down, minimum +1) + his Intelligence modifier to determine what he can learn about a device or technological item (if the Archaeologist has at least 5 ranks in Techcraft, he gets a +2 synergy bonus to this check). 7–1: Archaeologist Evaluation of a Device or Tech Item

Information Learned

DC(1)

Determine the number of charges a device possesses

10 + device level

Determine the device malfunction chance of a device

10 + device level

Determine the function of a device

15 + device level

Identify all properties of a technological item

15 + SL of item

This check can only be made for one of these purposes; these results are not cumulative. 1

Evasion (Ex): The archaeologist gains evasion, as per the rogue ability. If he already had evasion, he gains improved evasion instead. Mechanical Awareness (Ex): The archaeologist may make trap-related Search and Disable Device checks Page 125

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with DCs over 20 in the same manner as a rogue. However, this ability may only be used when searching for or disabling a mechanical trap, and cannot be used for magical traps or traps that contain a magical component. Sense Secret (Ex): The Archaeologist who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. Sense Trap (Ex): The Archaeologist who merely passes within 5 feet of a trap is entitled to a Search check to notice it as if he were actively looking for it. Stonecunning (Ex): The Archaeologist has a +2 bonus to Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but which is disguised as stone also counts as unusual stonework. If the Archaeologist merely comes within 5 feet of unusual stonework he can make a Search check as if he were actively searching, and an Archaeologist can use the Search skill to find stonework traps as a rogue can. The Archaeologist can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Bonus Feat: An Archaeologist may choose to gain a Technical, Item Construction, Metadevice, or Metatechnology feat.

Gradual Technology

Technology does not usually advance overnight—it is more often a long, involved process and filled with trial and error. In a world where magic exists, technology is often used only regularly by lower classes, who rarely have the gift to improve upon existing ideas. Thus technology improves only in fits and spurts; however, the impact a single person can have upon such technology is immense, if the intellect and drive are there. Gradual technology is usually slow enough that, if it is occurring, few of importance care to take note of it. This sort of technology is the realm of the lower classes, reserved for those who do not have ready access to magic. Often, it is used to directly improve and ease the lives of the common man, without regard for other possible uses. If an idea does not have an immediate use, it is often discarded in favor of more utilitarian theories. Using this approach, GMs can slowly integrate technology into a world, with small pieces of knowledge gradually added every now and then. This sort of gradual gain in technology is not likely to heavily influence a setting, though it may have localized impact, depending on what sort of technologies are developed.

Gradual Technology in Practice

As with ancient technology, the Tinker class is recommended as a core technology class. However, you may want to consider using the Inventor core class as well, representing someone particularly gifted in the ways of technology. Gradual technology may also give rise to technologists, depending on how far along

Table 7–2: The Archaeologist Level BAB Fort Save

Ref Save

Will Save

1

+0

+0

+2

+2

2

+1

+0

+3

+3

3

+1

+1

+3

+3

4

+2

+1

+4

+4

5

+2

+1

+4

+4

6

+3

+2

+5

+5

7

+3

+2

+5

+5

8

+4

+2

+6

+6

9

+4

+3

+6

+6

10

+5

+3

+7

+7

Silven Crossroads

Special Archaeological Lore Archaeological Lore Archaeological Lore Archaeological Lore Archaeological Lore

Device Slots

Device Charges

Highest Level Device Known

2

2

0

3

2

1st

4

2

1st

5

3

2nd

6

3

2nd

7

3

3rd

8

3

3rd

9

4

4th

10

4

4th

11

4

5th

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technology is in the setting; however, if Technologists are present, it is unlikely that Tinkers will continue to be at the forefront of technology. As with ancient technology, students may suffer from a lack of materials in a gradual technology setting, though they probably only suffer this problem at higher levels, as lower-level technology could be assumed to be common enough to not present a problem. In addition, GMs may want to consider using the Researcher prestige class, detailed below. The Researcher can be taken by Tinkers or characters with the Technical Training feat to further accelerate their understanding of technology and devices. However, using the Researcher prestige class in combination with the Technologist or Inventor classes is not recommended, as these core classes easily overshadow the Researcher in terms of knowledge of technology.

Researcher

Whereas an Inventor is content with the occasional sudden insight into technology, the Researcher is far more thorough when it comes to discovering new theories. The Researcher’s goal in life is to uncover as many secrets of nature as possible—she is constantly reviewing old ideas and theorizing new ones. She builds new devices on a regular basis to test these theories, and she does not understand the meaning of failure: if a device does not function as predicted, she pores over her notes to determine where her ideas divulged from reality. She is always tinkering, always thinking. Wizards and Sorcerers with an interest in technology may take up the mantle of Researcher, though most are unwilling to let go of their arcane studies for such intent focus on technology. More intelligent Rogues with a mechanical mindset - those who deal primarily with traps or locks - may be interested in expanding their knowledge regarding such inventions. Tinkers who are driven to improve their technical knowledge often become Researchers. Other classes are rare amongst Researchers. NPC Researchers are almost always found in laboratories or libraries, researching their ideas almost constantly. However, a small number can be found “in the field,” gathering notes on physics with actual experience rather than simply reading about it, as

Silven Crossroads

well as testing out their inventions and finding out what areas need work. Hit Die: d4.

Requirements

To qualify to become a Researcher, a character must fulfill all of the following criteria. Skills: Disable Device 8 ranks, Knowledge (technology) 8 ranks, Open Lock 8 ranks. Devices: Able to construct 1st-level devices.

Class Skills

The Researcher’s class skills (and key ability for each) are Concentration (CON), Craft (INT), Disable Device (INT), Knowledge (technology) (INT), Open Lock (DEX), Repair (INT), and Techcraft (INT). Skill Points at Each Additional Level: 2 + INT modifier.

Class Features

All of the following are features of the Researcher prestige class. Weapon and Armor Proficiency: Researchers gain no proficiency with any weapon or armor. Devices: A Researcher constructs and maintains technological devices. A Researcher has a student level equal to one-half her Researcher level, rounded down (minimum 1). Devices learned can be any item from the technologist device list, or unusual devices that the Researcher has gained some understanding of by research. For instance, a Researcher with a schematic of a device that is unknown to her (it is not on the technologist device list) could select that device as one of her new devices, provided the device is of an appropriate level. To ready, construct, repair, or recharge a device, the Researcher must have an Intelligence score of at least 10 + the device’s level. The DC for saving throws to resist a Researcher’s devices is 10 + the device’s level + the Researcher’s Intelligence modifier. Device Slots: A Researcher can only ready, repair, or recharge so many devices in a day; this limitation is summarized as her available device slots. A Researcher has a number of bonus device slots equal to her Intelligence modifier, to a maximum of the highest level device she can construct (for instance, at 1st level, a technologist with a 16 IntelPage 127

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Table 7–3: The Researcher Level

BAB

Fort Save

Ref Save

Will Save Special

1

+0

+0

+2

+0

2

+1

+0

+3

+0

3

+1

+1

+3

4

+2

+1

+4

5

+2

+1

6

+3

+2

7

+3

8

+4

9 10

Highest Level Device Known

Device Slots

Device Charges

2

2

1st

3

2

2nd

+1

5

2

2nd

+1

6

3

3rd

+4

+1

8

3

3rd

+5

+2

9

3

4th

+2

+5

+2

11

4

4th

+2

+6

+2

12

4

5th

+4

+3

+6

+3

14

4

5th

+5

+3

+7

+3

15

5

6th

Unstable Devices

ligence has 1 additional device slot; at 3rd, she gains another additional device slot, for a total of 2; and at 5th, she gains her third bonus device slot). Ready: Readying a device of at least 1st level uses one device slot per device level of the device being readied. A Researcher can choose to ready any device that is in her possession. Readying a device enables the Researcher to activate the device at any time until she decides to change her device slot allocation. Repair: Repairing a device uses one device slot, regardless of its device level. A Researcher reduces the device’s malfunction rate by 5%/2 student levels (minimum 5%). Recharge: Recharging a device uses one device slot, regardless of its device level. A device recharged by the Researcher regains 1 charge/4 student levels (minimum 1 charge). 0-Level Devices: Also called “gadgets,” a Researcher can ready, repair, and/or recharge a number of gadgets equal to her level without using a device slot. Each 0-level device she readies, repairs, or recharges beyond this amount takes up a device slot, as normal. Device Charges: When a technologist constructs a device, it has the listed number of charges. Once a device is constructed, the number of charges it has does not increase when the technologist gains a level. Highest Level Device Known: This is the highest level device that a Researcher can construct, ready, repair, and recharge. Notebooks: A Researcher must, when constructing, readying, repairing, or recharging a device, have her notebooks on hand. She cannot construct, ready, Silven Crossroads

repair, or recharge a device that is not recorded in her notebooks. When a character takes her first level of Researcher, her notebooks contain all 0-level devices and three 1st-level devices. At each level, a Researcher gains knowledge of three more devices of the highest level device she can know or lower; knowledge of these devices is automatically gained at each level and does not require any time to research. At any time, a Researcher can also add devices found in other technologists’ or Researchers’ notebooks to her own. Unstable Devices: Unlike other students, a Researcher’s devices are usually more unstable than normal. As such, devices she constructs that are of the highest level she knows have a minimum of 20% device malfunction rate, while those of the secondhighest level have at least a 10% device malfunction rate. This effect applies only to devices she constructs from her Researcher device list; other devices are unaffected.

Sudden Technology

Though it is extremely uncommon, technology can make leaps and bounds seemingly overnight. Given a brilliant mind focused on technological principles, a single person or a small group, can advance technology months or even years in a fraction of that time. However, with such sudden advances, technology has very little time to disperse through a society, and it has little chance to be used or even seen by most inhabitants of a world. Sudden technology advances so rapidly that very few people are aware of it: only those in the city or region where the ideas are developed know of technolPage 128

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ogy’s existence, and an even smaller portion of that population is versed in its use. This sort of technology is often advanced for technology’s sake, with little regard for immediate use or utility: it is the theories and ideas that are developed that are important to researchers. Using this approach, GMs can introduce a rapidly advancing level of technology into a setting that has no previous experience with it. With only a few people developing and researching new sciences, the technology introduced is easily limited. The amount of people with exposure to technology is limited— outside of the researcher’s city or small region, technology continues to be almost unknown.

Sudden Technology in Practice

At the spearhead of the rise in sudden technology is usually a Technologist or Inventor: a Technologist has the methodical mind to spend weeks in difficult research needed to solve a problem, while an Inventor has the sudden insights that finds solutions to problems that would otherwise not be solved. A Technologist may have difficulty finding new sources for technology, dependent on how many others with a technological mindset exist in the world, while an Inventor has no such problems. Those that live around these brilliant minds, but are not directly involved with the research involved, may become Tinkers to better understand the developing technologies around them and figure out how to use them effectively. In addition, GMs may decide that using the Researcher prestige class is appropriate for such a setting. However, the Researcher has limited knowledge of higher-level devices; using the Researcher prestige class to control the level of technology outside of the developers may be useful to allow for a higher level of technological knowledge outside of the region where the technology is being researched, but it is not recommended for use to represent those who are at the spearhead of research.

Culture

The origin of technology, while important, is only one part of the puzzle. In addition, the culture of the users of technology is important. The more curious a given people are, the more likely they are to invesSilven Crossroads

tigate the possibilities of technology in tandem with that of magic; the more conservative, the more likely they go with whatever their people encountered first. Scavenger races are likely to take advantage of whatever they find, and some of their members may be versed in the usage of technology taken from the scraps of others. This section examines the main humanoid races, as well as some of their traditional foes, and goes over their possible reactions to technology.

Humans

Humans are most likely to encounter and use technology. With their comparatively short lifespans, some humans may not be pleased at the idea of spending decades of studying to gain enough knowledge to wield arcane power; technology has the benefit of being relatively easy to understand. A Wizard must understand vast and eldritch properties of arcane lore, while a Technologist has only to understand basic principles of his world to gain enough knowledge of technology to make a living. Humans also tend to take the quickest path to power: whichever path is easier is the one they travel. If technology is relatively new and unknown, few venture to explore its possibilities. If technology is hard to get to, even fewer dare to take it up as a profession. However, the more accessible and more wellknown technology is, the more humanity takes it up in favor of magic. Human technology is quick and dirty. They produce devices that are not necessarily pleasing to the eye, but they get the job done. However, human technology is also more likely to explore wide branches of research that may otherwise go ignored, and as such their technology is likely to serve a wide variety of uses.

Dwarves

With their relatively long lifespans and interest in things such as mining and smithing, dwarves are excellent candidates for technological research. Dwarves certainly have uses for nearly every aspect of technology—armaments to protect themselves from the dangers of the underground, chemistry for acids to eat through stone that cannot be cut, energy for electricity to light their homes, and mechanical

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Steamworks to produce workers that are more expendable than dwarven lives. Dwarves, being more conservative, are slow to implement new technology. However, once a dwarven community has accepted a technology, it is integrated into their lives completely, allowing them to take full advantage of it. Dwarves naturally do not work often with arcane magic, and technology may give them the edge they require against magic-wielding foes. Dwarven technology is solid, often wrought from stone or strong metals, crafted for soundness and durability. Dwarven technology is also likely to be varied in utility, though often limited to purposes that only may be useful in their cavernous homes. Regardless, dwarven technology may spread and be adapted for use on the surface by more adventuresome members of other races, or be found and mimicked by their foes underground.

Elves

Elves are among the least likely of the common races to investigate technology. With their closeness to both nature and arcane magic, elves have little interest in the barbaric practices of technology—there is little elegance or art to devices, or so the vast majority of their numbers believe. For a race that has such a long life span, the time required to learn the ways of the arcane is not so great and much more tastefully spent than dirtying one’s hands in machinery. For elves, technology is only an interest if it is intriguing. While some elves may explore technology as a form of rebellion against their peoples’ ways, most prefer to stick to what they know and do best, and that is magic. Elven technology is rare; their devices are artfully designed and precisely crafted from wood or other organic material. Their technology is often little-explored and limited in scope—they design technology with a specific goal in mind, and often leave other areas to the realm of magic.

Gnomes

More than most other common races, gnomes are very likely to explore the possibilities of technology. With their skill for alchemy, gnomes are a step ahead of the other races in terms of technological knowledge. It is not unlikely that, given the opportunity, gnomes begin to develop technology, more than likeSilven Crossroads

Chapter 7: Integration ly starting with the field of chemistry and possibly branching out into other areas of study. Gnomes are intrigued by the possibilities of technology, and may study it in place of magic if there is adequate knowledge available. However, with their penchance for bardic ways, some may not be willing to spend the time required in research to reach the point in technology that becomes “interesting.” Gnomish technology is not often straightforward, with form rarely fitting function. Gnomish technology is awkwardly-shaped and may have random parts that have no correlation to a device’s actual use.

Halflings

Halflings are a naturally curious race, and as such may follow the path of technology in the footsteps of other races. Halfling technology tends to meander, growing slowly and not necessarily serving any particular purpose. However, some halflings—more curious than others —cause technology in their communities to progress further and faster than in others. Regardless, halfling technology is often geared towards protection and comfort, rather than combat or theory. Halflings rarely become Technologists or Inventors, though some may gain some technical training thanks to experience with locks and traps. Halflings are more likely to simply dabble in technology rather than receive any formal training, though that does not make their knowledge any less complete. Halfling technology is often small and compact, with few extraneous parts added on. The purpose of a given halfling device is not necessarily readily apparent, nor are there functions necessarily obvious— most of their technology is much more subtle than that of other races.

Goblins

As a scavenger race, goblins rarely have time to develop technology—their societies are too underdeveloped to allow for some of their members to do nothing but study. However, if goblins encounter a technological society, they may pick up on small things and begin to gain a rough and basic understanding of technological concepts. If the technology they are exposed to is useful in their daily lives, goblins may begin to study technology and use it on a more regular basis.

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Steamworks A given goblin, even one exposed to technology, is unlikely to put effort into it. However, as a community, goblins may have enough knowledge to piece together simple devices, and possibly even use them effectively. Goblin technology—if it is not just salvaged from other races—is dirty and often in a poor state of repair. Their devices tend to be half-finished and have pieces falling off, though they are no less effective than other forms of technology.

Kobolds

Of all the humanoid races that are evil in nature, the kobolds are the most likely to develop technology on their own. With their natural affinity for traps and mining, it is not unbelievable that kobolds can discover technological principles on their own. While their applications of that technology is limited in scope, it cannot be doubted that a kobold who understood basic mechanics or electrical principles would put them to immediate use in everyday life. Kobolds are not necessarily willing to study technology for technology’s sake, but rather as a definite means to a definite end. Though research holds less meaning for kobolds than for other more refined races, kobolds are intelligent enough to test and go through trial and error with their ideas. If results are attained quickly enough, they implement ideas they discover from their findings. Kobold technology is crude at best, and more limited in scope than that of even elven technology, typically limited to destruction or excavation. However, such technology is cleverly assembled and certain to puzzle those not familiar with technology.

Orcs

Orcs, with their chaotic nature and inherent superstitious nature, are not inclined to study of technology. They are not smart enough to understand or even utilize the world around them, nor are they wise enough to have sudden insight into nature. Even if they come across another society’s technology, they are unlikely to understand it or bother trying - they destroy it as readily as they do anything else. If an orc becomes versed in technology, he is an unusual orc indeed; given the superstition of the race, it is unlikely that technology is readily trusted in place of magic. However, if a leader in their culture Silven Crossroads

Chapter 7: Integration implements technology, other orcs most likely follow suit, and a technological orc culture rises, though it certainly requires a small group of smarter orcs or a nearby region that is capable of delivering a ready supply of technology, whether given to the orcs or raided by them. Orc technology—if orcs even build their own— is incredibly rough around the edges, often covered in paint and sigils, usually bearing the mark of its constructor. Orcish devices are covered in spikes and bone, and the function of a device is denoted on it in their native tongue.

Degree of Technology

While the origin of technology is important, equally important is the degree of technology present. The amount of technology available impacts how often it appears, how technology is viewed by the general populace, and the amount of information available regarding it. Three general degrees of technology—low, moderate, and high—are presented here.

Low Technology

In this model, technology is only slightly more advanced than in a normal fantasy setting. This amount of technology makes sense for GMs who want to avoid a sudden influx of technology into their setting—it gives a sense of what occurs in the setting if technology is brought into it without disrupting everything beyond repair. In a low-technology world, most people remain oblivious to technology beyond what they are normally accustomed to. There may be the occasional Technologist or Researcher in rural towns, but most congregate in moderate-sized towns or even larger cities. The amount of technology these few possess is limited in scope, and their knowledge of technology may even be flawed in some areas. Such people have few devices of lower-level, and more than likely are members of the Tinker NPC class. Low technology does not necessarily preclude higher-level devices, but it is unlikely that they exist or, if they do, they are extremely well-protected.

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Moderate Technology

Moderate technology is the middle ground between low and high technology, usually meaning that some regions in the setting have high exposure to technology while other regions remain oblivious. The common person may have passing knowledge of technology, much like they do of magic, though most of what they know may be superstitious or simply incorrect. In a moderate technology setting, Inventors and Researchers, while somewhat uncommon, are not unexpected, and encountering technology is not a bewildering experience. Some cultures may remain untouched by technology, and some may be skeptical of it, but for most it is no different than magic in terms of utility and purpose. Using moderate technology gives GMs a comfortable middle ground, allowing them to have characters who have a great understanding of technology and absolutely no experience with it in the same world. Moderate technology also allows GMs to control the spread of technology while allowing it to flourish in some regions.

High Technology

High technology does not necessarily imply futuristic technology, but it does mean that technology is much more accessible and much more well-known throughout a setting. Technologists and their ilk are

Why Divide Technology’s Interaction with Arcane and Divine Magic?

While both are magic, arcane and divine magic may have drastically different reactions to technology. For example, in a setting in which arcane magic and technology are opposed, there may be a deity of technology, which means that divine magic does not necessarily oppose technology. The distinction between arcane and divine magic can be made clear with the introduction of technology, depending on how the arcane and technology interact. For simplicity’s sake, GMs could decide that arcane and divine magic react to technology in the same way (opposed, neutral, cooperative, or whatever), but it is recommended that GMs use the distinction, as having both forms of magic interact poorly with technology can make it difficult for technology to make itself felt in a setting.

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not uncommon sights in such a world, nor are those who research technology. Magic is not necessarily erased from such a setting, though technology is most certainly on par with it in terms of dispersal throughout the world. Technology is just as easy to find if not easier than equivalent magic, and technological items are just as common as magical ones. Depending on arcane magic’s reaction to technology, spellcasters may be found working side-by-side with students, researching their chosen professions with equal vigor. Using high technology allows GMs to implement technology fully in their settings, allowing a full immersion of all those involved. However, doing so can be dangerous without proper forethought—this amount of technology does not spring up overnight, no matter how many people are working on it: the research of technology is a constant evolution of theories and ideas, and such research does require time.

Technology and Arcane Magic

The reaction of arcane magic to the presence of technology is a major defining point for a setting. The interaction between magic and technology determines how Technologists and Wizards react to one another, as well as the usefulness of devices that combat magic and spells that negate technology. This section details three ways that technology and arcane magic can interact: opposed, neutral, cooperative.

Technology and Arcane Opposed

In this model, technology and arcane magic are opposed. Rather than simply allow each other exist, technology and magic are actively attempting to negate one another. There are a wide variety of methods GMs use to implement this particular attitude towards technology. While there is certainly the roleplaying aspect, using mechanics to further reinforce this idea makes it have a much larger impact on the setting, as the players can see for a fact that technology and arcane magic do not play well with one another. Technology in such a setting may have difficulty getting started, as magic more than likely is more firmly entrenched in society. However, those without access to magic are likely to pick up technology and Page 132

Steamworks begin wielding it, much to the chagrin of spellcasters. Technology in such a world has an uphill battle, and is slow to spread and slow to develop, even given brilliant minds at the forefront. The following section details two mechanics GMs may decide to implement to reinforce the idea that technology and arcane magic are opposed. GMs may choose to use them in any combination, or none of them at all. At the very least, some may want to consider not allowing characters who have levels in an arcane spellcasting class to multiclass into technological classes, or vice-versa; it is also recommended that GMs do not implement the Technomage prestige class in Chapter 6: Characters. Countering: An arcane spellcaster may use his spells to counter the effects of devices at least one level lower, just as though he were countering a spell. Resistance: An arcane spellcaster gains a bonus to his saving throws against technological effects equal to one-half his spellcaster level. A student gains a bonus to his saving throws against spell-like effects equal to one-half his student level. These bonuses are inherent bonuses.

Technology and Arcane Magic are Neutral

In this model, technology and arcane magic are neutral to one another—they have no effect on one another whatsoever. While they do not oppose, they do not complement each other, either. This is by far the easiest method to implement, as it is the default assumption of this book. Technology and magic coexist and have no inherent qualities that make them unable to exist in tandem. Characters may freely multiclass in technological classes and arcane spellcasting classes. However, given that magic and technology are not easily made to cooperate, GMs may want to not allow the Technomage prestige class from Chapter 6: Characters, though it may be available to those who specifically pursue it. Technology has a place in such a setting, though it may be slow to develop with magic alongside it and more than likely in place beforehand. However, without the drive of being directly opposed, technology may be even slower to develop than in a setting with opposed arcane magic (the technology developed here may be of much more breadth and more sure of itself than in a world with opposed arcane magic.)

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Chapter 7: Integration Technology and Arcane Magic Cooperating

In this model, technology and arcane magic get along amazingly well—while they produce amazing effects separately, when put together, their capabilities are amplified. Combining technology and arcane magic is always beneficial in a setting where the two readily cooperate. The easiest way to implement this model is to use the Technomage prestige class presented in Chapter 6: Characters. The Technomage grants abilities that allow the character to use devices for magical ends and use spells to further his technology’s capabilities. In such a setting, characters who combine technology and arcane magic are not uncommon and almost expected in more populated areas, and the opinion of most is to use the best tool for the job. In settings where technology and arcane magic actively cooperate, those who discover such properties undoubtedly sink much time and effort into exploring technology and exploiting the cooperative properties of technology and arcane magic. Technology experiences an explosion in the amount of theories and ideas, though those which do not forward arcane magic may be left by the wayside and forgotten. The reverse—in which arcane magic is forwarded only for the purpose of use alongside technology—is much less likely, though conceivable.

Technology and Divine Magic

The study of technology is not something that lends itself to faith in deities. However, simply because most students do not choose to believe in something greater than themselves does not mean that things greater than themselves do not exist, and some of those beings may reign over the realm of technology. Technological deities may not necessarily exist as those that govern magic do; however, gods of crafting or smithing may include technology in their portfolios once it becomes a concern of their mortal followers. Clerics of such deities may encourage such research or even take part in it, and their Paladins or other devout followers may make use of such tools if they are available. However, a technological deity may come into existence due to the amount of effort being exerted by mortals on the study of technology. In such an instance, that deity is relatively new, coming to the fore Page 133

Steamworks and gaining power as more technology is produced and found in the hands of more people. Such a deity is similar in nature to deities of crafting, but also shares qualities with the god or gods of magic. GMs may want to consider using the technology domain presented in Chapter 5: Spells and Powers if they create a technological deity. In general, a cleric or other devout follower of a deity views technology with a neutral outlook, or similarl to how they view arcane magic. Clerics of nature deities are more likely to share a Druid’s views (see Technology and Nature, below), while Clerics of commerce or invention are more likely to look favorably on technology.

Technology and Nature

Technology and the natural world are both hand-inhand with one another and diametrically opposed at the same time. While technology does indeed require natural laws, technology also takes those natural laws and twists them for its own ends. As such, those aligned with nature and those who use technology often find each other at odds with one another. Unlike arcane magic, for which multiple models are presented for how it interacts with technology, Druids and others who are close to nature are assumed to be a hostile to technology. Technology is often assumed to be an unnatural abomination, abusing and perverting nature. More than any other thing in a fantasy world, technology is an affront to the natural way of things, as it pollutes nature and encourages the ravaging of forests and other natural resources. While some Druids may grudgingly accept technology as the natural progression of the humanoid races and their understanding of the world around them, most view it as an abomination, as an artificial abuse of nature. Rangers, while not as closely tied to nature as druids, may also disapprove of technology. However, Rangers are more willing to use less intrusive instances of technology if it serves their purposes. If technology can be used to protect nature, Rangers are much more likely to approve of it, whereas Druids prefer to find more natural ways to achieve the same ends.

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Technology and Psionics

The interaction between psionics and technology is also a defining point for a setting, though it is likely less important than how those who wield magic view technology. Psionicists are much less likely to actively oppose or work with technology, given how vastly different the two are. However, as with magic, here are three ways for psionics to interact with technology: opposed, neutral, and cooperative. If GMs use magic-psionics transparency, it may be easier to simply say that psionics holds the same opinion of technology as magic, and interacts with it in the same way. However, if the setting distinguishes between magic and psionics, it may be helpful to determine that psionics has a different stance regarding technology.

Technology and Psionics Oppose

In this model, technology and psionics are diametrically opposed to one another. Psionics is the power of the mind, purely mental in thought and requiring no material things to be made use of; technology, however, requires a good deal of working with the outside world. Those who use psionics view technology as impure, a crutch for the mind. Depending on the rarity of psionics and technology in the setting, this option can either have a very large impact or almost none at all. If psionics is relatively rare, the chance of them being present around technology is minimal—though perhaps that might lead to an even more vehement response to the rise of technology, given that there are fewer users of psionics to speak out on the topic. Those who turn to technology do not focus on their own minds, instead relying on machines to do the work. As with technology and arcane magic opposing, GMs may want to disallow psionic characters from taking levels in technological classes, and vice versa. GMs may also want to use the mechanic below, to give a stronger feel for the opposition of technology and psionics. Resistance: A manifester gains a bonus to his saving throws against technological effects equal to one-half his manifester level. A student gains a bonus to his saving throws against psi-like effects equal to one-half his student level. These bonuses are inherent bonuses.

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Technology and Psionics are Neutral

In this model, psionics and technology are neutral toward one another—they neither hinder nor help each other. The realm of psionics is the mind, whereas the realm of technology is the physical world; there is no any tension between the two, because they do not step on each others’ toes. As with magic, this is the easiest method to implement, and is the assumption throughout this book. Psionics and technology coexist but have no particular affinity nor distaste for one another; each is an equally valid method of achieving ones’ ends. Characters are allowed to freely multiclass between manifesting classes and technological classes. If psionics has much power in the setting, this option at least gives technology a chance to rise up. However, if psionics takes a backseat to magic, its opinion of technology tends to have little effect on the rise or fall of technology in the setting.

Technology and Psionics Cooperating

The fact that technology and psionics utilize two completely different approaches to the world would make them able partners: one’s strength is the other’s weakness, and so combining the two results in a mighty individual, indeed. In this model, technology and psionics are not only cooperative, but also compatible with one another—combining them, while difficult, is greatly beneficial. If GMs use of this option, they may want to modify the Technomage prestige class so that it is useful for psionics; a variant of the Technomage, the Psyologist, is presented below. Such people are not uncommon and are almost expected—those who are knowledgeable in the ways of both the physical world and of the mental worlds are extremely versatile in their skills. In this model, technology is more common with those who focus on psionics and have discovered the ways of technology. If psionics is uncommon in the setting, this option is a useful one, as it allows GMs to control the amount of technology in proportion to something that is already present.

Psyologist

When those who are proficient with machines discover the power of the mind, or those who have already plumbed the depths of their psionic might, find Silven Crossroads

interest in the physical world, a psyologist may arise from the mixture of the two. They seek to find ways to combine psionics and technology into a cohesive whole, creating a union of psionics and technology that gives them mastery over both mind and matter. Because a psyologist uses both psionics and technology, almost all psyologists are multiclass manifester students. The majority are Psion/Technologists, though other combinations are not unheard of. NPC Psyologists are usually found at the head of schools where both psionics and technology are taught, researching further methods to combine the two into a seamless whole. Hit Die: d4.

Requirements

To qualify to become a Psyologist, a character must fulfill all the following criteria. Skills: Knowledge (psionics) 6 ranks, Knowledge (technology) 6 ranks. Powers: Able to manifest 2nd-level powers. Devices: Able to construct 2nd-level devices.

Class Skills

The Psyologist’s class skills (and the key ability for each skill) are Autohypnosis (CON), Concentration (CON), Disable Device (INT), Knowledge (psionics) (INT), Knowledge (technology) (INT), Psicraft (INT), and Techcraft (INT). Skill Points at Each Level: 2 + INT modifier.

Class Features

All of the following are features of the Psyologist prestige class. Weapon and Armor Proficiency: Psyologists gain no proficiency with any weapon or armor. Power Points: When a new Psyologist level is gained, the character gains additional power points per day as if she had also gained a level in a manifester class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of manifester. If a character had more than one manifester class before becoming a Psyologist, she must decide to which class she adds the new level for purposes of determining power points. Page 135

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Device Slots: When a new Psyologist level is gained, the character gains new device slots as if she had also gained a level in a student class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of student. If a character had more than one student class before becoming a Psyologist, she must decide to which class she adds the new level for purposes of determining device slots. Power Transfer: At 4th level, the Psyologist can drain her ability to manifest powers to power devices. As a standard action, the Psyologist can add one temporary charge to a device by expending a number of power points equal to the (device’s level × 2) – 1. The temporary charge lasts 1 round/Psyologist level. Device Transfer: At 5th level, the Psyologist can drain charges out of her devices to manifest powers. As a standard action, the Psyologist can drain one charge out of a device to gain temporary power points equal to the (device’s level × 2) – 1; this effect increases the device’s malfunction rate as though one charge were expended. The temporary power points last 1 round/Psyologist level. Psionics/Technology Transparency: At 10th level, the Psyologist has gained a complete understanding of the intricacies of mixing psionics and technology. As such, she can turn device slots into power points, gaining a number of power points equal to (device slots expended × 2) – 1, or expending number of power points equal to a (device’s level × 2) – 1 to ready a device. Mechanical Traits: A contraption loses its immunity to critical hits, death by massive damage, and sneak attacks.

Table 7–4: The Psyologist Lvl BAB Fort Save

Ref Save Will Save Special

Power Points/Device Slots

1

+0

+0

+2

+2

+1 level of existing student class

2

+1

+0

+3

+3

+1 level of existing manifesting class

3

+1

+1

+3

+3

+1 level of existing manifesting class/+1 level of existing student class

4

+2

+1

+4

+4

Power Transfer

+1 level of existing student class

5

+2

+1

+4

+4

Device Transfer

+1 level of existing manifesting class

6

+3

+2

+5

+5

+1 level of existing manifesting class/+1 level of existing student class

7

+3

+2

+5

+5

+1 level of existing student class

8

+4

+2

+6

+6

+1 level of existing manifesting class

9

+4

+3

+6

+6

+1 level of existing manifesting class/+1 level of existing student class

10

+5

+3

+7

+7

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Psionics/Technology Transparency

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Chapter 8: Technological Items

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This chapter details both technological items and general equipment used by technological characters.

Equipment

This section covers the more equipment that technological characters use, such as weapons and clothing.

Equipping a Character

A beginning technological character generally has enough wealth to start out with basic equipment: a weapon, possibly some armor, miscellaneous gear, and a few devices. As the character undertakes adventures and gathers loot, she can afford better gear and construct better devices. At first, however, a character’s equipment is limited by her initial budget.

Chapter 8: Technological Items

Weapon Descriptions

The weapons found on Table 8–2: Weapons are described here along with any special options the wielder has for their use. Spanner: Primarily a tool used in repairing, the spanner also doubles as a weapon. Spanner, Combat: The combat spanner is a weapon used mostly by technological characters, and is more suited to combat than repairs.

Miscellaneous Gear

Even more so than other characters, technological characters have need of tools. Table 8–3: Miscellaneous Gear provides costs and weights for several items that are essential to the technological trade.

Table 8–3: Miscellaneous Gear

Starting Packages

Each class has a starting package with default equipment (as well as default skills, feats, and so forth). If characters are equipped with the default equipment, these packages can be customized by swapping in some equipment of the player’s choice for the indicated equipment. Trades are acceptable so long as the value of the equipment swapped in is not higher than the value of the equipment given in the package.

Equipment A La Carte

If players don’t want to take the standard package for the character’s class, the player can instead purchase weapons, armor, miscellaneous equipment, and devices item by item. Begin with a random number of gold pieces determined by the character’s class, and then decide how to spend it (see Table 8–1: Random Starting Gold). Alternatively, the GM can assign average starting gold for each character, as indicated on Table 8–1.

Table 8–1: Random Starting Gold Class

Amount (Average)

Technologist

5d4 × 10 (125 gp)

Inventor

5d4 × 10 (125 gp)

Item or Service

Cost

Weight

Tools and Skill Sets Device Construction Kit

10 gp

3 lbs.

Repair Kit

5 gp

2 lbs.

Repair Kit, Masterwork

100 gp

4 lbs.

8 gp

5 lbs. 1

Clothing Tinker’s Outfit

Device Activation Device, 0-level

Constructor level × 5 gp 2

Device, 1st-level

Constructor level × 10 gp 2

Device, 2nd-level

Constructor level × 20 gp 2

Device, 3rd-level

Constructor level × 30 gp 2

Device, 4th-level

Constructor level × 40 gp 2

Device, 5th-level

Constructor level × 50 gp 2

Device, 6th-level

Constructor level × 60 gp 2

Device, 7th-level

Constructor level × 70 gp 2

Device, 8th-level

Constructor level × 80 gp 2

Device, 9th-level

Constructor level × 90 gp 2

these items weigh ¼ this amount when made for Small characters. See device descriptions for additional costs. If the additional costs put the device’s total cost above 3,000 gp, that device is not generally available except by the GM’s permission.

1 2

Table 8-2: Weapons Simple Weapons

Cost

Dmg (S)

Dmg (M)

Crit

Spanner (Light Melee Weapon)

10 gp

1d4

1d6

×2

1 lb.

Bludgeoning

Spanner, Combat (one-handed Melee Weapon)

15 gp

1d6

1d8

×2

2 lbs.

Bludgeoning

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Weight

Type

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Chapter 8: Technological Items

Tools and Skill Kits

to activate a device, she needs to negotiate with him or her, and the default answer is no. In the case of devices that transport the activator and characters over a distance, characters will likely have to pay for two activations of the device, even if she is not returning with the student. In addition, not every town or village has a student of sufficient level to activate any device. In general, characters must travel to a small town (or larger settlement) to be reasonably assured of finding a student capable of activating 1st-level devices, a large town for 2nd-level devices, a small city for 3rd- or 4thlevel devices, a large city for 5th- or 6th-level devices, and a metropolis for 7th- or 8th-level devices. Even a metropolis is not guaranteed to have a local student able to use 9th-level devices.

Clothing

Technological items, unlike standard devices, are the product of greater effort and more diverse knowledge of natural laws. They are the products of a Technologist’s long life spent in difficult research for the sudden ingenious idea of an Inventor, found in the hands of knowledgeable foes or in the remains of a long-abandoned laboratory. Ambitious students with enough knowledge and experience can even attempt to craft their own. Technological items utilize the laws of nature in new and unusual ways, enhancing the abilities of their users or granting them skills they never thought possible. The DMG describes the many sorts of magic items that enhance a campaign. Technological items are similarly classified into categories: armor, weapons, schematics, widgets, gizmos, trinkets, and general items. Armor and Shields: Technological armor (and shields) offers improved protection to the wearer. Some of these items confer abilities beyond a benefit to Armor Class. For instance, a character wearing +2 magnetic resistance armor is not only protected by this technologically enhanced armor (+2 enhancement bonus to AC), but is also protected against magnetic effects. Weapons: Technological weapons are modified with a variety of technological apparatus and almost always improve the attack and damage rolls of the wielder. For example, a +3 etheric shortsword adds +3

This equipment is particularly useful if you have certain skills or are a member of a technological class. Device Construction Kit: This kit consists of all the tools needed to construct technological devices. Without it, a character cannot construct or recharge devices. Repair Kit: These special tools include the items needed to repair items and devices. It consists a small hammer, various screwdrivers, and miscellaneous wrenches and clamps. Without them, students must use improvised tools (-2 penalty on Repair checks) to make Repair checks, and cannot repair devices. Repair Kit, Masterwork: These tools serve the same purpose as a repair kit (see above), but a masterwork repair kit consists of the perfect tools for the job, so characters get a +2 equipment bonus on Repair checks made with it. Different characters may want different outfits for various occasions. A beginning character is assumed to have an outfit. This first outfit is free and does not count against the amount of weight a character can carry. Tinker’s Outfit: This outfit consists of hardy, durable material, including heavy shoes, thick gloves with removable fingers (to allow easier manipulation of tools), and a set of heavy goggles that protect the wearer’s eyes. There are dozens of pockets throughout the outfit, some sewn specifically to hold awkwardlyshaped tools.

Device Activation

Sometimes the best solution to a problem is to hire someone else to take care of it. Since the characters are adventurers, such a solution should be the exception rather than the norm, but there may come times when the characters prefer to pay someone else to deal with a problem. Device: The indicated amount is how much it costs to get a student to activate a device for a character. This cost assumes that the character can go to the student and have the device activated at her convenience (generally at least 24 hours later, so that the student has time to ready the device in question). If the character wants to bring the student somewhere

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Technological Items

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Steamworks to attack and damage rolls and also allows the wielder to strike ethereal targets. Gizmos: A gizmo is a large, unwieldy apparatus that is capable of replicating the abilities of several devices. Schematics: A schematic is a large sheet of specially-treated paper, imprinted with designs of technological devices that can be used to rapidly repair or otherwise manipulate devices. Widgets: A widget is a small box-like device that can replicate the ability of a device fifty times. Trinkets: A trinket is a miniaturized device, with enough power to produce the effect of a single device only once. General Items: This catchall category includes tools, clothing, goggles, and much more.

Using Items

To use a technological item, it must be activated, although sometimes activation is accomplished simply by picking up an item (such as a shield) Goggles of or putting it on (such as a pair of goggles or boots). Some items, once they are carried or worn, function constantly. In most cases, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, device completion items (see below) are treated just like devices in combat and do provoke attacks of opportunity. Activating a technological item is a standard action unless the item description indicates otherwise. The activation time of a device is the time required to activate the same device effect in an item, whether it’s a schematic, a widget, or a trinket, unless the item description specifically otherwise states. The four ways to activate technological items are described below. Device Completion: This is the activation method for kits. A kit is a device that is mostly finished. The preparation is done for the activator, so no preparation time is required beforehand as with normal de12 to Midnight

Chapter 8: Technological Items vice activation. All that is left to do is assemble the parts and activate the device. To use a device completion item safely, a character must be of a high enough level in the right class to construct and activate the device already. If he can’t already construct or activate the device, there is a chance he will make a mistake. Activating a device completion item is a standard action that provokes attacks of opportunity, exactly as activating a normal device does. Device Trigger: This is the activation method for widgets and gizmos. It requires knowledge of device activation that a character of the appropriate class or possessing the appropriate feat would know, and the appropriate activation method. This means that if an Inventor picks up a widget that stores an Inventor device, she can figure out how to use it. If a device is on a character’s known device list, the character knows how to use a device trigger item that stores that device. The user must still determine what device is stored in the item before she can activate it. Activating a device trigger item is a standard Echolocation action that does not provoke attacks of opportunity. Devices stored in device trigger items cannot be affected by metadevice feats. Such devices are assumed to be stored in the item at the minimum student level necessary to construct the device. However, certain items may specify a higher student level than necessary. Command Sequence: If no activation method is suggested either in the technological item description or by the nature of the item, assume that a command sequence is needed to activate it. Command sequence activation means that a character manipulates a keypad or lock face (similar to those found on combination locks) to activate the device. No other special knowledge is needed. Typically the item is designed so that a series of numbers must be entered in the correct sequence. Activating a command sequence technological item

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Steamworks is a standard action and does not provoke attacks of opportunity. Sometimes the command sequence to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word. The Knowledge (technology) and Knowledge (history) skills might be useful in helping to identify command sequences or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue. The Evaluate ability can be used to determine the command sequence of an item, with a DC 20 + the student level of the item. Use-Activated: This type of technological item simply has to be used to activate. A character must manipulate a technological trinket, swing a sword, interpose a shield to deflect a blow in combat, or wear a pair of goggles. Use activation is generally straightforward and self-explanatory. Many use-activated items are objects that a character wears. Items that one wears, such as a catskin or goggles of the architect, are always continually functioning items. Some items made for wearing, such as a harm prevention belt, must still be activated. Although this activation sometimes requires a command sequence (see above), usually it means triggering an internal mechanism in the item (a free action). The description of an item states whether or not a command thought is needed in such a case. Unless stated otherwise, activating a use-activated technological item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes attacks of opportunity in itself, such as drawing a technological bow within a threatened area. If the use of the item takes time (such as activating a technological trinket) before a technological effect occurs, then use activation is a standard action. If the item’s activation is subsumed in its use and takes no extra time (such as swinging a technological sword that has a built-in enhancement bonus), use activation is not an action at all. Use activation doesn’t mean that if you use an item, you automatically know what it can do. Putting 12 to Midnight

Chapter 8: Technological Items on goggles of evaluation does not immediately activate them. You must know (or at least guess) what the item can do and then use the item to activate it, unless the benefit of the item comes automatically, such as from swinging a sword. Devices stored in use-activated items are usually not enhanced with metatechnology, because the student level of such an item is assumed to be the minimum possible to construct the stored device.

Saving Throws against Technological Items

Technological items produce technological effects. The DC of a saving throw against a device effect from a technological item is always 10 + the level of the device or effect + the ability modifier of the minimum ability score needed to construct that level of device. For example, a 4th-level device’s save DC would be 10 + 4 (for being 4th level) + 2 (for needing at least a 14 in the relevant ability score to construct a 4thlevel device), for a total of 16. Gizmos are an exception to the rule. Treat the saving throw as if the wielder constructed the device effect, including student level and all modifiers to save DC. For example, if Tori’shel the Technologist activates a magnetic disruptor from a magnetism gizmo, it has a save DC of 17 because Tori’shel has an Intelligence of 18 (10 + 3 from magnetic disruptor being a 3rd-level device + 4 for her Intelligence modifier). Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact device equivalent (making its level otherwise difficult to quickly determine).

Damaging Technological Items

A technological item does not need to make a saving throw unless it is unattended, it is specially targeted by the effect, or its wielder rolls a natural 1 on his saving throw. Technological items should always get a save against spells, powers, or devices that might deal damage to them, even against attacks from which a mundane item would normally get no chance to save. All types of technological item saves—Fortitude, Reflex, and Will—are calculated in the same way: the item’s saving throw bonus equals 2 + ½ its student level (round down). A technological item, unless otherwise noted, takes damage as a normal item of the same type. A damaged technological item continues to function, but Page 140

Steamworks if it is destroyed (reduced to 0 hit points), it ceases to function; however, if it is repaired, it regains its functionality (see below).

Repairing Items

Some technological items (especially technological weapons and shields) may take damage over the course of an adventure. It requires more effort to repair technological items than it does to repair normal items of the same type. The Repair skill can be used to repair technological items just as it can be used to repair mundane items. Technological items that are reduced to 0 hit points can be repaired; technological items repaired in this manner regain their functions.

Charges and Multiple Uses

Some items are similar to devices in that they are limited in power by the number of charges they hold. Normally, charged items (such as widgets) have 50 charges at most. If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number of charges left (round down, minimum 1). Market prices given on the tables in this chapter are always for fully charged items. For an item that is worthless when its charges run out, the value of the partially used item is proportional to the number of charges left. A widget with 20 charges, for example, is worth 40% of the value of a fully-charged widget (with 50 charges). For an item that has usefulness in addition to its charges, only part of the item’s value is based on the number of charges left (GM’s discretion). Some items, such as arrows, trinkets, and schematics, are single-use and expendable. Such items can often be found in sets or groups. For example, it is common to come upon a pouch with more than trinket. These are priced and weighted in the random tables as single items, but you can allow more of such items when they are determined. For example, if three minor technological items are indicated in a treasure hoard and you get a schematic on the first roll, you might decide that all three items are schematics. Such placement makes more logical hoards of treasure for adventurers.

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Chapter 8: Technological Items Technological Item Descriptions

In the following sections, each type of technological item, such as armor or technological trinkets, have a general description, followed by descriptions of specific items. General descriptions include notes on activation, random generation, and other information. the Armor Class, hardness, hit points, and break DC are given for typical examples of some types of technological items. The Armor Class assumes that the item is unattended and includes a –5 penalty for the item’s effective Dexterity of 0. If a creature holds the item, use the creature’s Dexterity modifier as an adjustment to Armor Class in place of the –5 penalty. Some individual items, notably those that simply store technological devices, do not get complete descriptions. Simply reference the device’s description in Chapter 4: Devices. Assume that the device is constructed at the minimum level required to construct it, unless you choose to make the student level higher for some reason. Doing so increases the cost of the item; see the DMG for more information on how increasing an item’s student level affects its cost, substituting “device” for “spell” and “student level” for “caster level” as appropriate. The main reason to make the student level higher, of course, would be to increase the potency of the device’s effect. Raising the student level is common for devices such as a cloak generator, the duration of which increases with the level of the student. Items with full descriptions have their abilities detailed, and each of the following aspects of these items is summarized at the end of the description. Aura: Most of the time, a sensor device will detect the field associated with a technological item and the strength of the aura an item emits. This information (when applicable) is given at the beginning of the item’s notational entry in the form of a phrase such as “Faint armaments.” See the sensor device description for more information. Student Level: The next entry in the summary indicates the level of the creator (or the student level of the devices placed within the item, if this level is lower than the actual level of the creator). The student level provides the item’s saving throw bonus, as well as range and other level-dependent aspects of the devices of the item (if variable). It also determines the level that must be contended with should the item Page 141

Steamworks come under the effect of an electromagnet device or a similar situation. This information is given in the form “SL x,” where “SL” is an abbreviation for student level and “x” is an ordinal number representing the student level itself. For technological trinkets, schematics, and widgets, the creator can set the student level of an item at any number high enough to construct the stored device and not higher than her own student level. For other technological items, the item itself determines the student level. In this case, the creator’s student level must be as high as the item’s student level (and prerequisites may effectively put a higher minimum on the creator’s level). Prerequisites: Certain requirements must be met in order for a character to create a technological item. These include feats, devices, and miscellaneous requirements. The prerequisites for certain of an item are given in the summary immediately following the item’s student level. A device prerequisite can be provided by a character who knows the device, or through the use of a device completion or device trigger technological item or a device-like ability that produces the desired device effect. For each day that passes during the creation process, the creator must expend one device completion item (such as a schematic) or 1 charge from a device trigger item (such as a widget), if either of those objects is used to supply a prerequisite. It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary, such as if one character knows some of the devices necessary to create an item and another character knows the rest. If two or more characters cooperate to create an item, they must agree among themselves who will be considered the creator for the purpose of determinations where the creator’s level must be known (it’s sensible, although not mandatory, for the highestlevel character involved to be considered the creator). The character designated as the creator pays the experience points required to make the item. Typically, a list of prerequisites includes one feat and one or more devices (or some other requirement in addition to the feat). When two devices at the end of a list are separated by “or” one of those devices is

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Chapter 8: Technological Items required in addition to every other device mentioned prior to the last two. Market Price: This gold piece value, given in the summary following the word “Price,” represents the price someone should expect to pay the buy the item. Market prices are also included on the random generation tables for easy reference. The market price of an item that can be constructed with a technological item construction feat is usually equal to the base price + the price for any components (special materials or experience point expenditure). Cost to Build: The cost in gold pieces and experience points to create the item is given in the summary following the word “Cost.” This information appears only for items with components (material or experience points) that make their market prices higher than their base prices. The cost to build includes the costs derived from the base cost plus the cost of the components. Items without components do not have a “Cost” entry. For them, the market price and base price are the same. The cost in gold pieces is 1/2 the market price, and the cost in experience points is 1/25 the market price. Weight: The notational entry for many items ends with a value for the item’s weight. When a weight figure is not given, the item has no weight worth nothing (for the purpose of determining how much of a load a character can carry).

Technological Item Names

Device-storing technological items—primarily widgets and gizmos—have names that simply reflect the device stored within them, such as a cloak generator widget or a magnetic disruptor trinket. In the game world, these can be replaced by more sophisticated or evocative names. The straightforward names of device-storing items also distinguish them from more powerful items with more interesting names such as the temporal gizmo.

Random Technological Items

The DMG gives the chances of discovering minor, medium, and major magic items. You can substitute technological items of similar potency by using the table below instead, or simply pick an item of the appropriate type.

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Chapter 8: Technological Items

The DMG gives a step-by-step set of instructions for generating an item. Adapt those instructions for use in generating random technological items.

Table 8–4: Random Technological Item Generation Minor

Medium

Major

Item

01–04

01–10

01–10

Armor and Shields

05–09

11–20

11–20

Weapons

10–19

21–35

21–30

Widgets

20–39

36–50

31–40

Kits

40–74

51–70

41–50

Schematics



71–73

51–75

Gizmos

75–91

74–83

76–80

Trinkets

92–100

84–100

81–100

General Items

Armor and Shields

In general, technological armor and shields follow the rules for the equivalent magic items, as far as enhancement bonuses, stacking, and other base abilities are concerned (see the DMG for more details). An enhancement bonus is treated the same way regardless of whether it is magical or technological in nature. Technological armor and shields differ from standard and magical equivalents in that technological armor and shields incorporate some form of mechanical or electrical apparatus into their construction; for

Table 8–5: Technological Armor Special Abilities Minor Med. Major Special Ability

example, a technological shield may be crafted out of a metal gear (such changes are aesthetic and have no effect on the item’s effectiveness). Random Generation: If your roll on Table 8-5: Random Technological Item Generation above indicates armor or a shield, consult the DMG and roll on the appropriate tables to determine the base armor or shield, as appropriate. Special Note: Because this book does not present any specific kinds of armor or specific shields, reroll any result in the DMG that specifies a specific armor or shield that indicates a specific item, or consider a result of “Specific armor” or “Specific shield” to be a result of “Special ability and roll again” (if you want technological armor and shield special abilities to be more prevalent than they otherwise would be). If a special ability is indicated for the armor or shield being generated, return to this section and roll on the appropriate table below (Table 8–5: Technological Armor Special Abilities or Table 8–6: Technological Shield Special Abilities). Special Qualities: Roll d%. A result of 01–30 indicates that the command sequence (if any) is encoded on the item somewhere, and 31–100 indicates no special qualities.

Table 8–6: Technological Shield Special Abilities Base Price Modifier

Minor Med. Major Special Ability

Base Price Modifier

01–20

01–16

01–07

Fortification, Light

+1 bonus

01–20

01–16

01–07

Fortification, Light

+1 bonus

21–40

17–30

08–14

Vacuum Resistance

+2 bonus

21–40

17–33

08–14

Vacuum Resistance

+2 bonus

41–60

31–34

15–21

Acid Resistance

+18,000 gp

41–60

34–49

15–21

Acid Resistance

+18,000 gp

61–80

36–48

22–28

Electricity Resistance

+18,000 gp

61–80

50–66

22–28

Electricity Resistance

+18,000 gp

81–99

49–62

29–35

Magnetic Resistance

+18,000 gp

81–99

67–82

29–35

Magnetic Resistance

+18,000 gp



63–85

36–42

Cloaking

+3 bonus



83–99

36–42

Fortification, Moderate

+3 bonus



86–99

43–49

Fortification, Moderate

+3 bonus





43–49

Acid Resistance, Improved

+42,000 gp





50–56

Acid Resistance, Improved

+42,000 gp





50–56

+42,000 gp

Electricity Resistance, Improved

+42,000 gp

57–63

Electricity Resistance, Improved





57–63

+42,000 gp

+42,000 gp

Magnetic Resistance, Improved









64–70

Magnetic Resistance, Improved





64–70

Fortification, Heavy

+5 bonus





71–78

Fortification, Heavy

+5 bonus





71–78

Oscillating

+5 bonus





79–85

Acid Resistance, Advanced

+66,000 gp





79–85

Acid Resistance, Advanced

+66,000 gp

+66,000 gp





86–92

Electricity Resistance, Advanced

+66,000 gp





93–99

Magnetic Resistance, Advanced

+66,000 gp

100

100

100

Roll twice again

-





86–92

Electricity Resistance, Advanced





93–99

Magnetic Resistance, Advanced

+66,000 gp

100

100

100

Roll twice again

-

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Most technological armor and shields only have enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus. Acid Resistance: A suit of armor or a shield with this property normally has a dull gray coloration. The armor absorbs the first 10 points of acid damage per attack that the wearer would normally take. Faint chemistry; SL 3rd; Build Technological Arms and Armor; Price +18,000 gp. Acid Resistance, Improved: As acid resistance, except it absorbs the first 20 points of acid damage per attack. Moderate chemistry; SL 7th; Build Technological Arms and Armor; Price +42,000 gp. Acid Resistance, Advanced: As acid resistance, except it absorbs the first 30 points of acid damage per attack. Moderate chemistry; SL 11th; Build Technological Arms and Armor; Price +66,000 gp. Cloaking: With the entering of a command sequence, this suit of armor renders its wearer and all the wearer’s equipment cloaked, as if he had activated a cloak generator. The wearer can use this ability twice per day. Faint energy; SL 5th; Build Technological Arms and Armor, cloak generator; Price +3 bonus. Electricity Resistance: A suit of armor or shield with this property normally is coated in a thin layer of rubber or similar electricity-resistant material. The armor absorbs the first 10 points of electricity damage per attack that the wearer would normally take. Faint energy; SL 3rd; Build Technological Arms and Armor; Price +18,000 gp. Electricity Resistance, Improved: As electricity resistance, except it absorbs the first 20 points of electricity damage per attack. Moderate energy; SL 7th; Build Technological Arms and Armor; Price +42,000 gp. Electricity Resistance, Advanced: As electricity resistance, except it absorbs the first 30 points of electricity damage per attack. Moderate energy; SL 11th; Build Technological Arms and Armor; Price +66,000 gp.

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Chapter 8: Technological Items Fortification: This suit of armor or shield is constructed so as to better protect the wearer’s vital areas. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Table 8–7: Fortification Chart Chance for Normal Damage

Base Price Modifier

25%

+1 bonus

Moderate

75%

+3 bonus

Heavy

100%

+5 bonus

Fortification Type Light

Strong armaments; SL 13th; Build Technological Arms and Armor; Price varies (see above). Jamming: The interior of this armor or shield is laced with channels, which contain chemicals that block mind-affecting effects. The wearer gains a +3 chemical bonus on Willpower saving throws to resist all mind-affecting and/or compulsion effects. Faint chemistry; SL 5th; Build Technological Arms and Armor, jamming helm; Price +24,000 gp. Magnetic Resistance: A suit of armor or shield with this property typically has magnets integrated in its construction. The armor absorbs the first 10 points of magnetic damage per attack that the wearer would normally take. Faint energy; SL 3rd; Build Technological Arms and Armor; Price +18,000 gp. Magnetic Resistance, Improved: As magnetic resistance, except it absorbs the first 20 points of magnetic damage per attack. Moderate energy; SL 7th; Build Technological Arms and Armor; Price +42,000 gp. Magnetic Resistance, Advanced: As magnetic resistance, except it absorbs the first 30 points of magnetic damage per attack. Moderate energy; SL 11th; Build Technological Arms and Armor; Price +66,000 gp. Oscillating: This shield is constructed with an electromagnet in its center. Once per day, a command sequence can be entered to cause the shield to reflect a device effect back at its activator exactly like a magnetic oscillator. Strong energy; SL 14th; Build Technological Arms and Armor, magnetic oscillator; Price +5 bonus. Page 144

Steamworks Vacuum Resistance: This suit of armor or shield is designed with a built-in breathing system, enabling the wearer or user to gain a second saving throw against vacuum effects. Moderate mechanical; SL 5th; Build Technological Arms and Armor, oxygenizer; Price +2 bonus.

Weapons

Although they generally follow the rules for magic weapons, technological weapons differ from mundane and magical weapons in their design. The construction of most consists of some mechanical or electrical apparatus, and some may be entirely composed of such elements (such as a sword being entirely constructed from clockwork). Technological weapons have enhancement bonuses ranged from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. This enhancement bonus is effective for the purpose of overcoming creatures with damage resistance that is penetrated by magic. All technological weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls. Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons (daggers, for example) can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack. In addition to enhancement bonuses, technological weapons can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus. The rules for student level for weapons, additional damage dice, ranged weapons and ammunition, ammunition and breakage, hardness and hit points, critical hits, and weapons for unusually sized creatures for technological weapons are the same as for magic weapons as described in the DMG. Technological weapons do no have a chance to generate light as magical weapons do. Activation: Usually a character benefits from a technological weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to enter a command sequence (a standard action).

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Chapter 8: Technological Items Random Generation: If your roll on Table 8–5: Random Technological Item Generation above indicates a weapon, consult the DMG and roll on the appropriate tables to determine the base weapon, as appropriate. If you roll a monk weapon (kama, siangham, or other), you may choose to instead substitute a spanner or combat spanner (see above), as these weapons are more usual choices for technological enhancement than most monk weapons. Special Note: Because this book does not present any specific weapons, reroll any result in the DMG that specifies a specific weapon that indicates a specific item, or consider a result of “Specific weapon” to be a result of “Special ability and roll again” (if you want technological weapon special abilities to be more prevalent than they otherwise would be). If a special ability is indicated for the weapon being generated, return to this section and roll on the appropriate table below (Table 8–8: Technological Melee Weapon Special Abilities or Table 8–9: Technological Ranged Weapon Special Abilities). Special Qualities: Roll d%. A result of 01–30 indicates that the command sequence (if any) is encoded on the item somewhere, and 31–100 indicates no special qualities.

Table 8–8: Technological Melee Weapon Special Abilities Minor

Medium

Major

Special Ability

Base Price Modifier

01–25

01–12



Acidic

+1 bonus

26–50

13–24



Arc

+1 bonus

51–75

25–36



Chained

+1 bonus

76–99

37–48



Magnetic

+1 bonus



49–61

01–14

Acidic Burst

+2 bonus



62–74

15–28

Arc Burst

+2 bonus



75–87

29–42

Magnetic Burst

+2 bonus



88–99

43–56

Oxidizing

+2 bonus





57–70

Disrupting

+3 bonus





71–85

Etheric

+4 bonus





86–99

Vacuum

+4 bonus

100

100

100

Roll twice again



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Chapter 8: Technological Items

Table 8–9: Technological Ranged Weapon Special Abilities Minor

Medium

Major

Special Ability

01–33

01–12



Acidic

+1 bonus

34–67

13–24



Arc

+1 bonus

68–99

35–36



Magnetic

+1 bonus



37–48

01–10

Acidic Burst

+2 bonus



49–61

11–20

Arc Burst

+2 bonus



62–74

21–32

Explosive

+2 bonus



75–87

33–42

Magnetic Burst

+2 bonus



88–99

43–52

Oxidizing

+2 bonus





53–68

Disrupting

+3 bonus





69–84

Etheric

+4 bonus





85–99

Vacuum

+4 bonus

100

Roll twice again



100

100

Base Price Modifier

Technological Weapon Special Ability Descriptions

Most technological weapons have only enhancement bonuses. They can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus. Acidic: An acidic weapon has an internal reservoir of acid; on entering of a command sequence, the acid coats the entirety of the weapon, save for the handle. The effect remains until the command sequence is entered again. An acidic weapon deals an extra 1d6 acid damage on a successful hit. Bows, crossbows, and slings so crafted bestow the acid on their ammunition. Moderate chemistry; SL 10th; Build Technological Arms and Armor, sulfuric acid; Price +1 bonus. Acidic Burst: An acidic burst weapon functions as an acidic weapon that also spews forth a spray of acid on striking with a successful critical hit. The acid does not affect the weapon’s handle. In addition to the extra acid damage from the acidic ability (see above), an acidic burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of acid damage instead, and if the multiplier is ×4, add an extra 3d10 points of acid damage. Bows, crossbows, and slings so crafted bestow the acid upon their ammunition. Moderate chemistry; SL 12th; Build Technological Arms and Armor, sulfuric acid; Price +2 bonus. Arc: An arc weapon has several long strips of wire along its length. Upon entering of a command se12 to Midnight

quence, electricity flows along these wires, sheathing the weapon in crackling electricity. The effect remains until the command sequence is entered again. An arc weapon deals an extra 1d6 electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity effect on their ammunition. Moderate energy; SL 10th; Build Technological Arms and Armor, lightning rod; Price +1 bonus. Arc Burst: An arc burst weapon functions as an arc weapon that also blasts forth a surge of electricity on striking with a successful critical hit. The electricity does not affect the weapon’s handle. In addition to the extra electricity damage from the arc ability (see above), an arc burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points of electricity damage. Bows, crossbows, and slings so crafted bestow the electricity effect on their ammunition. Moderate energy; SL 12th; Build Technological Arms and Armor, lightning rod; Price +2 bonus. Chained: A chained weapon has a length of chain wrapped around its blade. Upon entering of a command sequence, the chain runs along the length of the weapon, doubling its threat range. Only slashing weapons can be chained (if the GM rolls this property randomly for an inappropriate weapon, reroll). This benefit does not stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat). Moderate armaments; SL 10th; Build Technological Arms and Armor; Price +1 bonus. Disrupting: A disrupting weapon has an electromagnet in its hilt. When the weapon strikes a creature or object, that creature or object is affected as though by the targeted disruption option of an electromagnet. Bows, crossbows, and slings so crafted bestow the disrupting effect on their ammunition. Moderate energy; SL 12th; Build Technological Arms and Armor, electromagnet; Price +3 bonus. Etheric: An etheric weapon has etheric-detecting apparatus attached to its hilt. On entering of a command sequence, the weapon gains an orange glow, and can deal damage normally against ethereal creatures as though they were on the wielder’s plane.

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Steamworks Bows, crossbows, and slings so crafted bestow the etheric effect upon their ammunition. This ability does not bestow the ability to detect ethereal creatures, merely the ability to strike them with a material weapon. Moderate energy; SL 14th; Build Technological Arms and Armor, etheric generator; Price +4 bonus. Explosive: Only ammunition can have the explosive ability. When the weapon strikes, it explodes, dealing an additional 2d6 points of fire damage to all creatures within 10 feet of the target. Creatures other than the one struck are allowed a Reflex save against DC 10 + the ammunition’s enhancement bonus for half damage. Moderate armaments; SL 12th; Build Technological Arms and Armor, grenade; Price +2 bonus. Magnetic: A magnetic weapon has a leaden hilt and magnets situated throughout the weapon. On entering of a command sequence, the magnets turn rapidly, generating a strong magnetic field. The effect remains until the command sequence is entered again. A magnetic weapon deals an extra 1d6 points of magnetic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the magnetic effect on their ammunition. Moderate energy; SL 10th; Build Technological Arms and Armor, magnetic disruptor; Price +1 bonus. Magnetic Burst: A magnetic burst weapon functions as a magnetic weapon that also blasts forth a surge of magnetism on striking with a successful critical hit. The magnetism does not affect the weapon’s handle. In addition to the extra magnetism damage from the magnetic ability (see above), a magnetic burst weapon deals an extra 1d10 points of magnetic damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of magnetic damage instead, and if the multiplier is ×4, add an extra 3d10 points of magnetic damage. Bows, crossbows, and slings so crafted bestow the magnetic effect on their ammunition. Moderate energy; SL 12th; Build Technological Arms and Armor, magnetic disruptor; Price +2 bonus. Oxidizing: An oxidizing weapon generally appears rust-covered and seems as though it is falling apart. When it strikes a metallic object or creature, it deals 12 to Midnight

Chapter 8: Technological Items an additional 2d6 points of damage to the object or creature. Bows, crossbows, and slings so crafted bestow the oxidation effect on their ammunition. Faint chemistry; SL 9th; Build Technological Arms and Armor, oxidant; Price +2 bonus. Vacuum: A vacuum weapon has a heavy hilt with a conical attachment. On entering of a command sequence, the attachment sucks in the air around the weapon, generating a vacuum that sheathes the weapon; the effect remains until the command sequence is entered again. A creature struck by a vacuum weapon must make a Fortitude save against DC 10 + weapon’s enhancement modifier or fall unconscious from suffocation. Bows, crossbows, and slings so crafted bestow the vacuum effect on their ammunition. Moderate mechanical; SL 12th; Build Technological Arms and Armor, vacuum generator; Price +4 bonus.

Widgets

A widget is a small, dense like object that contains a single device effect. Each widget has 25 charges when constructed, and each charge expended allows once use of the stored device effect; if the device the widget replicates has the Expendable descriptor, the widget instead produces the equivalent of one charge of that device with each use. A widget that runs out of charges is just a simple box. A character with the ability to build widgets can only build widgets of a device level for which his devices would have a base malfunction rate of 0%. When built, a widget has a malfunction rate of 10%, and accrues a 2% malfunction rate each time it is activated. A widget that malfunctions must be repaired with a Repair check of DC 15 + device level before it can be used again. A character can reduce the malfunction rate of a widget by making a Repair check, with the widget’s malfunction rate being reduced by the result of the skill check minus 20. If the result of the check is 15 or less, the widget’s malfunction rate increases by 5% instead. A character cannot take 10 or take 20 when attempting to reduce the malfunction rate of a widget. Physical Description: A typical widget resembles the device whose effect it replicates, though much more complex, and is typically slightly heavier than the device it replicates. Occasionally a widget is decorated with notations on use or other useful informaPage 147

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tion along its face. A typical widget has AC 7, 14 hit points, hardness 10, and a break DC of 22. Activation: Widgets use the device trigger activation method, so activating a device from a widget is usually a standard action that does not provoke attacks of opportunity (if the device activated has an activation time longer than 1 standard action, however, it takes that long to activate the device from a widget). The user must have the device on his class list (see Chapter 4), even if he knows the command sequence. Additionally, to activate a widget, a character must hold it in hand and point it in the general direction of the target or area to be affected. Widgets are normally constructed at the minimum student level required to construct the device. However, widgets can be constructed at a higher student level than required to construct the device. The student level of a widget cannot be more than five higher than the minimum student level to construct the device it contains. Random Generation: To generate widgets randomly, roll on Table 8–10: Widgets. Special Qualities: Roll d%. A 01–30 result indicates that the command sequence is imprinted somewhere on the widget, and 31–100 indicates no special qualities.

Table 8–10: Widgets Minor

Medium

Major

Device Level Market Price

01–10





0

187 gp 5 sp

11–59

01–23

01–02

1st

375 gp

60–100

24–72

03–36

2nd

2250 gp



73–100

37–67

3rd

5625 gp





68–100

4th

10500 gp

Kits

A kit is a device whose components have been preconstructed, but not preassembled. A kit can only be used once. Using a kit takes a full-round action. Physical Description: A kit is essentially a small box that contains all of the relevant parts required to build the device. It weighs slightly more than the device it contains. A typical kit has AC 9, 10 hit points, hardness 5, and a break DC of 18. Activation: To activate a kit, a student must figure out exactly what the kit is for. Doing so involves several steps and conditions.

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Decipher the Parts: The purpose of the parts of a kit must be determined before the device can be pieced together. This requires a sensor device or a successful Techcraft check (DC 20 + device level). Determining the purpose of the parts does not cause the device to be completed. A character can determine the purpose of the parts of a kit in advance so that he or she can proceed directly to the next step when the time comes to use the kit. Activate the Kit: Activing a kit requires assembling the parts in the correct manner. The character must be able to see and manipulate the parts. Activating a kit requires no additional materials. To have any chance of activating a kit, the kit user must meet the following requirements: • The user must have the device on his or her class list. • The user must have the requisite ability score. If the user meets all the requirements noted above, and her student level is at least equal to the device's student level, she can automatically activate the kit without a check. If she meets both requirements but her own student level is lower than the kit device's student level, then she has to make a student level check (DC = schematic's student level + 1) to use the schematic successfully. If she fails, she cannot use the kit. Determine the Effect: A successfully used kit results in a device the kit was designed for. Such a device has exactly 1 charge and no malfunction rate. Once the device is used, it immediately falls apart, and cannot be salvaged. Random Generation: To generate a schematic randomly, roll on Table 8–11: Kit Levels to determine the device’s level, then choose the specific device of a given level from those described in Chapter 4. You can pick a desired device or determine the device randomly. The student level for a standard kit is the minimum student level needed to construct the device (unless otherwise specified).

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Table 8–11: Kit Levels Minor

Medium

Major Device Level Market Price

01–25





0

12 gp 5 sp

26–50





1st

25 gp

51–95

01–05



2nd

150 gp

96–100

06–65



3rd

375 gp



66–95

01–05

4th

700 gp



96–100

06–50

5th

1,125 gp





51–70

6th

1,650 gp





71–85

7th

2,275 gp





86–95

8th

3,000 gp





96–100

9th

3,825 gp

Schematics

A schematic is a device (or collection of devices) that has been stored in written form. A device written on a schematic can only be used once. The inks used to inscribe the device into the schematic dry quickly and are no longer usable when the device is used. Using a schematic is similar to expending a device slot. Physical Description: A schematic is a heavy sheet of fine vellum or high-quality paper covered in a special lacquer designed to keep the writing surface intact, but exposure to air causes any writing on its surface to vanish quickly. An area the size of a piece of modern-day notebook paper (roughly 8 inches wide and 11 inches long) is sufficient to hold the information for one device. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A schematic holding more than one device has the same width but is an extra foot or so long for each extra device. Schematics that hold three or more devices are usually fitted with reinforcing rods at each end rather than simple strips of leather. A schematic has AC 9, 1 hit point, hardness 0, and a break DC of 8. To protect it from wrinkling or tearing, a schematic is rolled up from both ends to form a double cylinder. The schematic is usually placed in a tube of leather, metal, or wood. Most schematic cases are inscribed with technological notation indicating its contents or identify the owner. Activation: To activate a schematic, a student must read the device written on it. Doing so involves several steps and conditions. Decipher the Notation: The notation on a schematic must be deciphered before a character can use it or know exactly what device it contains. This re12 to Midnight

quires a successful Techcraft check (DC 20 + device level). Deciphering a schematic to determine its contents does not destroy the ink. A character can decipher the notations on a schematic in advance so that he or she can proceed directly to the next step when the time comes to use the schematic. Activate the Device: Activating a schematic requires reading the device from the schematic. The character must be able to see and read the notations on the schematic. In the instance of using a schematic for the purposes of a rapid repair or recharge, the device to be repaired or recharged must be present; if the schematic is being used for rapid construction, the character must have some sort of materials to work with, even if it is miscellaneous gear or her clothing. To have any chance of activating a schematic device, the schematic user must meet the following requirements: • The user must have the device on his class list. • The user must have the requisite ability score. • For rapid recharge and rapid repair, the user must have the device indicated in the schematic on hand and constructed. If the user meets all the requirements noted above, and his student level is at least equal to the device's student level, he can automatically activate the device without a check. If he meets all three requirements but his own student level is lower than the schematic device's student level, then he has to make a student level check (DC = schematic's student level + 1) to use the schematic successfully. If he fails, he cannot use that device on the schematic and that device vanishes from the schematic. Determine Effect: A device on a schematic can be used in one of three ways: rapid construction, rapid recharge, or rapid repair. Rapid Construction: The device notation includes possible ways to construct the device with non-standard materials. Using what he has at hand, the schematic reader can construct the device in 1d4 rounds; if the character has absolutely no materials available, he cannot attempt to use rapid construction from a schematic. A device constructed in this manner has only 1 charge, has a –2 circumstance modifier to its saving throw DC, and has a 15% malfunction rate. The device is not stable enough to last for more than Page 149

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1 minute; if it is not used in this time, it rapidly falls apart. Such a device cannot be salvaged for parts. Rapid Recharge: The device notation includes methods that allow a device to be recharged much faster than normal and on a moment’s notice. Using these methods, the character can recharge the indicated device with 1 charge/2 student levels of the schematic; this recharging takes 1d4 rounds. However, recharging a device in this manner is often harmful to the device in the long run, and its malfunction rate increases by 15%. Rapid Repair: The device notation includes methods that allow a device to be repaired much faster than normal and on a moment’s notice. Using these methods, the character can reduce the indicated device’s malfunction rate by 10%/student level of the schematic; this repairing takes 1d4 rounds. However, reducing a device’s malfunction rate in this manner is often detrimental to its structural integrity, and the device takes 2d6 points of damage as a result. Random Generation: To generate a schematic randomly, first determine how many devices are inscribed in the schematic, according to Table 8–12: Devices Inscribed in a Schematic. For each inscribed device, roll on Table 8–13: Schematic Levels to determine its level, then choose the specific device of a given level from those described in Chapter 4.

Table 8–12: Devices Inscribed in a Schematic Schematic Type

Number of Devices

Minor

1d3 devices

Medium

1d4 devices

Major

1d6 devices

Table 8–13: Schematic Levels Minor

Medium

Major

Device Level

Market Price

01–25





0

12 gp 5 sp

26–50





1st

25 gp

51–95

01–05



2nd

150 gp

96–100

06–65



3rd

375 gp



66–95

01–05

4th

700 gp



96–100

06–50

5th

1,125 gp





51–70

6th

1,650 gp





71–85

7th

2,275 gp





86–95

8th

3,000 gp





96–100

9th

3,825 gp

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You can pick a desired device or determine the device randomly. The student level for a standard schematic is the minimum student level needed to construct the device (unless otherwise specified).

Gizmos

A gizmo is a highly complex item that resembles a conglomeration of several devices integrated together. Unlike widgets, which can contain a wide variety of device effects, each gizmo is of a certain kind and holds specific device effects. A gizmo has 20 charges when constructed. When built, a gizmo has a malfunction rate of 10%, and accrues a 5% malfunction rate each time it is activated for each charge used. A gizmo that malfunctions must be repaired with a Repair check of DC 20 + student level before it can be used again. A character can reduce the malfunction rate of a gizmo by making a Repair check, with the gizmo’s malfunction rate being reduced by the result of the skill check minus 30. If the result of the check is 25 or less, the gizmo’s malfunction rate increases by 15% instead. A character cannot take 10 or take 20 when attempting to reduce the malfunction rate of a gizmo. Physical Description: A typical gizmo is no more than 1 foot in length on any side, and is densely packed with mechanical apparatus, all of which seem to have little to do with one another. Gizmos often have their business ends plated in orichalcum or other expensive material. A typical gizmo has AC 9, 20 hit points, hardness 10, and a break DC of 28. Activation: Gizmos use the device trigger activation method, and activating a device from a gizmo is usually a standard action that does not provoke attacks of opportunity (if the device being activated, however, takes a longer activation time than 1 standard action, it takes that long to activate the device from a gizmo). To activate a gizmo, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures). Random Generation: To generate gizmos randomly, roll on Table 8–14: Gizmos. Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue as to the gizmo’s function, and 31–100 indicates no special qualities.

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Table 8–14: Gizmos Medium

Major

Gizmo

Market Price

01–13 –

01–10

Cloaks

12,600 gp

11–20

Control

89,250 gp



21–30

Destruction

94,500 gp

14–25

31–40

Disruption

66,300 gp

26–38

41–50

Gravitational

52,650 gp

39–51

51–60

Magnetism

16,800 gp

52–63

61–70

Protection

36,300 gp

64–75

71–80

Temporal

41,250 gp

76–87

81–90

Trapsmithing

57,850 gp

88–100

91–100

Travel

27,000 gp

Gizmo Descriptions

Gizmos have immense utility because they pack so many effects into one item, and they use the wielder’s ability score and relevant feats to set the DC for saves against their device effects. Unlike with other sorts of technological items, the wielder can use his student level when activating the abilities of a gizmo if it is higher than the student level of the staff. This means that gizmos are far more potent in the hands of a powerful student. Because they use the wielder’s ability score to set the save DC for the device, devices from a gizmo are often harder to resist than ones from other technological items, which use the minimum ability score required to activate the device. Not only are aspects of the device dependent on the student level potentially higher, but devices from a gizmo are harder to disrupt. Furthermore, a gizmo can hold a device of any level, unlike a widget, which is limited to devices of 4th level or lower. The minimum student level of a gizmo is 8th. Standard gizmos are described below. Cloaks: Usually constructed of darker metal, this gizmo allows use of the following devices: • cloak generator (1 charge) • decloaker (1 charge) • cloak generator, improved (2 charges) Moderate energy; SL 7th; Build Gizmo, cloak generator, decloaker, improved cloak generator; Price 12,600 gp. Control: This gizmo is covered in hypnotic patterns, and allows for use of the following devices: • mind control helm (1 charge) • psychogenic probe (1 charge) • universal remote, improved (2 charges)

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Strong chemistry; SL 17th; Build Gizmo, mind control helm, psychogenic probe, improved universal remote; Price 89,250 gp. Destruction: This gizmo is typically constructed of black metal and emits red light when activated. This gizmo allows for use of the following devices: • death ray (1 charge) • flamethrower (1 charge) • solar array (1 charge) Strong armaments; SL 15th; Build Gizmo, death ray, flamethrower, solar array; Price 94,500 gp. Disruption: This gizmo greatly resembles an inversion array, though more complex and with more apparatus attached to it. It allows for use of the following devices: • electromagnet (1 charge) • electromagnetic storm inducer (1 charge) • magnetic oscillator (1 charge) Strong energy; SL 15th; Build Gizmo, electromagnet, electromagnetic storm inducer, magnetic oscillator; Price 66,300 gp. Gravitational: This gizmo resembles a conglomeration of a gravity inducer and antigravity inducer. It allows for use of the following devices: • antigravity inducer (1 charge) • gravity inducer (1 charge) • levitator (1 charge) • gravity inverter (2 charges) Strong energy; SL 13th; Build Gizmo, antigravity inducer, gravity inducer, gravity inverter, levitator; Price 52,650 gp. Magnetism: This gizmo is covered in magnets, and allows for use of the following devices: • magnetic barrier (1 charge) • magnetic disruptor (1 charge) • magnetic glove (1 charge) Faint energy; SL 7th; Build Gizmo, magnetic barrier, magnetic disruptor, magnetic glove; Price 16,800 gp. Protection: This gizmo is usually covered in titanium plates. It allows for use of the following devices: • exoskeleton, improved (1 charge) • instant fortress (1 charge) Moderate armaments; SL 11th; Build Gizmo, improved exoskeleton, instant fortress; Price 36,300 gp.

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Steamworks Temporal: This gizmo is bluish in color, and designed around a flux capacitor. It allows for use of the following devices: • phase shifter (1 charge) • temporal dampener (1 charge) • flux capacitor (2 charges) • temporal accelerator (2 charges) Moderate energy; SL 11th; Build Gizmo, flux capacitor, phase shifter, temporal accelerator, temporal dampener; Price 41,250 gp. Trapsmithing: This gizmo resembles a trap kit, but is much more dense and completely packed with trap equipment. It allows for use of the following devices: • instant prison (1 charge) • trap kit III (1 charge) • trap kit V (2 charges) • trap kit VII (3 charges) Strong armaments; SL 13th; Build Gizmo, instant prison, trap kit III, trap kit V, trap kit VII; Price 57,850 gp. Travel: This gizmo is usually greatly worn, often filled with obvious replacement parts and patchwork repairs. It allows for use of the following devices: • ornithopter, improved (1 charge) • routefinder (1 charge) Moderate mechanical; SL 9th; Build Gizmo, ornithopter, improved ornithopter, routefinder; Price 27,000 gp.

Trinkets

A trinket is a small, miniature device that produces a device effect when activated. A trinket can be used only once. It can duplicate the effect of a device of up to 3rd level that has an activation time of less than 1 minute. Trinkets are essentially devices that can be used by anyone. The character using the trinket does not get to make any decisions about the effect—the student who crafted the trinket has already done so. The user of a trinket is the activator of the effect (though the trinket indicates the student level, the user still controls the effect); he chooses the target and area of effect as though he were activating a standard device. Physical Description: A typical trinket greatly resembles the device it replicates, though much smaller, typically no more than 3 inches on a side. The trinket

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Chapter 8: Technological Items has AC 12, 5 hit points, hardness 5, and a break DC of 18. Identifying Trinkets: In addition to the standard methods of identification, a technological character can make a Techcraft check against DC 15 to identify a trinket. Activation: Using a trinket requires no special skill. The user merely flips a switch or pushes a button, which causes the trinket to activate. The following rules govern trinket use. Using a trinket on an item is a standard action. The trinket takes effect immediately. Using a trinket provokes attacks of opportunity. A successful attack (including grappling) against the character forces a Concentration check (as for activating a device). If the character fails this check, she cannot use the trinket. An enemy may direct an attack of opportunity against the trinket rather than against the character. A successful attack of this sort can destroy the container. A creature must be able to manipulate the trinket. Because of this, incorporeal creatures cannot use trinkets. Random Generation: To generate trinkets randomly, roll on Table 8–15: Trinkets.

Trinket Descriptions

Because standard trinkets produce device effects, refer to the device description in Chapter 4 for pertinent details. The student level for a standard trinket is the minimum student level needed to construct the device (unless otherwise specified).

Table 8–15: Trinkets Minor

Medium

Device Level

Major

Market Price

01–25





0

25 gp

26–47

01–08



1st

50 gp

48–98

09–75

01–50

2nd

300 gp

99–100

76–100

51–100

3rd

750 gp

General Items

This is a catchall category for anything that does not fall into the other groups. Anyone can use a general item (unless otherwise specified). Physical Description: Varies. Activation: Usually a command sequence, but details vary from item to item.

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Random Generation: To generate general items randomly, roll on Table 8–16: General Items. Special Qualities: Roll d%. On 01–30, the command sequence is encoded somewhere on the item, and 31–100 indicates no special qualities.

The number of ports the belt holds is dependent on its type.

Table 8–17: Belt of Gadgetry Types Type Belt Slots Type I 2

General Item Descriptions

Standard general items are described below. Belt of Gadgetry: This belt is crafted of sturdy leather, with ports designed to accommodate devices designed to attach to a belt; a character with this item can wear and use more than one device with the Equipment descriptor that takes up their belt slot.

Type II 4 Type III 6

Faint mechanical; SL 7th; Build General Item; Price 1,000 gp (Type I), 4,000 gp (Type II), 9,000 gp (Type III); Weight 1 lb.

Table 8–16: General Items Major Item

Market Price

Minor

Med.

01–06





Tools of the Trapsmith +1

100 gp

07–13





Tools of the Trapsmith +2

400 gp

14–20





Tools of the Trapsmith +3

Major Item

Market Price

Minor

Med.



71–75



Goggles of Echolocation, Greater

24,000 gp

900 gp



76–80



Boots of Reaction

25,000 gp

81–85



Goggles of X-Ray Vision

25,000 gp

21–27





Belt of Gadgetry (Type I)

1,000 gp



28–34





Goggles of Evaluation

1,000 gp



86–89



Puzzle Cube +1

27,500 gp

90–92



Puzzle Pyramid +1

27,500 gp

35–41





Goggles of Examination

1,600 gp



42–48





Tools of the Trapsmith +4

1,600 gp



93–95



Puzzle Sphere +1

27,500 gp

2,500 gp



96–100



Catskin +6

36,000 gp 36,000 gp

54–60





Tools of the Trapsmith +5





01–05

Goggles of Discernment (Type III)





06–10

Hydraulic Gauntlets +6

36,000 gp





11–15

Neural Inducer +6

36,000 gp





16–20

Harm Prevention Belt

50,000 gp

4,000 gp





21–25

Puzzle Cube +2

55,000 gp



26–30

Puzzle Pyramid +2

55,000 gp

61–66





Belt of Gadgetry (Type II)

4,000 gp

67–72





Catskin +2

4,000 gp

73–78





Goggles of the Architect

4,000 gp

79–84





Goggles of Discernment (Type I)

4,000 gp

85–90





Hydraulic Gauntlets +2

90–95





Spring Boots

4,000 gp



96–100





Neural Inducer +2

4,000 gp





31–35

Puzzle Sphere +2

55,000 gp



36–40

Goggles of the Ghost

56,000 gp



01–05



Manual of Armaments

8,000 gp





06–10



Manual of Chemistry

8,000 gp





41–45

Gravitational Boots

60,000 gp

8,000 gp





46–50

Goggles of Clarity

75,000 gp



51–55

Puzzle Cube +3

82,500 gp



11–15



Manual of Energy



16–20



Manual of Mechanics

8,000 gp





26–30



Belt of Gadgetry (Type III)

9,000 gp





56–60

Puzzle Pyramid +3

82,500 gp





61–65

Puzzle Sphere +3

82,500 gp





66–70

Floatation Boots

90,000 gp





71–75

Puzzle Cube +4

110,000 gp



31–35



Catseye Goggles

12,000 gp



36–40



Goggles of Echolocation, Lesser

12,000 gp



41–45



Nightvision Goggles

12,000 gp





76–80

Puzzle Pyramid +4

110,000 gp



46–50



Catskin +4

16,000 gp





81–85

Puzzle Sphere +4

110,000 gp



Goggles of Discernment (Type II)

16,000 gp





86–90

Puzzle Cube +5

137,500 gp





91–95

Puzzle Pyramid +5

137,500 gp





96–100

Puzzle Sphere +5

137,500 gp



51–55



56–60



Hydraulic Gauntlets +4

16,000 gp



61–65



Neural Inducer +4

16,000 gp



66–70



Goggles of Echolocation

18,000 gp

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Steamworks Boots of Reaction: These sturdy leather boots have a multitude of wiring in their soles that attach to the wearer’s feet. While worn, the wearer gains the evasion ability. If he already has the evasion ability, he instead gains improved evasion. Moderate chemistry; SL 9th; Build General Item, adrenalin; Price 25,000 gp; Weight 4 lb. Catseye Goggles: These goggles have lenses resembling those of a cat’s eyes. While worn, the wearer can see cloaked creatures as though they were not cloaked. Moderate mechanical; SL 3rd; Build General Item, decloaker; Price 12,000 gp; Weight 1 lb. Catskin: This length of wiring and electrodes is attached to the base of the wearer’s skull, her hands, and her feet, and is designed to increase her reaction time and balancing abilities. While worn, the catskin gives its wearer a +2, +4, or +6 enhancement bonus to her Dexterity score. Moderate chemistry; SL 8th; Build General Item, adrenalin; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 2 lb. Floatation Boots: While wearing these boots with thick soles with antigravitational apparatus, the wearer can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round. While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of a levitator device. Moderate energy; SL 9th; Build General Item, antigravity inducer, levitator; Price 90,000 gp; Weight 4 lb. Goggles of the Architect: This pair of goggles has gray-tinted lenses. While wearing these goggles, the wearer gains stonecunning as though he were a dwarf; 12 to Midnight

Chapter 8: Technological Items if he already possesses stonecunning, his bonuses to checks increases to +4. Faint mechanical; SL 3rd; Build General Item, creator must have stonecunning; Price 4,000 gp; Weight 1 lb. Goggles of Clarity: The lenses of these goggles are cut from crystal-clear diamonds, and treated with sight-enhancing chemicals. While worn, the wearer can see through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, and sees through illusions. The sight provided by these goggles, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. These goggles do not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. Moderate energy; SL 10th; Build General Item; Price 75,000 gp; Weight 1 lb. Goggles of Discernment: These goggles consist of a complex Boots of Reaction electrical system that displays information on creatures viewed directly on the inside of the lenses. This information is complete enough to allow the wearer to make sneak attacks on creatures it perceives, with additional damage dependent on the type of goggles worn. However, the information does not take into account the target defending itself, and as such the wearer only gains the benefits of this item when the target is flat-footed or would otherwise be susceptible to the sneak attack of a rogue. This sneak attack damage overlaps (does not stack with) sneak attack damage granted by class abilities or other sources.

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Chapter 8: Technological Items

Table 8–18: Goggles of Discernment Types Type

Sneak Attack Damage

Type I

+1d6

Type II

+2d6

Type III

+3d6

Strong energy; SL 11th; Build General Item; Price 4,000 gp (Type I), 16,000 gp (Type II), 36,000 gp (Type III); Weight 1 lb. Goggles of Echolocation, Lesser: This pair of goggles has dark lenses, with a conical attachment on either side. While wearing these goggles, the wearer has blindsense to a distance of 20 feet. These goggles do not function in areas affected by magical silence. Faint energy; SL 3rd; Build General Item; Price 12,000 gp; Weight 1 lb. Goggles of Echolocation: This pair of goggles has dark lenses, with a conical attachment on either side. While wearing these goggles, the wearer has blindsight to a distance of 20 feet. These goggles do not function in areas affected by magical silence. Faint energy; SL 5th; Build General Item; Price 18,000 gp; Weight 1 lb. Goggles of Echolocation, Greater: This pair of goggles has dark lenses, with a conical attachment on either side. While wearing these goggles, the wearer has blindsight to a distance of 40 feet. These goggles do not function in areas affected by magical silence. Moderate energy; SL 7th; Build General Item; Price 24,000 gp; Weight 1 lb. Goggles of Evaluation: This pair of goggles has a multitude of lenses attached. While wearing this item, the wearer gains the Evaluate ability, as per a Technologist. Faint energy; SL 3rd; Build General Item, creator must have the Evaluate ability; Price 2,000 gp; Weight 1 lb. Goggles of Examination: These goggles have a multitude of magnifying lenses situated in front of their lenses, giving the wearer a +4 competence bonus to Spot checks. Faint mechanical; SL 3rd; Build General Item; Price 1,600 gp; Weight 1 lb. Goggles of the Ghost: These goggles have translucent lenses with an unnatural sheen. While worn, the wearer can see onto the ethereal plane at a range 12 to Midnight

of 60 feet; creatures and objects seen on the ethereal plane appear to have an orange glow. Moderate energy; SL 7th; Build General Item, sensor, etheric sensor; Price 56,000 gp; Weight 1 lb. Goggles of X-Ray Vision: While wearing these goggles with purple-tinted lenses, the wearer can see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Moderate energy; SL 6th; Build General Item; Price 25,000 gp; Weight 1 lb. Gravitational Boots: While wearing these boots with soles made of lead, the wearer is unaffected by effects that cause changes in gravity. Effects produced by a gravitational inducer device, an antigravity inducer, a gravity inverter, or similar effects do not affect the wearer. Strong energy; SL 11th; Build General Item, antigravity inducer, gravitational inducer, gravity inverter; Price 20,000 gp; Weight 4 lb. Harm Prevention Belt: This complex belt is crafted from sturdy leather. When the proper command sequence is entered, it gives its wearer DR 4/- for 5 minutes. The belt can be activated up to three times per day. Strong energy; SL 9th; Build General Item; Price 50,000 gp; Weight 5 lb. Hydraulic Gauntlets: These gauntlets are constructed of hydraulic pumps and pipes, with handholds inside that allow the wielder to comfortably wear them and retain use of his digits. While worn, it grants a +2, +4, or +6 enhancement bonus to his Strength score. Moderate mechanical; SL 8th; Build General Item, adrenalin; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 2 lb. Manual of Armaments: This is a thick tome, filled with ideas and concepts integral to the field of armaments. When this item is referred to while constructing a device from the Armaments field, it adds a +1 enhancement bonus to that device’s DC. Moderate armaments; SL 8th; Build General Item, creator must be a Technician; Price 8,000 gp; Weight 2 lb. Page 155

Steamworks Manual of Chemistry: This is a thick tome, filled with ideas and concepts integral to the field of chemistry. When this item is referred to while constructing a device from the Chemistry field, it adds a +1 enhancement bonus to that device’s DC. Moderate chemistry; SL 8th; Build General Item, creator must be a Chemist; Price 8,000 gp; Weight 2 lb. Manual of Energy: This is a thick tome, filled with ideas and concepts integral to the field of energy. When this item is referred to while constructing a device from the Energy field, it adds a +1 enhancement bonus to that device’s DC. Moderate energy; SL 8th; Build General Item, creator must be a Kineticist; Price 8,000 gp; Weight 2 lb. Manual of Mechanics: This is a thick tome, filled with ideas and concepts integral to the field of mechanics. When this item is referred to while constructing a device from the Mechanical field, it adds a +1 enhancement bonus to that device’s DC. Moderate mechanical; SL 8th; Build General Item, creator must be a Mechanist; Price 8,000 gp; Weight 2 lb. Neural Amplifier: This is a thin layer of wiring and electrodes attached to a thin leather hat. When worn, it greatly amplifies the speed at which the wearer thinks, granting the wearer a +2, +4, or +6 enhancement bonus to Intelligence. Moderate energy; SL 8th; Build General Item, mnemonic inducer; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 2 lb. Nightvision Goggles: This pair of goggles has lenses crafted from blackened glass, chemically treated. While wearing them, the wearer gains darkvision with a range of 60 feet. Faint chemical; SL 3rd; Build General Item, night drops; Price 12,000 gp; Weight 1 lb. Puzzle Cube: Each face of this cube is divided into nine segments, each with a different-colored gem. Each section of each face can be moved into position on another face. When each face is of the same color, the character who completed the puzzle—which takes a total of 48 hours over a period of six days— gains an inherent bonus of from +1 to +5 (depending on the type of puzzle) to his Dexterity score. Once the puzzle is completed, it resets.

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Chapter 8: Technological Items Moderate mechanical; SL 17th; Build General Item; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 1/2 lb. Puzzle Pyramid: Each face of this pyramid is divided into six segments, each with a different-colored gem. Each section of each face can be moved into position on another face. When each face is of the same color, the character who completed the puzzle—which takes a total of 48 hours over a period of six days—gains an inherent bonus of from +1 to +5 (depending on the type of puzzle) to his Wisdom score. Once the puzzle is completed, it resets. Moderate mechanical; SL 17th; Build General Item; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 1/2 lb. Puzzle Sphere: Each face of this sphere is divided into twelve segments, each with a different-colored gem. Each section of each face can be moved into position on another face. When each face is of the same color, the character who completed the puzzle—which takes a total of 48 hours over a period of six days—gains an inherent bonus of from +1 to +5 (depending on the type of puzzle) to his Intelligence score. Once the puzzle is completed, it resets. Moderate mechanical; SL 17th; Build General Item; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 1/2 lb. Tools of the Trapsmith: This knife-sized object consists of a wide variety of tools that flip out and are designed specifically to disable traps. A character using this item gains the listed bonus as an competence bonus to her Disable Device checks when disabling traps. Faint mechanical; SL 3rd; Build General Item; Price 100 gp (+1), 400 gp (+2), 900 gp (+3), 1,600 gp (+4), 2,500 gp (+5); Weight 1/2 lb. Spring Boots: Each boot in this pair is constructed with a set of orichalcum springs in its sole. These springs enhance the movement of the wearer, givPage 156

Steamworks ing her a +10 enhancement bonus to her movement rate. Faint mechanical; SL 3rd; Build General Item; Price 4,000 gp; Weight 6 lb.

Special Materials

In addition to technological items with embedded device effects, some substances have innate special properties. Two such materials are presented here as an example, but your campaign might include others of your own design. Orichalcum: Orichalcum is an extremely rare metal. Reddish-gold in color, it is just as strong as steel but more flexible. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most orichalcum armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from orichalcum are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0). An item made from orichalcum weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of orichalcum. (A spanner can be an orichalcum weapon, while a quarterstaff cannot.) Weapons or armors fashioned from orichalcum are always masterwork items as well; the masterwork cost is included in the prices given below. Devices can also be constructed using orichalcum. Armament and mechanical devices have their weight halved and their hit points doubled. Energy devices add +2 to their saving throw DCs. Chemistry devices do not benefit from being constructed with orichalcum. Orichalcum has 25 hit points per inch of thickness and hardness 18.

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Chapter 8: Technological Items Table 8–19: Orichalcum Cost Modifiers Type of Orichalcum Item

Item Cost Modifier

Light armor

+1000 gp

Medium armor

+4000 gp

Heavy armor

+9000 gp

Shield

+1000 gp

Other items

+500 gp/lb.

Titanium: This extremely durable metal adds to the quality of a weapon or suit of armor. Weapons fashioned from titanium have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from titanium grants its wearer damage reduction of 1/– if it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy armor. Titanium is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, titanium weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of titanium armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from titanium. An arrow could be made of adamantine, but a quarterstaff could not. Only weapons, armor, and shields normally made of metal can be fashioned from titanium. Weapons, armor and shields normally made of steel that are made of titanium have one-third more hit points than normal. Titanium has 30 hit points per inch of thickness and hardness 25. Devices can also be constructed with titanium. A device built with titanium has its hardness doubled, and reduces the rate at which its malfunction rate increases when activated by 1% (to a minimum of 1%). Chemistry devices do not benefit from being constructed with titanium.

Table 8–20: Titanium Cost Modifiers Type of Titanium Item

Item Cost Modifier

Ammunition

+60 gp

Light armor

+5000 gp

Medium armor

+10000 gp

Heavy armor

+15000 gp

Weapon

+3000 gp

Shield

+2000 gp

Device

+500 gp/lb.

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Chapter 9: Monsters

Steamworks

This chapter introduces the automaton and blade swarm creatures used by devices. Detailed explanations of special attacks and special qualities are fully described in the MM glossary. This chapter uses that information to describe new technological monsters, but also introduces two new creature subtypes (cognizant and mechanical).

The Cognizant Subtype

The cognizant subtype applies to constructs that are capable of thought, and have a will of their own. A cognizant creature is capable of making decisions without instruction, coming up with new ideas, learning, and adapting to new situations. Traits: Constructs with the Cognizant subtype have an Intelligence score, and as such behave as any other creature with an Intelligence score. A creature with the Cognizant subtype can be subject to mind-affecting effects.

The Mechanical Subtype

The mechanical subtype applies to constructs that are constructed from gears and other such mechanical parts. Any sort of constructed creature, be it a construct or otherwise, that has parts that can be subject to attack and would therefore disrupt the creature in some way are considered mechanical. Traits: Mechanical creatures behave exactly as constructs, save that they are subject to critical hits. Mechanical creatures usually have sturdy exteriors, but their interiors are built with very carefully designed pieces—any disruption to these causes massive damage to the creature. Mechanical creatures are also subject to sneak attacks, as well as death by massive damage. A mechanical creature can be repaired with the Repair skill.

Device-like Abilities

Some creatures, mainly constructs, can produce effects that mimic those of devices. These effects are very similar to devices. Naturally, they are technological in nature, and work just like devices. A creature with device-like abilities does not allocate device slots 12 to Midnight

Chapter 9: Monsters

to these abilities, nor do they use charges or accrue a device malfunction rate. Device-like abilities do not work within an area affected by an electromagnetic pulsor. A device-like ability usually has a limit on how often it can be used. A device-like ability that can be used at will has no use limit. Using a device-like ability is a standard action unless otherwise noted, and doing so while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a device-like ability defensively and avoid provoking attacks of opportunity, just as when activating a device. A device-like ability can be interrupted just as device activation can be. All creatures with device-like abilities are assigned a student level, which indicates how difficult it is to disrupt their device-like effects and determines all level-dependent variables (such as range or duration) the abilities might have. The creature does not need to expend device slots to ready such device-like effects, nor do they use charges or accrue a device malfunction rate. The DC of a saving throw (if applicable) against a creature’s device-like ability is equal to 10 + the creature’s INT modifier.

Automaton

Automatons are brought into being through the various automaton devices. They are constructed out of a medley of gears, cogs, and other mechanical parts. The more complex the device (that is, the higher level the device), the more powerful and complex the automaton that springs forth from it. However, even automatons of the same level vary from one another, not just in appearance but also in abilities, dependent on the whims of their constructors.

Combat

Automatons act as directed by their activators. As a free action, an automaton’s activator can direct the construct to attack particular enemies, use specific tactics or built-in devices, perform other actions, or do nothing at all. The construct does exactly what its activator instructs it to do. An automaton generally appears as a humanoid creature, with a metal casing and (depending on how Page 158

Steamworks complete its shell is) visible gears and such moving about inside; however, the constructor can mold or sculpt an automaton being constructed to his or her whim within the limits imposed by the creature’s size. The quality of such a sculpted construct is determined by a Craft (metalworking) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual. No matter how high the Craft (metalworking) check result, however, an automaton’s appearance cannot hide its inherently constructed nature. This check is made when an automaton device is constructed, and its result cannot be changed. Construct Traits: An automaton has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), chemical effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Mechanical Traits: As a creature of the mechanical subtype, an automaton is subject to critical hits and sneak attacks. It can also be repaired by means of the Repair skill. Special Abilities: When an automaton is constructed, the constructor can choose to apply one special ability to the construct. When the constructor begins to construct an automaton device, he chooses one or more special abilities from a menu of abilities appropriate to that level of construct. Once chosen, the ability or abilities cannot be changed.

Constructing an Automaton

When constructing the automaton device, the constructor assembles the desired creature from a menu of choices, as specified in the automaton’s statistics block. A constructor can always choose to substitute two choices from a lesser menu for one of its given abilities (for example, if the automaton gets one ability from Menu B, the constructor can instead substitute two abilities from Menu A). Multiple selections 12 to Midnight

Chapter 9: Monsters of the same ability do not stack unless the ability specifically notes that stacking is allowed. Some menu choices grant an automaton the ability to activate specific devices. Unless using the ability is a free action, an automaton activating such a device does so as a standard action that provokes attacks of opportunity. All such devices have a constructor level equal to the automaton’s Hit Dice or the creator’s student level, whichever is lower. An automaton does not need to meet the prerequisites for a feat granted by a menu choice. For example, an automaton with the cleave ability does not have to meet the prerequisites for the Cleave feat to use the ability.

Automaton Menu A

A student constructing a 1st-level, 2nd-level, or 3rdlevel automaton can choose one special ability from this menu. Sturdy Construction (Ex): The automaton gains an additional 5 hit points. Enhanced Pistons (Ex): The automaton’s land speed is increased by 10 feet. Cleave (Ex): The automaton gains the Cleave feat. Integrated Climber (De): The automaton has an integrated climber device, gaining a climb speed of 20 feet. Heavy Armor (Ex): The automaton gains a +1 armor bonus to its AC. Integrated Ornithopter (De): The automaton has an integrated ornithopter device, gaining a fly speed of 20 feet (average). Energy Shield (Ex): Choose one of the following energy types: acid, cold, electricity, fire, magnetic, sonic, or vacuum. The automaton gains resistance 5 against that energy type.

Automaton Menu B

A student constructing a 4th-level, 5th-level, or 6thlevel automaton can choose one special ability from this menu. Cloak (De): The automaton may, at will, cloak itself as though it were affected by a cloak generator. Extra Attack: If the automaton is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for

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Steamworks each attack is equal to its Strength modifier, not its Strength modifier × 1½. If the automaton is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged. Hydraulic Arms (Ex): The automaton gains a +4 enhancement bonus to its Strength score. Hydraulic Fist (Ex): Once per activation, the automaton can make one attack that deals extra damage equal to its Hit Dice. Improved Grab (Ex): To use this ability, the automaton must hit with its slam attack. An automaton can use this ability only on a target that is at least one size smaller than itself. Improved Integrated Climber (De): The automaton has an integrated climber, gaining a climb speed of 40 feet. Improved Integrated Ornithopter (De): The automaton has an integrated ornithopter device, gaining a fly speed of 40 feet (average). Improved Sturdy Construction (Ex): The automaton gains an extra 15 hit points. Pounce (Ex): If the automaton charges a foe, it can make a full attack. Titanium Frame (Ex): The automaton’s frame is reinforced with titanium, giving it an additional 3 points of damage reduction (or damage reduction 3/titanium if it did not already have damage reduction).

Automaton Menu C

A student constructing a 7th-level, 8th-level, or 9thlevel automaton can choose one special ability from this menu. Constrict (Ex): The automaton has the improved grab ability with its slam attack. In addition, on a successful grapple check, the automaton deals damage equal to its slam damage. Decloaker (De): The automaton may, at will, activate an effect similar to a decloaker. Enhanced Titanium Frame (Ex): The automaton’s frame is greatly reinforced with titanium, giving it an additional 6 points of damage reduction (or damage reduction 6/titanium if it did not already have damage reduction). Improved Sturdy Construction (Ex): The automaton gains an extra 30 hit points.

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Chapter 9: Monsters Rend (Ex): The automaton makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An automaton that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1½ times its STR modifier. Spring Attack (Ex): The automaton gains the Spring Attack feat. Welding Tendrils (De): The automaton is affected as though by the welding tendrils device. Whirlwind Attack (Ex): The automaton gains the Whirlwind Attack feat.

1st-level Automaton

Small Construct (Mechanical) Hit Dice: 1d10+10 (15 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 18 (+2 DEX, +5 natural, +1 size), touch 13, flat-footed 16 Base Attack/Grapple: +0/–2 Attack: Slam +3 melee (1d4+3) Full Attack: Slam +3 melee (1d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: – Special Qualities: One ability from Menu A, construct traits, mechanical traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +2, Will +0 Abilities: STR 15, DEX 15, CON –, INT –, WIS 11, CHA 10 Skills: – Feats: – Environment: Any Organization: Solitary Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: – Level Adjustment: –

2nd-level Automaton

Medium Construct (Mechanical) Hit Dice: 2d10+20 (31 hp)

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Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 18 (+2 DEX, +6 natural), touch 12, flat-footed 16 Base Attack/Grapple: +1/+4 Attack: Slam +4 melee (1d6+4) Full Attack: Slam +4 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: – Special Qualities: One ability from Menu A, construct traits, mechanical traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +2, Will +0 Abilities: STR 17, DEX 15, CON –, INT –, WIS 11, CHA 10 Skills: – Feats: – Environment: Any Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: – Level Adjustment: –

3rd-level Automaton

Medium Construct (Mechanical) Hit Dice: 3d10+20 (36 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 20 (+2 DEX, +8 natural), touch 12, flat-footed 18 Base Attack/Grapple: +2/+7 Attack: Slam +7 melee (1d6+7) Full Attack: Slam +7 melee (1d6+7) Space/Reach: 5 ft./5 ft. Special Attacks: – Special Qualities: One ability from Menu A, construct traits, mechanical traits, darkvision 60 ft., low-light vision Saves: Fort +1, Ref +3, Will +1 Abilities: STR 21, DEX 15, CON –, INT –, WIS 11, CHA 10 Skills: – Feats: – Environment: Any Organization: Solitary 12 to Midnight

Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: – Level Adjustment: –

4th-level Automaton

Medium Construct (Mechanical) Hit Dice: 5d10+20 (47 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 22 (+2 DEX, +10 natural), touch 12, flat-footed 20 Base Attack/Grapple: +3/+10 Attack: Slam +10 melee (1d6+10) Full Attack: Slam +10 melee (1d6+10) Space/Reach: 5 ft./5 ft. Special Attacks: – Special Qualities: One ability from Menu B, construct traits, mechanical traits, darkvision 60 ft., lowlight vision Saves: Fort +1, Ref +3, Will +1 Abilities: STR 25, DEX 15, CON –, INT –, WIS 11, CHA 10 Skills: – Feats: – Environment: Any Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: – Level Adjustment: –

5th-level Automaton

Large Construct (Mechanical) Hit Dice: 7d10+30 (68 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 23 (+1 DEX, +13 natural, -1 size), touch 10, flat-footed 22 Base Attack/Grapple: +5/+18 Attack: Slam +13 melee (1d8+9) Full Attack: 2 slams +7 melee (1d8+9) Space/Reach: 10 ft./10 ft. Special Attacks: – Page 161

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Special Qualities: One ability from Menu B, construct traits, mechanical traits, damage reduction 5/ titanium, darkvision 60 ft., low-light vision Saves: Fort +2, Ref +3, Will +2 Abilities: STR 29, DEX 13, CON –, INT –, WIS 11, CHA 10 Skills: – Feats: – Environment: Any Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: – Level Adjustment: –

6th-level Automaton

Large Construct (Mechanical) Hit Dice: 10d10+30 (85 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 25 (+1 DEX, +15 natural, -1 size), touch 10, flat-footed 24 Base Attack/Grapple: +7/+22 Attack: Slam +17 melee (1d8+11) Full Attack: 2 slams +17 melee (1d8+11) Space/Reach: 10 ft./10 ft. Special Attacks: – Special Qualities: One ability from Menu B, construct traits, mechanical traits, damage reduction 10/ titanium, darkvision 60 ft., low-light vision Saves: Fort +3, Ref +4, Will +3 Abilities: STR 33, DEX 13, CON –, INT –, WIS 11, CHA 10 Skills: – Feats: – Environment: Any Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: – Level Adjustment: –

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7th-level Automaton

Large Construct (Mechanical) Hit Dice: 13d10+30 (101 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 27 (+1 DEX, +17 natural, -1 size), touch 10, flat-footed 26 Base Attack/Grapple: +9/+25 Attack: Slam +20 melee (1d8+12) Full Attack: 2 slams +20 melee (1d8+12) Space/Reach: 10 ft./10 ft. Special Attacks: – Special Qualities: One ability from Menu C, construct traits, mechanical traits, damage reduction 10/ titanium, darkvision 60 ft., low-light vision Saves: Fort +4, Ref +5, Will +4 Abilities: STR 35, DEX 13, CON –, INT –, WIS 11, CHA 10 Skills: – Feats: – Environment: Any Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: – Level Adjustment: –

8th-level Automaton

Large Construct (Mechanical) Hit Dice: 16d10+30 (118 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 29 (+1 DEX, +19 natural, -1 size), touch 10, flat-footed 28 Base Attack/Grapple: +12/+30 Attack: Slam +25 melee (1d8+14) Full Attack: 2 slams +25 melee (1d8+14) Space/Reach: 10 ft./10 ft. Special Attacks: – Special Qualities: One ability from Menu C, construct traits, mechanical traits, damage reduction 15/ titanium, darkvision 60 ft., low-light vision Saves: Fort +5, Ref +6, Will +5 Abilities: STR 39, DEX 13, CON –, INT –, WIS 11, CHA 10 Skills: – Page 162

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Feats: – Environment: Any Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always neutral Advancement: – Level Adjustment: –

9th-level Automaton

Huge Construct (Mechanical) Hit Dice: 19d10+40 (144 hp) Initiative: +0 Speed: 50 ft. (10 squares) Armor Class: 33 (+25 natural, -2 size), touch 8, flat-footed 33 Base Attack/Grapple: +14/+38 Attack: Slam +28 melee (2d6+16) Full Attack: 2 slams +28 melee (2d6+16) Space/Reach: 15 ft./15 ft. Special Attacks: – Special Qualities: One ability from Menu C, construct traits, mechanical traits, damage reduction 15/ titanium, darkvision 60 ft., low-light vision Saves: Fort +6, Ref +6, Will +6 Abilities: STR 43, DEX 11, CON –, INT –, WIS 11, CHA 10 Skills: – Feats: – Environment: Any Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: Always neutral Advancement: Level Adjustment: –

Blade Swarm

Diminutive Construct (Mechanical, Swarm) Hit Dice: 1d10 (5 hp) Initiative: +3 Speed: 5 ft. (1 square), fly 40 ft. (good) Armor Class: 17 (+3 DEX, +4 size), touch 17, flat-footed 14 Base Attack/Grapple: +3/– Attack: Swarm (2d6) 12 to Midnight

Full Attack: Swarm (2d6) Space/Reach: 10 ft./10 ft. Special Attacks: Distraction, wounding Special Qualities: Construct traits, mechanical traits, immune to weapon damage, darkvision 60 ft., low-light vision, swarm traits Saves: Fort +0, Ref +3, Will +0 Abilities: STR 11, DEX 16, CON –, INT –, WIS 11, CHA 10 Skills: – Feats: – Environment: Any Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 2–5 HD (Diminutive) Level Adjustment: – A blade swarm is a flying, writhing mass of buzzing flying bladed constructs, each member armed with a stinger the length of a tiny dagger and razor-sharp. A blade swarm is brought into being by the blade swarm device. A single member of a blade swarm resembles a diminutive wasp, but mechanical in nature and with many tiny blades covering its body. A blade swarm’s strength is dependent on its constructor (see Chapter 4 for more information).

Combat

A blade swarm attacks those it is directed at. The swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a Fortitude save against the device’s saving throw DC or be nauseated for 1 round. Wounding (Ex): Any living creature damaged by a blade swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a tonic or other restorative measure.

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Contraption

Diminutive Construct (Cognizant, Mechanical) Hit Dice: As constructor’s HD (hp ½ constructor’s) Initiative: +2 Speed: 15 ft. (3 squares) Armor Class: 16 (+2 DEX, +4 size), touch 16, flat-footed 14 Base Attack/Grapple: +0/–17 Attack: – Full Attack: – Space/Reach: 1 ft./0 ft. Special Attacks: – Special Qualities: Construct traits, cognizant traits, mechanical traits, hardness 5, contraption granted abilities (cognizance, radio link) Saves: As constructor’s saves Abilities: STR 1, DEX 15, CON –, INT 4, WIS 10, CHA 10 Skills: Listen +3, Move Silently +3, Search –2, Spot +3 Feats: Alertness Environment: Any Organization: Solitary Challenge Rating: Included with constructor’s Treasure: None Alignment: As constructor Advancement: – Level Adjustment: –

Cognizant Traits: A contraption loses its immunity to mind-affecting effects, but it gains an Intelligence score. Mechanical Traits: A contraption loses its immunity to critical hits, death by massive damage, and sneak attacks.

The contraption described here is that of a 1st-level student.

Combat

A contraption’s characteristics depend on its constructor. Its Hit Dice are equal to its constructor’s Hit Dice (counting only levels in Inventor), its hit points are equal to half its constructor’s, and its saving throw bonuses are the same as its constructor’s. Construct Traits: A contraption has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. 12 to Midnight

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Designation of Product Identity: The ‘12 to Midnight’ company name and logos, the ‘Silven Crossroads’ name and logos, the Steamworks brand name, all artwork, and graphic design elements. Designation of Open Game Content: Skills, devices, and items are open game content. Please remember that Open Game Content is still copyrighted material and any use of such content must be accompanied by the following: “Steamworks, Copyright 2008, 12 to Midnight, Inc.; Author: Korey MacVittie”.

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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