Professional Documents
Culture Documents
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
Steamworks
Kim Feigenbaum works as a freelance illustrator and ne 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 nd 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 ction. 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 11: The Technologist.............................................................. 9 Table 12: Evaluation of Devices.................................................... 11 Human Technologist Starting Package.......................................... 11 Table 13: Skill Selections.............................................................. 11 Table 14: The Inventor................................................................. 12 Table 15: Evaluation of Devices.................................................... 14 Human Inventor Starting Package................................................ 14 Table 16: Skill Selections.............................................................. 14 Table 17: Contraptions Special Abilities........................................ 15 Table 1-8: Contraption Abilities..................................................... 15
Inventor.............................................................................. 11
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
Feats and Technology.......................................................... 23 Technical Feats.................................................................... 23 Item Construction Feats...................................................... 23 Metadevice Feats................................................................. 24 Metatechnology Feats. ......................................................... 24 Feat Descriptions................................................................ 26
Table 28: Technological Feats........................................................ 25
Chapter 3: Technology........................... 33
Introduction....................................................................... 33 Devices............................................................................... 33
Technological Writings................................................................. 33 Technologist Devices and Borrowed Notebooks........................... 34 Adding Devices to a Technologists Notebook............................... 34 Writing a New Device into a Notebook........................................ 34
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Wraith. .............................................................................. 120 NPC Class: Tinker............................................................ 121
Table 66: The Tinker. ................................................................. 122 Table 65: The Wraith................................................................. 121 Table 86: Technological Shield Special Abilities............................ 143 Technological Armor and Shield Special Ability Descriptions..... 144 Table 87: Fortication Chart...................................................... 144 Weapons..................................................................................... 145 Table 88: Technological Melee Weapon Special Abilities................ 145 Table 89: Technological Ranged Weapon Special Abilities. ............. 146 Technological Weapon Special Ability Descriptions.................... 146 Widgets...................................................................................... 147 Table 810: Widgets.................................................................... 148 Kits. ............................................................................................ 148 Table 811: Kit Levels................................................................. 149 Schematics.................................................................................. 149 Table 812: Devices Inscribed in a Schematic................................ 150 Table 813: Schematic Levels....................................................... 150 Gizmos....................................................................................... 150 Table 814: Gizmos..................................................................... 151 Gizmo Descriptions.................................................................... 151 Trinkets...................................................................................... 152 Trinket Descriptions................................................................... 152 Table 815: Trinkets.................................................................... 152 General Items............................................................................. 152 Table 816: General Items. ........................................................... 153 General Item Descriptions.......................................................... 153 Table 817: Belt of Gadgetry Types............................................... 153 Table 818: Goggles of Discernment Types..................................... 155 Special Materials......................................................................... 157 Table 819: Orichalcum Cost Modiers........................................ 157 Table 820: Titanium Cost Modiers........................................... 157
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 74: The Psyologist.............................................................. 136
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 Contraption...................................................................... 164
Combat...................................................................................... 164 Combat...................................................................................... 163
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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.
Introduction
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 ones environment to achieve a desired eect. 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 everyones 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 eects. From manipulating time to changing gravity, a technological character is limited only by his imagination and ability to nd new uses for the rules that govern his world.
What is Technology?
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.
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.
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About Devices
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 Players 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 studyit is an art. This chapter discusses how characters learn, construct, and activate devices. It also
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About SteamWorks
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 eects 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. In keeping with the technological theme, this PDF is no frozen snapshot of a print edition. Throughout this document, youll nd 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 oer return to previous view contextual menu option. That is why we are also oering a Steamworks Deluxe edition that includes the PDF and printerfriendly editions, as well a browser-friendly html version. If you didnt get the Deluxe edition but would like to upgrade, stop by 12 to Midnights forums for details.
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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 eects as powerful and compelling as any magic.
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 t 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 Players Handbook. Class Features: Each technological class has special characteristics that make it diered from the rest. These include: Weapon and Armor Prociency: What weaponry and armor members of the technological class are procient 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
Class Descriptions
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 tedioussometimes dangerousexperimentation, 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 nd 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.
Technologist
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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 Technologists 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 t within the connes 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.
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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 diculty for others to evade the eects 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 technologists 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 modier) 4 Skill Points at Each Additional Level: 2 + INT modier
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Table 11: The Technologist
Lvl
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Special
Draw Schematic, Evaluate, Mechanical Awareness
Device Slots
2 3 4 5
Device Charges
2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7
Bonus Feat
7 8 9 10 11
Bonus Feat
13 14 15 16 17
Bonus Feat
19 20 21 22 23
Bonus Feat
25
Class Features
All of the following are class features of the technologist. Weapon and Armor Prociency: Technologists are procient with all simple weapons and light armor, but not shields. They are also procient with the following weapons: light hammer, light pick, heavy pick, and the gnome hooked hammer. In addition, technologists are automatically procient 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.
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To construct, repair, recharge, or ready a device, the Technologist must have an Intelligence score of at least 10 + the devices level. The DC for saving throws to resist a Technologists devices is 10 + the devices level + the Technologists Intelligence modier. 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 modier, 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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Repair: Repairing a device uses one device slot, regardless of its device level. A Technologist reduces the devices 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 eld 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: ve 0-level devices and three 1st-level devices. She also gains an additional 1st-level device for each point of Intelligence modier. 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-
Specialization
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5 ranks in Techcraft, he gets a +2 synergy bonus to this check.
Inventor
DC(1*)
10 + device level 10 + device level 15 + device level 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: 5d410 gp (unless using a 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 days trail rations, bedroll, sack, int and steel. Gold: 1d6 gp. Skill Selection: Pick a number of skills equal to 3 + INT modier.
Ranks
4 4 4 4 4 4 4 4 4 4
Ability
CON INT INT INT INT DEX INT INT INT DEX
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Table 14: The Inventor
Lvl
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Ref. Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Special
Mechanical Awareness, Construct Contraption, Evaluate
Device Charges
3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 10
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 eort, 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 scientic process to rene their intuition and better inform themselves of what is going on around them. Good Inventors use their abilities to benet the world, while evil Inventors further their curiosity at the expense of otherseither stealing the work or ideas of their peers or using people in experimentation. Religion: Like Technologists, Inventors dont usually follow a deity because of their inherent self-reliance. Those that do usually follow a deity of intuition
or knowledge, or possibly one whose faith they were raised in. Background: Few Inventors have a formal education or training in the eld of technology. Inventors may come from all walks of lifefrom 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. Halings, 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 insucient technology during their younger years, but if they are part of a technologically advanced culture it is more common to become Technologists.
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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 denes himself by his device selection. An Inventor who focuses on damage-dealing devices may be the focal point of a teams oensive capability, while one who uses devices that are subtler and utilitarian vastly expands a partys 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 Inventors lack of diversity.
Inventors (Inv) have the following game rule statistics. Abilities: Dexterity is important to Inventors, as it directy eects their ability to use devices. Wisdom is equally important, as it modies the number of devices they know, and how dicult the eects of those devices are to resist. Alignment: Any. Hit Die: d4.
Class Skills
The Inventors 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 modier) 4 Skill Points at Each Additional Level: 2 + INT modier
Class Features
All of the following are class features of the Inventor. Weapon and Armor Prociency: Inventors are procient with all simple weapons and all light arSilven Crossroads
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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 14: The Inventor. These devices may be of any level, up to and including the highest level of devices the Inventor can know (see Table 14: 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 Inventors rst 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 modier 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.
Information Learned
This check can only be made for one of these purposes; these results are not cumulative.
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 days trail rations, bedroll, sack, int and steel. Gold: 1d6 gp. Skill Selection: Pick a number of skills equal to 3 + INT modier.
Ranks
4 4 4 4 4 4 4 4 4 4
Ability
CON INT INT INT WIS DEX INT INT WIS INT
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Steamworks 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 dierent classes entitled to contraptions stack for the purpose of determining contraption abilities that depend on the builders level.
Special
+2 bonus on Fortitude saves +3 bonus on Open Lock checks +2 bonus on Reex saves +3 bonus on Disable Device checks +3 bonus on Jump checks +3 bonus on Swim checks +3 bonus on Sleight of Hand checks +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 builders combined level in classes that grant contraptions, as shown on the table below. The abilities given on the table are cumulative.
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 contraptions 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 dierently 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 automatons 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 inventors 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 y speed; y (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 builders 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 automatons 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 automatons Abiltiy C list.
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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 Torishel, for example, may decide to become a technologist/rogue. Adding the rogue class gives him the ability to nd 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 characters student level is equal to all of his levels in technological classes combined. If a devices eect is based on the class level of the student, the player must keep track of which classs 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 isthus, 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 GMs discretion. General rules for multiclassing are detailed in the Players Handbook.
Multiclassing
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 guring 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.
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 dierently than non-epic characters. While they continue to recieve most of the normal benets of gaining levels, some benets are replaced by alternative gains.
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Epic-Level Characters
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 modier. Devices: The Technologists student level is equal to her class level. The Technologist does not gain additional device slots after 20th level. Each time the
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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).
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 modier. Devices: The Inventors student level is equal to the class level. The Inventor does not gain additional device slots or devices known after 20th level. Contraption: The Inventors contraption continues to increase in power. Every two levels beyond 20th the contraptions natural armor and Intelligence each increase by +1. Every ve levels above 20th (25th, 30th, etc), the contraption gains the benet of the Upgrade III ability. Bonus Feats: The epic Inventor gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, etc).
Epic Inventor
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Technological characters rely on the same skills as other characters, with a few additions, but often use them in dierent ways. The rst 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 represent a variety of abilities, and and they get better as characters go up in level. Skills are described in the Players Handbook, and some of those are revisited here in regard to how technological characters use them.
ty Class (DC), or the player is trying to beat another characters check result. Skill Ranks: A characters 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 Modier: The ability modier used in a skill check is the modier for the skills key ability (the ability associated with the skills use). The key ability of each skill is noted in its description. Miscellaneous Modiers: Miscellaneous modiers include racial bonuses, armor check penalties, and bonuses provided by feats, among others.
Key Ability
CON INT INT INT INT DEX WIS INT INT INT DEX WIS
Getting Skills: At each level above 1st, technologists and inventors recieve 4 skill points to buy new skills or improve existing skills (a characters Intelligence modier 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 characters 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 modier (skill modier = skill rank + ability modier + miscellaneous modier) This roll works just like an attack roll or a saving throwthe higher the number, the better. Either the player is trying to match or exceed a certain Dicul-
New skill or skill use described here. Some uses of this skill can be used untrained; see the skills description for details. Note: C represents a class skill, while cc represents a cross-class skill.
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 Players Handbook for details on the format of skill descriptions, as well as descriptions of all skills not mentioned here.
Skill Descriptions
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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.
Like the Craft and Profession skills, Knowledge encompasses a number of unrelated skills, although this entry specically 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 dicult questions.
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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 rst 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.
Check Modier
0 4 8 12 16 20
The character can repair objects that have been damaged. Check: Most Repair checks are made to x 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 24: Repair), though the character can take penalties to his check to reduce the amount of time required (see Table 25: Repair Modiers). Repairing an item requires supplies costing 10 (check result) gp, even if no damage is repaired.
Damage Repaired
None. 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6
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 o 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 25: Repair Modiers 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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A character with the Gearhead feat and at least 1 rank in this skill recieves a +2 bonus on all Repair checks.
Use this skill to identify devices or the eects of technology in general. Check: The character can identify devices and technological eects. The DCs for Techcraft checks relating to various tasks are summarized in Table 26: Techcraft.
Task
Identify a device. No action required. No retry. 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 nds another source to try to learn the device from). Requires 8 hours. Construct a device from a borrowed notebook (Technologist only). One try per day. No extra time required. When using a sensor, determine the eld of technology involved in the eect of a single item or creature the character can see. If the eect is not a device eect, the DC is 15 + one-half student level. No action required. Identify a device that is already in place and in eect. The character must be able to see or detect the eects of the device. No action required. No retry. Decipher a written device, such as a schematic. One try per day. Requires a full-round action. After rolling a saving throw against a device targeted at the character, determine what that device was. No action required. No retry. Understand a strange or unique technological eect, such as how a sentient automaton attained sentience. Time required varies. No retry.
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 dierent 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 eect 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 27: Use Tech Item.
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 eect from her specialty eld. She takes a 5 penalty when dealing with a device or eect from a prohibited eld (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,
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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 suers a mishap. On a mishap,
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the device or item triggers, but does not do what is intended. Common mishaps include the item affecting the wrong target or backring 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 eective 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 eective level in the emulated class equals the characters Use Tech Item check result minus 20 (eective 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 rst. Normally, to construct a device from a schematic, he
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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 dierent 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 improve a characters 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.
Technical 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
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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 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 shes 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 eects of devices, and the strength of these items depends on their student levela 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 items 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 characters student level. The characters student level must be high enough that the item creator can construct the device at the chosen level. To nd the nal price in each case, multiply the characters 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-ve times the xp cost.
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Some technological items similarly incur extra costs in xp, as noted in their descriptions.
As a students 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 modies an existing devices range, its duration, or improves the eect of the device in other ways. Of course, metadevices must be readied as other devices and suer 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 species, 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 constructers 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. Eects 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 eect being produced by a schematic, widget, or other item. Activating a device aected by a Control Panel or Switch feat does not provoke an attack of opportunity. A device does not benet from multiple copies of the same metadevice. Technological Items and Metadevices: A metadevice cannot be stored in a technological item in
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Metadevice 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 species. Cost: Devices constructed with metatechnology require more supplies, as indicated in each feats description. Limits on Use: Constructing a device using metatechnology does not necessarily limit the devices use. Eects 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 eect 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 doesnt 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.
Metatechnology Feats
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Table 28: Technological Feats
Feats
General
Armament Prociency Combat Activation Gearhead Machine Empathy Technical Training Technological Aptitude Technological Upbringing Disable Device 10 ranks, Techcraft 10 ranks 1st level Technical Training, Techcraft 5 ranks Device Memorization Student level 3rd+ Field Focus Maintenance Expert Maintenance Expert Any item construction feat Techcraft 4 ranks Procient with Armament devices +4 bonus on Concentration checks for defensive activation +2 bonus on Repair and Techcraft checks +2 bonus to some skills and damage against constructs Can construct and ready devices Take 10 on Use Tech Item checks to use devices
Technologist is always a favored class, Disable Device and Techcraft are always class skills Can construct and ready devices Can work with some devices without notebooks Can convert device charges into another devices eect Learn a new device +1 bonus on save DCs against specic eld +1 bonus on save DCs against specic eld Receive more device slots Can recharge devices more eectively Can repair devices more eectively Can reduce cost of constructing technological items
Technical Feats
Advanced Technical Training Device Memorization Signature Device 1 Device Research Field Focus
1 1
Greater Field Focus 1 Maintenance Expert Improved Recharge Improved Repair Mechanical Artist 1
Metadevice Feats
Amplication Module Battery Generator Recharger Control Panel Switch Inertial Coil Optimization Module Timer
Metatechnology Feats
Easy Operation Metadevice Port Metadevice Array Optimal Engineering Spatial Optimization Splitting Component Gemini Component
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Feat Descriptions
Advanced Technical Training [Technical]
The character has had advanced training in technology. Prerequisites: Technical Training, Techcraft 5 ranks. Benet: 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 devices 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 benets, 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.
Benet: The character can use Armament devices that require a prociency. Normal: A character who uses an Armament device that is a weapon and is not procient suers a 4 penalty to attack rolls with the weapon, a 4 armor check penalty when wearing Armament devices of the Protection subeld, and a 2 penalty to all skill checks while wearing Armament devices of the Equipment subeld.
Battery [Metadevice]
By utilizing electrical power from a magnetic storage device, the character can extend the duration of most devices. Benet: The battery doubles the duration of the device it is attached to. Devices with an instantaneous, maintenance, or permanent duration receive no benets from having a Battery attached. If the device the Battery is attached to has the Magnetic descriptor, it suers 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.
The character can construct a kit. Prerequisite: Student level 1st+. Benet: 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.
A metadevice that extends and expands the eects of the devices it attaches to. Benet: The amplication module doubles the area of eect of the device it is attached to. This metadevice does not aect devices without an area of eect. Cost: 500 gp.
The character can construct miscellaneous technological items. Prerequisite: Student level 3rd+. Benet: 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 items base price in xp and use up raw materials costing half of this price.
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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 rst place.
The character can construct technological gizmos, which have multiple technological eects. Prerequisite: Student level 12th+. Benet: 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.
The character can construct technological weapons, armor, and shields. Prerequisite: Student level 5th+. Benet: 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.
The character can construct widgets, which work like devices. Prerequisite: Student level 5th+. Benet: 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.
The character is adept at activating devices under hostile conditions. Benet: The character receives a +4 bonus on Concentration checks made to activate a device while ghting defensively or while grappling or pinned.
The character can construct trinkets, which are single-use items that anyone can use. Prerequisite: Student level 3rd+. Benet: 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 sucient to construct the
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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. Benet: 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.
The character is capable of commitinstructions on devices to memory. Benet: 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 characters Intelligence modier that she is capable of constructing and are written in her notebooksshe now have these memorized.
ting
Choose a eld of technology. The characters devices of that eld are more potent than normal. ion Benet: Add +1 to the Operat y s a E Diculty Class for all savith Ray w h t a e Device Research [Technical] ing throws against devices from the eld 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+. eects do not stack. Each time the feat is taken, it Benet: Add one additional device of applies to a new eld 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 characters interest in machinery has made him devices from another classs list. quite good in dealing with mechanical parts. Benet: 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 devices construction Prerequisite: Student level 1st+. and integration of an extremely delicate component, Benet: 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 eect 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 Benet: 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 devices efSilven Crossroads Page 28
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fects. Activating a device altered by this feat causes the devices eect 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 eects. The target experiences both device eects 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 devices malfunction rate at 5%/2 student levels, he repairs this device at 5%/4 student levels). Cost: 500 gp.
The character is swift at recharging a device. Prerequisite: Maintenance Expert. Benet: 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).
The character is swift at repairing a device. Prerequisite: Maintenance Expert. Benet: When the character expends a device slot to repair a device, he repairs it at a rate of 10%/3 student levels (minimum 10%).
Generator [Metadevice]
A small device that generates a constant stream of energy used to power devices for extended periods of time. Prerequisite: Battery. Benet: A device with a Generator attached has its duration multiplied by 10. Devices with an instantaneous or permanent duration obtain no benet from having a generator attached. If the device the Generator is attached to has the Magnetic descriptor, it suers 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.
A set of coils that reroute inertial energy throughout the device to enable it to travel further and makes the most of kinetic power. Benet: A device with an Inertial Coil attached has its range doubled. This metadevice does not affect devices without a range. Cost: 250 gp.
The character is good at dealing with machines. Prerequisite: Techcraft 4 ranks. Benet: The character gets a +2 insight bonus on Blu, 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.
Choose a eld of technology to which the Field Focus feat is already applied. The characters devices of that eld are even more potent than before. Prerequisite: Field Focus in the chosen eld. Benet: Add +2 to the Diculty Class for all saving throws against devices from the eld of technology selected to focus on. This overlaps with (does not stack with) the bonus from Field Focus.
The character is adept at maintaining machinery and can perform upkeep on more devices than normal. Benet: 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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The character can integrate an array of ports into a device, allowing it to take advantage of multiple metadevices. Prerequisite: Metadevice Port. Benet: When the character constructs a device, she may choose to include a Metadevice Array. If so, the device may have up to the characters Intelligence modier (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.
The character can integrate a port into a device, allowing it to take advantage of an additional metadevice. Prerequisite: Any metadevice feat. Benet: 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.
An extremely small and complex metadevice that is constructed to optimize the eects of the device. Benet: All variable, numeric eects 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, aects the maximum number of targets, and so on, as appropriate. Saving throws and opposed rolls are not aected, 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]
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
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A small generator designed to restart a device and keep it activated regardless of extenuating circumstances. Prerequisite: Battery. Benet: When a device with a Recharger is affected by an electromagnet or similar eect, the wielder may expend one of the Rechargers charges to force the source of the eect to make another successful student check to deactivate the device. Each
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Recharger attached to the device may only attempt this once per deactivation attempt. Cost: 100 gp.
The character is so familiar with a memorized device that she can convert other devices into it. Prerequisite: Device Memorization. Benet: 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 devices level or higher to replicate the eects of the chosen device. The converted device must be of the same eld 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.
The character can t technological workings into a much smaller area than others can. Benet: When constructing a device, the character can choose to make it one size smaller and half its typical weight. If made smaller, the devices 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.
Using refraction and other techniques and principles of physics, the character can cause a devices eect to split. Prerequisite: Any metatechnology feat. Benet: If the device implementing the Splitting Component produces a ray eect, 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 devices 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.
Though the character is no student, he has a smattering of training in the ways of technology. Benet: The character has a small degree of knowledge regarding technology, eectively 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 eective 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
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checks to successfully activate devices until he has at least one level in a technological class.
The character is especially capable with devices and knows how to operate them. Prerequisites: Disable Device 10 ranks, Techcraft 10 ranks. Benet: The character can take 10 on Use Tech Item checks, even when she would not normally be able to take 10 on a check.
The character was raised in an environment where technology was common, and he has developed an anity for it. Benet: 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. Benet: A device with a Timer attached to it does not initiate its eect until 1 to 5 rounds after it is activated. The Timer nishes 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
Introduction Devices
Chapter 3: Technology
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 geniusa discovery that makes a remarkable dierence in the lives of those around it. Once the rst nd 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 elds, 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 elds (armament, chemistry, energy, and mechanical). This chapter describes the dierences between these four elds. In addition, it provides an overview of the construction, readying, and activation of devices, and discusses what happens when technological eects are combined. Also discussed is the combination of technology with magic.
There are ve steps in the process of using a device: construction, readying, activation, recharging, and repairing. This section details all ve, 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 culturebetween 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 persons 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 anothers 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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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.
Chapter 3: Technology
+ device level). A technologist who has specialized in a eld gains a +2 bonus on the Techcraft check if the new device is from his specialty eld. He cannot, however, learn any devices from his prohibited eld. 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 devices 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 others 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).
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 students 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 specic device from the same source again until the next day.
Technologists can add new devices to their notebooks through several methods. If a technologist specializes in a eld of technology, he can learn devices only from elds 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 eld of technology, one of the two free devices must be from his specialty eld. Devices Copied from Anothers Notebook or Schematic: A technologist can also add a device to his notebook whenever he encounters one on a technological schematic or in another technologists notebook. No matter what the devices source, the technologist must rst 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
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Once a technologist understands a new device, she can record it into her notebooks. Time: The process takes 24 hours, regardless of the devices 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
Level Cost (gp)
0 1 2 3 4 5 6 7 8 9 10 20 40 100 200 400 1000 2000 4000 10000
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 lled with devices is worth 500 gp.
Inventors construct and maintain technological devices but do not use notebooks. An inventors class level limits the number of devices she can know (see Chapter I). An inventor must have a Dexterity of at least 10 + a devices level to construct or otherwise interact with a device. Adding Devices to an Inventors 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 14: 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 GMs permission, inventors may select the devices they gain from new and unusual devices they have gained some understanding of.
Inventors
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.
Device Construction
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 devices 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 devices 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 devices construction and does not change, even if the constructing characters 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.
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A device that a character constructs while under the eect of a class feature or other special ability that provides an adjustment to her student level, that adjustment applies to eects based on student level (such as range, duration, and damage dealt) for that device, and these increases remain with the device even if the eect 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 the amount in gp needed to construct them. Devices that have some remaining charges provide materials equal in value to 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 nished, the device can be used as normal. If the devices 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 constructors key ability modier (Intelligence for technologists, Dexterity for inventors). Each time the device is activated, it expends a single charge (unless otherwise specied by a Metatechnology feat or other eect); 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 devices hit points and hardness are dependent on their device level, eld, and student level.
Chapter 3: Technology
Table 32: Device Hit Points and Hardness
Field of Technology
Armament Chemistry Energy Mechanical
Hit Points
8 + (2/student level) 1 + ( student level) 5 + student level 6 + student level
Hardness
5 + device level 1 + (device level / 2) 2 + device level 5 + device level
Devices from the Construct subeld 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 subeld that reaches 0 hit points has its duration immediately ended; its hit points in its activated form has no eect 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).
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 dierent set of devices that does not include that device. This is true even when a character gains a new level and access to new deviceshe does not change his readied device selection until he readies dierent 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 characters mind, and he can only spend so much time working on his devices before he is mentally exhausted and unable to continue.
Readying Devices
Regardless of whether a student readies devices using a notebook or not, activating a device works the same way.
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Device Activation
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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 + the damage that the continuous source last dealt + level of device being activated). If the last damage dealt was the last damage that the eect 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 aected 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 aecting 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 devices saving throw DC + level of device being activated. For a device with no saving throw, the DC is the devices 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
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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 cant 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 suered whatever damage the device had in order to continue with the activation attempt. Injury: Getting hurt or being aected by hostile technology while trying to activate a device can break a characters concentration and ruin his activation attempt. If the character takes damage while trying
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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 dicult 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 aected by a device or spell with similar eects (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.
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.
Once the creatures (or objects or area) are aected, and whether those creatures have made successful saving throws (if any are allowed), apply whatever results a device entails.
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 devices malfunction rate. Device activation also fails if the characters 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.
Many special device eects are handled according to the eld of the device in question. Certain other special device features are found across device elds. Attacks: Some devices refer to attacking. All offensive combat actions, even those that dont 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 dont 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 suering 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 diers 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 eect against blinded or otherwise nonsighted creatures. A cloaked creatures location cannot be pinpointed by visual means. It has total concealment; even if an attacker correctly guesses the cloaked creatures 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), modied by appropriate
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factors (such as an armor check penalty or a penalty for movement). Eects that detect magical invisibility do not detect cloaking, nor do eects that detect cloaking detect magical invisibility. Eects that detect any form of invisibility, such as that granted by a supernatural or extraordinary ability, detect cloaking. Eects that detect cloaking also detect invisibility granted by a supernatural or extraordinary ability
Chapter 3: Technology
remove the recipients 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 eect allows). If the controlled creature receives conicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys. Devices with Opposite Eects: Devices that have opposite eects 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 eect that is noted in a devices description. Instantaneous Eects: Two or more technological eects with instantaneous durations work cumulatively when they aect the same object, place, or creature.
Devices or technological eects usually work as described, no matter how many other devices or technological eects happen to be operating in the same area or on the same recipient. Except in special cases, a device does not aect the way another device operates. Whenever a device has a specic eect on other devices, the device description explains the eect. Several other general rules apply when devices or technological eects operate in the same place. Stacking Eects: 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 dont stack even if they come from dierent devices (or from eects other than devices). Characters use whichever bonus gives him the better score. Dierent Bonus Names: The bonuses or penalties from two dierent devices do stack, however, if the eects are of dierent 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 Eect More than Once in Dierent Strengths: In cases when two or more identical devices are operating in the same area, but at dierent strengths, only the best applies. Same Eect with Diering Results: The same device can sometimes produce varying eects if applied to the same recipient more than once. None of the previous device eects are removed or canceled, but their eects become irrelevant while the nal device in the series lasts. One Eect Makes Another Irrelevant: Sometimes, a devices eect can render a later device irrelevant. Multiple Mental Control Eects: Sometimes technological eects that establish mental control render each other irrelevant. Mental controls that dont
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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.
Recharging 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 devices 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.
Repairing Devices
The devices available to characters are listed and described in Chapter 4. The description of each device
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Device Descriptions
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is presented in a standard format. Each category of information is explained and dened below.
Chapter 3: Technology
of technology. It focuses mainly on chemicals that are capable of a variety of eects, from healing to inicting 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 uid 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 benet from a device of the Liquid subeld. Gas: A gas is a device that aects a large area, but only aects those who have a respiratory system. Gases cannot be used by creatures that are not alive; therefore, undead, elementals, or constructs cannot benet from a device of the Gas subeld. Devices of this subeld can also be blown away by high winds. Energy Energy is the study of power and power uctuations. 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 eects with their devices. Those who specialize in Energy devices are called Kineticists. Mechanical The study of various constructs and complex, partlled devices lls 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 specically designed for specic 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 uid. Swarm: The device is a swarm of small machines. The swarm is treated as a creature with the swarm subtype.
Name
The rst 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 eld of technology (and subeld, if appropriate) that the device belongs to. Every device belongs to one of four elds of technology. A eld 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 oensive capabilities of the student and his allies. Devices constructed in this eld tend to be more damaging and more expendable than those from other elds. 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 specics are described in the given device. An enhancement device is useless on anything but what it is specically made for, as indicated in the devices 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
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Descriptor
Appearing on the same line as the eld and subeld, when applicable, is a descriptor that further categoSilven Crossroads
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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-aecting, Sonic, Userfriendly, Vacuum, and Water. Most of these descriptors have no game eect 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-aecting 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 eects usually only aect creatures with a metabolism, and therefore have no eect 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 Prociency feat to use eectively. 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 devices 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 specic eects are listed in the devices 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-
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 eects also usually cause asphyxiation. Creatures that do not breathe are unaected by vacuum eects.
Level
The next line of a device description gives the devices level, a number between 0 and 9 that describes the devices relative power. This number is preceded by an abbreviation for the class whose members can construct and activate the device. A devices level affects the DC for any save allowed against the eect. 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 subelds. 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 aect the target. A device of this type does not aect 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 prociency is required; if so, the ArPage 41
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mament Prociency 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 suers a 4 penalty to attack rolls with the weapon; if it is a Protection device, the user suers a 4 armor check penalty; if the device is from neither subeld and has the Equipment descriptor, the user suers a 2 penalty to all skill checks while wearing the device.
Activation Time
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.
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 eect just before the beginning of the characters 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 eect just before the characters 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-
A swift action consumes a very small amount of time, but represents a larger expenditure of eort and energy than a free action. Characters can perform one swift action per turn without aecting 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
Swift Actions
Much like a swift action, an immediate action represents a very small amount of time but a larger expenditure of eort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any timeeven if it is not the characters turn. Using an immediate action on the characters 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 (eectively, 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 at-footed.
Immediate Actions
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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 characters 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, eect, version, and so forth) when the device comes into eect.
Chapter 3: Technology
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 red 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 re the device suers ranged penalties just like a normal ranged or thrown weapon for each range increment. Unless otherwise specied, attack rolls with devices with listed range increments are ranged touch attacks, and add the characters Dexterity modier to such attack rolls
Range
A devices range is the maximum distance from the device that the its eect can occur, as well as the maximum distance at which the player can designate the devices point of origin. If any portion of the devices area extends beyond this range, that area is wasted. Standard ranges include the following: Personal: The device aects only the activator. Touch: The device must touch a creature or object to aect 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 nishes activating the device.
Aiming a Device
Players must often make some choice about what creature or object the device is to aect or where the eect is to originate, depending on the type of device. The next entry in a device description denes the devices target (or targets), its eect, or its area, as appropriate. Target or Targets: Some devices, such as ashpowder, have a target or targets. Characters activate these devices, and then use them on creatures or objects, as specied by the device. Characters must be able to see or touch the target, and must specically
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choose that target. However, players do not have to select the target until after the character nishes 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 at-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. Eect: Some devices, such as exoskeleton and automaton I, create or summon things rather than aecting things already present. You must designate the location where these things are to appear, either by seeing it or dening it. Range determines how far away an eect can appear, but if the eect is mobile (such as a blade swarm), it can move regardless of the devices 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 eect. For example, an exoskeleton, once activated, does not do anything unless a creature wears it. A device with an eect of itself is considered mobile for purposes of range. Ray: Some eects 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 re 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 characters 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 eect 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
Chapter 3: Technology
threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Spread: Some eects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The eect can extend around corners and into areas that the character cannot see. Figure distance by actual distance traveled, taking into account turns the eect takes. When determining distance for spread eects, 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 eect, but the character need not have line of sight (see below) to all portions of the eect. Area: Some devices aect an area. Sometimes a device description species a specially dened area, but usually an area falls into one of the categories dened below. Regardless of the shape of the area, players select the point from which the eect originates, but otherwise dont control which creatures or objects the device aects. The point of origin of a devices 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 eects area, anything within that square is considered within the eects area. If the eects area only touches the near edge of a square, however, anything within that square is unaected by the device. A device that has an area of eect centered on it is considered mobile for purposes of range. Burst, Emanation, or Spread: Most devices that aect an area function as a burst, an emanation, or a spread. In each case, players select the eects point of origin and measure its eect from that point. A burst eect aects whatever it catches in its area, even including creatures that the character cannot see. It cannot aect creatures with total cover from its point of origin (in other words, its eects do not extend around corners). The default shape for a burst eect is a sphere, but some burst devices are speciSilven Crossroads
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cally described as cone-shaped. A bursts area denes how far from the point of origin the devices eect extends. An emanation device functions like a burst device, except that the eect 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 devices eect spreads out a given distance in all directions. The area the devices eect lls is determined by taking into account any turns the device eect takes. Cone, Cylinder, Line, or Sphere: Most devices that aect 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 devices 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 devices point of origin. This point is the center of a horizontal circle, and the eect shoots down from the circle, lling 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 devices square and extends to the limit of its range or until it strikes a barrier that blocks the line of eect. A line-shaped eect aects all creatures in squares that the line passes through. A sphere-shaped eect expands from its point of origin to ll a spherical area. Spheres may be bursts, emanations, or spreads. Creatures: A device with this kind of area aects creatures directly, but it aects 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 aect living creatures, which means all creatures other than constructs and undead. Objects: A device with this kind of area aects objects within an area the player selects (as Creatures, but aecting objects instead). (S) Shapeable: If an Area entry ends with (S), the character can shape the device. A shaped eect or area
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can have no dimension smaller than 10 feet. Many eects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to dene aerial or underwater eects and areas. Line of Eect: A line of eect is a straight, unblocked path that indicates what a device can aect. A line of eect 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 eect to any target that he activates a device at or to any space in which he wishes to create an eect. Characters must have a clear line of eect 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 eect aects only an area, creatures, or objects to which it has line of eect from its origin. An otherwise solid barrier with a hole of at least 1 square foot through it does not block a devices line of eect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a devices line of eect.
Duration
A devices duration entry tells how long the eect 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 eect goes away and the device eect ends. If a devices 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 eect lasts as long as the wielder concentrates on it. Concentrating to maintain a devices eect is a standard action that does not provoke attacks of opportunity. Anything that could break the wielders concentration when activating a device can also break her concentration
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while she is maintaining the eect of a device, causing the eect 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 devices eect, 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, Eects, and Areas: If the device aects creatures directly, the result travels with the subjects for the devices duration. If the device creates an effect, the eect lasts for the duration. The eect might move (for instance, a creature wearing an exoskeleton might ee combat) or remain still. Such an eect can be destroyed prior to when its duration ends (for example, an automaton I can be destroyed by damage). If the device aects an area, then the device stays with that area for its duration. Creatures become subject to the devices eect 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 doesnt discharge a touch device in the round she activates it, she can hold the charge (postpone the discharge of the devices eect) indenitely. 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 devices eect. She cannot hold the charge of such a device; she must touch all targets of the device in the same round that she nishes 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 subelds 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 + constructors INT modier), a creature can gure 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 + constructors INT modier) to deacPage 46
Chapter 3: Technology
tivate the device; if successful, the devices eect 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 eect. The Saving Throw entry in a device description denes what type of saving throw the device allows and describes how saving throws against the device work. Negates: The device has no eect on a subject that makes a successful saving throw. Partial: The device causes an eect on its subject, such as death. A successful saving throw means that some lesser eect 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 eect. (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 creatures saving throw bonus unless its own is greater. A magic item, technological item, or devices saving throws are each equal to 2 + one-half the items caster or student level. (Harmless): The device is usually benecial, not harmful, but a targeted creature can attempt a saving throw if it desires. Saving Throw Diculty Class: A saving throw against the device has a DC of 10 + device level + the students bonus for the relevant ability (Intelligence for technologists, Dexterity for inventors). A devices level can vary depending on the characters class. Always use the device level applicable to the characters class. Succeeding on a Saving Throw: A creature that successfully saves against a device that has no obvious physical eects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if
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a creatures 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 eect 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 33: Items Aected 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 devices 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 species 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 Aected by Technological Attacks). GMs should determine which four objects carried or worn by the creature are most likely to be aected 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 Players 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.
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.
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Chapter 4: Devices
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 devices name in the lists denotes a device with a component that is not normally included in a devices 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 dierent 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 devices 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
with character levels for eects that aect 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 devices power often depends on student level, which is dened as the constructors student level at the time of construction for a specic device. A creature with no classes has a student level equal to its Hit Dice unless otherwise specied. The word level in the device lists that follow always refer to the constructors student level. Device Eects and Conditions: If a device causes a target to be aected by one or more conditions (such as blinded, cloaked, incorporeal, or stunned), refer to the glossary in Players Handbook for details of how that condition aects 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.
Climber
Alchemists 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.
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Coee E: Liquid concoction that increases awareness and reexes. 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) re 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 specic skill.
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 ying 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-aecting eects. 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 specied 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.
Adrenalin E: Draught of biological substance gives a +4 enhancement bonus to a specied physical ability for 1 min/level. Arc Blade: A blade of crackling energy that deals 1d8+1/2 levels (max +10) electricity damage.
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.
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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 specied 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) re damage in a 20-foot radius. Ornithopter: Wielder ies 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 rearm 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.
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 dicult 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.
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.
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Autocrossbow D: Crossbow-like device res bolts rapidly. Automaton V D: Mechanical construct that obeys commands. Biosimplier E: Prevents a creature from changing its shape for 1 round/level. Damping Matrix: A powerful device that counters the eects of magic. Drill: Fast-moving device penetrates materials quickly. Empathic Transmitter: Headgear allows telepathic communication. Etheric Resonator: Shunts nearby ethereal creatures onto the devices plane. Exoskeleton, Improved D: Gives the wearer +8 armor bonus, as well as bonuses to some skills.
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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 aected. Ornithopter, Improved D: As ornithopter, but faster and can hustle over long distances. Routender: Shows most direct route to a known location. Temporal Accelator D: Wearers 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.
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. Vitricator E: Turns a subject to glass.
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. Devitricator 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 re 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.
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: Reects 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 subjects 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.
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Blanking Fluid E: Drinker immune to mental/ emotional eects 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.
Chapter 4: Devices
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 rened into pure adrenalin. When adrenalin is constructed, the constructor must decide which physical ability adrenalin aects: 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 users Strength, Dexterity, or Constitution, as specied above, for 1 minute/level.
Automaton IX D: Mechanical construct that obeys commands. Cluster Mine E: Four exploding mines each deal 6d6 re 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.
Alchemists Fire
Chemistry (Liquid) [Expendable, Fire] Level: Tec/Inv 1 Type: Contact Weight and Size: lb; Fine Activation Time: 1 standard action Range: Range Increment15 ft Target: One creature Duration: 2 rounds Saving Throw: Reex negates (see text) Cost to Build: 10 gp Alchemists re appears in an airtight bag. Once unstopped, alchemists re is a thick, gooey black substance that immediately burns on contact with air. The ames produced by alchemists re glow a blue-green color. The substance known as alchemists re 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 alchemists re, which proceeds to deal 1d6 re damage. The next round, it deals 1d4 points of re damage, and is then extinguished. The target may attempt to extinguish the re as though
The devices herein are presented in alphabetical order (with the exception of those with names that begin with a qualier of some sort; see Order of Presentation, above).
Devices
Adrenalin
Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 2 Type: Ingested Weight and Size: lb; Diminutive
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it were normal re, which takes a move action and requires a successful Reex save.
Chapter 4: Devices
Antitoxin is a drink that strengthens the drinkers immune system against poisons. The character gets a +1 biochemical bonus on all Fortitude saves against poison.
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 aected by an antigravity inducer counts each square of movement as one less square (to a minimum of half a square); for instance, moving through dicult terrain counts as 1 square, rather than 2. This only aects movement inside the area of eect, and does not aect movement outside of it. All objects within the area of eect 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 eect are halved (for example, the armor check penalty of a chain shirt is normally 2; within the area of eect of an antigravity inducer, it is halved to a 1 penalty). An antigravity inducer negates the eects of a gravity inducer.
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 Eect: 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+ student levels (max +10) damage. Because the blade is immaterial, the wielders Strength modier does not apply to the damage and it cannot be used to block or parry. An arc blade does not function underwater.
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.
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Energy [Electricity, Equipment] Level: Tec/Inv 4 Slot: Belt Weight and Size: 6 lbs; Tiny Activation Time: 1 standard action Range: Touch Eect: Itself Duration: 10 min/level or until discharged (D) Cost to Build: 200 gp, arc shield (1) An arc eld generator is a small metallic sphere covered in wires crafted from titanium. The device generates a eld of electricity that encases the wearer.
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While wearing an activated arc eld 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 eld 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 eld generator must make a Fortitude save or take 1d6+1/level (max +15) points of electricity damage. An arc eld generator does not function underwater.
Chapter 4: Devices
Prociency?: No Slot: Armor (light) Weight and Size: 5 lbs; Small Activation Time: 1 standard action Eect: Itself Duration: 1 hour (D) Cost to Build: 10 gp Armorall appears as a network of gears, plates, and padding, designed to augment its wearers 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 modies itself to account for blows, strengthening sections of clothing above it. While worn, it gives the wearer a +2 armor bonus to his AC.
Arc Shield
Energy [Electricity, Equipment] Level: Tec/Inv 3 Slot: Belt Weight and Size: 4 lbs; Tiny Activation Time: 1 standard action Range: Touch Eect: 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 eld of blue electricity. When activated, an arc shield produces an electrical eld that protects the user from attacks. While wearing the arc shield, the electrical eld it generates protects its wearer, giving it the benet 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.
Autocaltrops
Armaments Level: Tec/Inv 2 Prociency?: 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: Reex 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 dicult to avoid stepping on them. Anyone entering or ghting within an aected square has a chance to step on at least one of the caltrops. Stepping from an aected 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
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wielders key ability modier (INT for technologists, DEX for inventors). The creatures armor, shield, and deection 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 Reex 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.
Chapter 4: Devices
An autocrossbow resembles a standard crossbow, except that in place of the standard loading and ring mechanisms it has a rotating chamber lled 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 Reex 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.
Autocrossbow
Automaton I
Armaments (Weaponry) [Equipment] Level: Tec/Inv 5 Slot: Weapon (two-handed) Prociency?: Yes Weight and Size: 15 lbs; Tiny Activation Time: 1 standard action Range: Touch Eect: Itself Duration: Instantaneous Cost to Build: 400 gp
Mechanical (Construct) Level: Tec/Inv 1 Weight and Size: 5 lbs; Tiny Activation Time: 1 round Range: Touch Eect: 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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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.
Automaton III
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.
Automaton IX
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.
Automaton IV
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.
Biosimplifier
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.
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 Biosimplier 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 biosimplier, the user must make a ranged touch attack, or a melee touch attack if the creature is within the users reach. A creature aected by biosimplier 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 eect). Lycanthropes so aected revert back to their normal humanoid form. While under the effects of this device, the creature is also immune to any eect that changes its shape.
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.
Blade Swarm
Mechanical (Construct, Swarm) Level: Tec/Inv 2 Weight and Size: 8 lbs; Small
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Activation Time: 1 round Range: Close (25 feet + 5 feet/2 levels) Area: 10-foot cube (S) Eect: Swarm of diminutive constructs Duration: 1 round/level (D) Cost to Build: 40 gp A blade swarm consists of diminutive ying constructs covered with tiny blades. The constructs resemble wasps or other stinging ying 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) Eect: 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: Reex 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 Reex 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 Reex save. A blade wall provides cover (+4 bonus to AC, +2 bonus on Reex saves) against attacks made through it.
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Climber
Mechanical (Construct) Level: Tec/Inv 1 Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Eect: 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 rmly to a surface. It has three holes from which it extends a long rope. A climber is capable of moving on any relatively at 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
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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 + constructors 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.
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 eect 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 devices eect 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 eect includes a creature other than the wearer of the cloak generator. Actions directed at unattended objects do not disrupt the cloak generators eect. 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.
Energy [Electricity, Equipment] Level: Tec/Inv 3 Slot: Belt Weight and Size: 6 lbs; Diminutive Activation Time: 1 standard action Range: 10 feet Eect: Itself Duration: 1 min/level (D) Cost to Build: 100 gp, cloak generator (1) A cloak eld generator works exactly like a cloak generator, except that it cloaks all creatures within a 10-foot radius. Those aected by this device cannot see each other, though they can see themselves as if unaected by the device. Any aected creature moving out of the area becomes visible, but creatures moving into the area after the device is activated do not become cloaked. Aected 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 Eect: 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
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 rst time the wearer makes an attack. Any attack after the rst disrupts the cloak eect as normal.
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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 re damage to those in the area. The areas can overlap, and creatures in the area of multiple blasts take damage from each they are aected by and must make separate saving throws for each blast.
Coffee
Chemistry (Liquid) [Expendable] Level: Tec/Inv 1 Type: Ingested Weight and Size: lb; Tiny Activation Time: 1 standard action Eect: One dose Duration: 1 hour/level Cost to Build: 10 gp Coee appears as a dark brown liquid. When fresh, it steams extensively and is rather warm to the touch. Coee has a fragrant scent and bitter taste. Coee serves as a stimulant, making those who drink it mildly jumpy. While the duration lasts, a character that has had coee receives a +4 biochemical bonus on Reex saves and a +2 biochemical bonus on Initiative checks. If not consumed within the duration after activated, the remaining coee goes bad, and is no longer useful for these bonuses. A character can only benet from coee once every eight hours.
Cluster Mine
Armaments (Mine) [Expendable, Fire] Level: Tec/Inv 9 Prociency?: No Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Eect: Itself Duration: Discharge (D) Saving Throw: Reex 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.
Concussion Grenade
Armaments (Explosive) [Expendable] Level: Tec/Inv 2 Prociency?: No Weight and Size: 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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When a concussion grenade detonates, it deals 1d6/ level (max 5d6) points of nonlethal damage to all living targets in a 10-foot radius.
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 eect 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 devices eect, and the wielder does not need to make Concentration checks to maintain your concentration on the device. Because of the nature of the device, eects 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.
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 aects 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.
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 aected area that are currently cloaked instantly become visible. If they leave the area of eect 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 dicult to see.
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) Eect: 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 wielders energy; when the duration
Device Automator
Mechanical [Equipment] Level: Tec/Inv 6 Slot: Belt Weight and Size: 2 lbs; Diminutive
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Activation Time: 10 minutes (see text) Range: Personal Eect: 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 specic 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 eect 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 eect by the device automator must be one that aects the wielder of the device automator and be of a device level no higher than one-third the constructors student level (rounded down, maximum 6th level). The conditions needed to bring the device into eect must be clear, although they can be general. In all cases, the automator immediately brings into eect 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.
Chapter 4: Devices
Saving Throw: Fortitude negates (object) (see text) Cost to Build: 500 gp Devitricator appears as a milky liquid that quickly ows 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 vitricated creature to its original state, restoring life and equipment. The creature must make a DC 15 Fortitude save to survive the process. Any vitricated 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 aect an object that ts 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 eect. A successful save prevents this damage, and the glass component of the creature remains unchanged.
Dimensional Anchor
Devitrificator
Chemistry (Liquid) [Expendable] Level: Tec/Inv 6 Type: Contact Weight and Size: 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
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 eect that causes the area around the device to block dimensional travel. The dimensional anchor, when activated, rmly grounds a small area into the material plane. While
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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 basilisks gaze. Also, the dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
Chapter 4: Devices
aects 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 eld. A creature or object that makes a successful Fortitude save is partially aected, 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 rst creature or object struck is aected; that is, the ray aects only one target per activation.
Dimensional Lock
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.
Drill
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) Eect: 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 res a green ray. 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 ne dust. A disintegrated creatures equipment is unaected. 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
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Armaments (Weaponry) [Equipment] Level: Tec/Inv 5 Slot: Weapon (light) Prociency?: No Weight and Size: 2 lbs; Tiny Activation Time: 1 standard action Range: Touch Eect: 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 objects hardness when dealing damage. A drill deals 3d6 points of damage, and deals double damage on a critical hit.
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Touching a creature with elan torpor is a melee touch attack that provokes attacks of When lan 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 jects soul must be free and will1 penalty on attack rolls, ing to return. If the subjects soul saving throws, skill checks, is not willing to return, the deability checks, and eective 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 spells would reduce its Con to 0 or save DC) for each negative level. If the save succeeds, less, the subject cant 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 subjects 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 2d45 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
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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 creatures equipment or possessions are aected 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 eect. Constructs, elementals, outsiders, and undead creatures cannot be raised. The device cannot bring back a creature that has died of old age.
Chapter 4: Devices
creature. The DC for this disruption check is 11 + the devices student level. If an object or creature that is the eect 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 items student level. If successful, all the items 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 items physical properties are unchanged: a suppressed technological sword is still a sword. Deities are unaected by mortal technology such as this. Disruption checks automatically succeed against any device that the wielder activates herself. In addition to these eects, 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 aects 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 aected 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 eect, but only within the overlapping area. If an object or creature that is the eect 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 eects, creatures that are mostly ferrous or creatures carrying at least half their weight in iron or ferrous materials that are within the area of eect take 2d6 points of damage. A successful Fortitude save against the electromagnet halves this damage.
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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 eects) 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 wielders student level, maximum +10) against the device or against each ongoing device currently in eect on the object or
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creation process and are thereafter self-supporting. An electromagnet does not remove the eld. Two or more electromagnetic pulsors sharing any of the same space have no eect on each other. Certain devices remain unaected by an electromagnetic pulsor (see the individual device descriptions). Artifacts and deities are unaected 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 unaected by the eld. Creatures that are mostly ferrous or creatures carrying at least half their weight in iron or ferrous materials that are within the area of eect 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 eect, they continue to take 2d6 points of damage (half magnetic, half electricity) each round while they are within the area of eect, 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 aected by this device; such creatures treat the area aected by the device as dicult terrain. In addition, if such a creature ends its turn in an area aected by the device, the creature suers 2d6 points of damage (half magnetic, half electricity), with a Fortitude save halving the damage.
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 amplies 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 eects, including devices and device-like abilities. Likewise, it prevents the functioning of any technological items or devices within its connes. An electromagnetic pulsor suppresses any device or technological eect 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 devices duration. Constructs automatically cease functioning upon entering the pulsors area; they begin activating if the barrier is moved to not include them. Time spent without functioning counts against the devices 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 eect on golems and other constructs that are imbued with magic during their
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
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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 storms eect. In addition, when this device is activated, it functions like the area disrupt option of an electromagnet within its area of eect.
EMP Grenade
Armaments (Explosive) [Electricity, Expendable, Magnetic] Level: Tec/Inv 4 Prociency?: No Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Range: Range Increment20 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 eect functions like the area disrupt function of an electromagnet. In addition to this eect, 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.
Energy Shield
Energy [Equipment, Force] Level: Tec/Inv 3 Slot: Belt Weight and Size: 5 lbs; Tiny Activation Time: 1 standard action Range: Touch Eect: 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 eld
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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, re, magnetic, sonic, or vacuum. The color of the eld of force depends on the energy type the device absorbs; green for acid, blue for cold, purple for electricity, red for re, 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 specied at construction. When the device has absorbed 12 points per student level (max 120), the shield is discharged.
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 eects and abjurations aect an ethereal creature normally. Their eects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature cant attack material creatures, and spells cast or devices activated by the wearer while ethereal aect only other ethereal things. Certain material creatures or objects have attacks or eects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as if they were material. If the wearer ends the devices eect and become material while inside a material object (such as a solid wall), he is shunted o to the nearest open space and takes 1d6 points of damage per 5 feet that is traveled.
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 aects 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 Eect: 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 ash of orange. When a user activates this device, he becomes ethereal, along with his equipment. For the duration of the devices eect, the wearer is in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the device eect expires, he returns to material existence.
Silven Crossroads
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 lls the basin of the device with an orange light,
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which then emanates from the device itself and lls 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 planes ethereal plane is immediately shunted onto the plane the device is on. Each creature is allowed a saving throw to avoid this eect; should it fail, that creature is aected by the device each time it enters the devices area for the duration of the eect. If a creature that was shunted onto the devices plane leaves the area of eect, it immediately returns to the ethereal plane; this also occurs when the devices eect ends.
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 eect.
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
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.
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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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: Reex half Cost to Build: 1000 gp, napalm (1) A amethrower has a long conical nozzle attached to a backpack-like device. When activated, searing hot re shoots from the device, engulng large areas in ame. When a amethrower is activated, it shoots a line of searing hot ame to the extreme edge of its range. All creatures in the line take 1d6/level (max 15d6) points of re damage; creatures that make a successful Reex save take half damage. Plant creatures in the area of eect not already vulnerable to re take double damage.
Flashseal
Chemical [Expendable] Level: Tec/Inv 3 Type: Application Weight and Size: lb; Diminutive Activation Time: 1 standard action Range: Touch Eect: One door, chest, or other portal Duration: Permanent Flashseal resembles a metal plate roughly the size of a thin brick. The ashseal 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 solidies again, essentially welding the door shut. A door that has been aected by ashPage 69
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seal may not be opened by normal means and must be destroyed or cut through as though it were a wall.
Chapter 4: Devices
Gearstripper is a thick, yellow acid, designed specically to destroy constructs; it has no eect 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 eect 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 constructs HD is equal to or less than the constructors 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.
Flux Capacitor
Energy [Equipment] Level: Tec/Inv 6 Slot: Bracer Weight and Size: 2 lbs; Diminutive Activation Time: 1 swift action Range: Personal Eect: Itself Duration: 1 round/level (see text) Cost to Build: 1000 gp, temporal accelerator (1) A ux capacitor appears identical to a temporal accelerator. When activated, the wearer of the ux capacitor hops forward in time 1 round/level. In eect, the subject seems to disappear in a ash 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 subjects point of view, no time has passed at all. In each round of the powers duration, on what would have been the subjects 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.
Gearwall
Mechanical Level: Tec/Inv 4 Weight and Size: 20 pounds; Tiny Activation Time: 1 standard action Range: Touch Eect: 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 wielders turn to all creatures in the aected 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.
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
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If a user activates the gearwall so that it expands into a creatures square, that creature takes damage as though it were passing through the device.
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 aected by a gravity inducer counts each square of movement as one additional square; for instance, moving through dicult terrain counts as 3 squares, rather than 2. This only aects movement inside the area of eect, and does not aect movement outside of it. All objects within the area of eect have their effective weight doubled. All attacks made within or into the area of eect suer a 2 magnetic penalty. All Strength- and Dexterity-based checks suer a 4 magnetic penalty. The range increment of all ranged and thrown weapons are halved. All armor check penalties within the area of eect are doubled (for example, the armor check penalty of a chain shirt is normally 2; within the area of eect of a gravity inducer, it is doubled to a 4 penalty). A gravity inducer negates the eects of an antigravity inducer.
Glue
Chemistry (Liquid) [Expendable] Level: Tec/Inv 1 Type: Application Weight and Size: 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: Reex negates Cost to Build: 10 gp Glue appears as a yellow-white liquid, very viscous and is dicult 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 aected, which takes a standard action. Those that touch the object or aected area must make a Reex save or be attached to the object or area. If attached to a path on a wall, ceiling, or oor, the character in question gets a 2 circumstance penalty on Dexterity-based checks and a 4 circumstance penalty on Reex saves. The character may attempt to break free, making an Escape Artist check against DC 10 + constructors 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 Reex 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 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: Reex 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
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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 eect ends. At the end of the devices duration, aected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a Reex save to secure itself when the devices eect strikes. Creatures who can y or levitate can keep themselves from falling.
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
Grease
Chemistry (Liquid) [Expendable] Level: Tec/Inv 1 Type: Application Weight and Size: 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: Reex 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 aected, which takes a standard. Those that touch the object or affected area must make a Reex 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 oor, the character must make a Reex save or slip and fall prone. Those that are successful remain standing; however, each round the character remains in the aected area, the character must make another Reex save at the same DC, or slip and fall prone. Attempting to grab an object that has been aected by grease requires a Reex 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 Reex save at the same DC each
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Armaments (Explosive) [Expendable, Fire] Level: Tec/Inv 1 Prociency?: Yes Weight and Size: lb; Diminutive Activation Time: 1 standard action Range: Range Increment15 ft Area: 5-foot spread Duration: Discharge (D) Saving Throw: Reex half Cost to Build: 10 gp A grenade is a small, egg-shaped device that is lled with explosive material. Upon activation, it explodes when it is forcefully struck. There are several safety mechanisms that present the device from exploding prematurelythese 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) re damage to those within the area of eect. Those within the blast radius that make a successful Reex save take half damage.
Gyrocompass
Mechanical Level: Tec/Inv 0 Weight and Size: lb; Fine Activation Time: 1 standard action Eect: 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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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 specic creature and pin it in place.
Instant Fortress
biliz mmo
er
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 eect (this is a full-round action that does not provoke attacks of opportunity). A winged creature who is paralyzed cannot ap its wings and falls. A swimmer cannot swim and may drown.
Armaments Level: Tec/Inv 6 Prociency?: 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 ips 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
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weapons can be red. 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 at 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 oor. When the devices duration ends, the sheets of metal fold back into the device, leaving the creatures that occupied the instant fortress where they were when the devices duration ended.
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 Increment10 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 constructors 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 t 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 conned. A creature in a barred cage cannot be attacked with a weapon unless the weapon can t between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells, device eects, 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.
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Instant Plating
Armaments (Protective) [Expendable] Level: Tec/Inv 4 Prociency?: Yes Weight and Size: 20 lbs; Tiny Activation Time: 1 minute Range: Touch Eect: 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 o of the back, it can be attached to nearly anything. However, the adhesive backing wearers o 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 shields 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 nonprocient even if she has the Armaments Prociency 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
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Chapter 4: Devices
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 = devices save DCcreatures HD + the constructors student level). If the device is successful, the creature is instantly whisked away.
Jamming Helm
Energy [Equipment] Level: Tec/Inv 2 Slot: Helmet Weight and Size: 2 lbs; Tiny Activation Time: 1 immediate action Range: Personal Eect: Itself Duration: 1 round (D) Cost to Build: 40 gp A jamming helm is a metal helmet with a multitude of small channels built into it, through which ow a variety of mentally-inuencing chemicals. When activated, the chemicals ow together, giving the wearer a temporary shield against mental attack.
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) Eect: Ray Duration: Instantaneous Saving Throw: Fortitude negates (see text) Cost to Build: 1000 gp
Jamming Helm
Donning a jamming helm takes a fullround action. When it is activated, it grants the wearer spell resistance 13 against all mind-aecting spells. Wearers can activate this device instantly as an immediate action, quickly enough to gain its benets in an emergency.
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 prongs points, and then shot at the target, causing it to be shunted to its home plane.
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) Eect: 1 creature Duration: Instantaneous
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Saving Throw: Reex 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 lled 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 Reex save.
Chapter 4: Devices
be moved vertically, horizontally, or in both directions. An object cannot be moved beyond the devices range. The devices eect 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 dont provoke attacks of opportunity, attackers use their student level in place of their base attack bonus (for disarm and grapple) and use their Intelligence modier (if a technologist) or Wisdom modier (if an inventor) in place of their Strength or Dexterity modier, 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 devices 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 devices 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 attackers base attack bonus + his Intelligence modier (if a technologist) or Wisdom modier (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 eect, as are those whose
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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 eect 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
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held possessions are targeted by the device. If a creature aected by a levitator is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
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 Reex 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 aect fewer secondary targets than the maximum.
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 laments inside. When activated, electricity ows through the laments, 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 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) Eect: 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.
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: Reex 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 constructors stuSilven Crossroads
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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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.
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 oor. 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 devices 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 barriers eect 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.
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) Eect: 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 magnets weight modies how much weight it can pull, but also affects the wielders 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 magnets activators turn. If a suit of metal armor being worn is aected 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 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) Eect: 1-foot-diameter/level sphere, centered around a creature or object Duration: 1 min./level (D) Saving Throw: Reex 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 t within the diameter of the sphere. The sphere contains its subject for the devices duration. The sphere is not subject to damage of any sort except from a targeted electromagnet; this eect destroys the sphere without harm to the subject. Nothing can
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Magnetic Barrier
Energy [Magnetic] Level: Tec/Inv 4 Weight and Size: 20 pounds; Tiny Activation Time: 1 standard action
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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.
Chapter 4: Devices
Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Range: Touch Eect: 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 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: Reex 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 amplies 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 eect; treat this as a bull rush attempt, with a bonus equal to the constructors 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 Oscillator
Energy [Electricity, Equipment, Magnetic] Level: Tec/Inv 7 Slot: Belt Weight and Size: 2 lbs; Diminutive Activation Time: 1 standard action Range: Personal Eect: 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 eld of electricity. When this device is activated, it deects device effects targeted on the wielder back at the original user.
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This device turns only devices that have the wielder as a target. Eect and area devices are not aected. A magnetic oscillator also fails to stop touch range devices. From seven to ten (1d4+6) device levels are aected 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 eect 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 aected. If the wielder and an attacker are both warded by device turning eects in operation, a resonating eld is created. Roll randomly on the table below to determine the result.
d% Eect
0170 7180 8197 98100 Devices eect dissipates without eect. Device eect aects both the wielder and the attacker equally at full eect. Both device turning eects are rendered non-functional for 1d4 minutes. Both of the wielder and the attacker are aected as though by the targeted disrupt option of an electromagnet
Chapter 4: Devices
This device is not eective against damage from starvation, thirst, or suocation. Also, attack forms that dont 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 benets 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.
Chemistry [Equipment, Mind-Aecting] 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 owing 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 creatures 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.
Metabolic Accelerator
Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 8 Type: Ingested Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Range: Personal Eect: 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 eect of metabolic accelerator, the drinker automatically heals damage at the rate of 10 hit points per round.
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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 cant communicate with the user. Wearers cant actually see through the subjects eyes, so its not as good as being there, but users still get a good idea of whats 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: 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 dierent 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 eects immediately. The drinker gains a +4 enhancement bonus to the specied ability score until the duration of the device ends.
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) Eect: 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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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 its breath is unaected by this eect; creatures immune to poison are also immune to this eect. The gas moves away from the wielder at 10 feet per round, rolling along the surface of the ground. Determine the clouds 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.
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 creatures 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
Neural Destabilizer
Chemistry [Equipment, Mind-Aecting] 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 eect it causes is permanent.
Chemistry [Equipment, Mind-Aecting] 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 scrambles a targets mind. Using a neural scrambler counts as a ray attack. If you hit, the target is allowed a Fortitude save to avoid its eect. 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 subjects turn each round to see what the subject does on that round.
d% Behavior
0110 1120 2150 5170 71100 Attack activator with melee or ranged weapons (or close with activator if attack is not possible). Act normally. Do nothing but babble incoherently. Flee away from activator at top possible speed. Attack nearest creature (for this purpose, a familiar, psicrystal, or contraption counts as part of the subjects self ).
Neural Disruptor
Chemistry [Death, Equipment, Mind-Aecting] 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)
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A confused character that cant 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).
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.
Night Drops
Nitroglycerin
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 users eyes to turn a milky black in color. For the rst round after the creature has night drops in its eyes, it takes a 2 circumstance penalty on all Search and Spot checks. After the rst 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 benet from this device.
Armaments (Explosive) [Expendable, Fire] Level: Tec/Inv 3 Prociency?: No Weight and Size: pound; Diminutive Activation Time: 1 standard action Range: Range Increment - 20 ft Area: 20-foot burst Duration: Discharge (D) Saving Throw: Reex 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 re damage to everything in the area of eect.
Noiseblaster
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
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,
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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 aects 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.
Chapter 4: Devices
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 devices duration ends, the wielder glides downward slowly, as though under the eect 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
Mechanical [Equipment] Level: Tec/Inv 3 Slot: Cloak Weight and Size: 20 lbs; Tiny Activation Time: 1 standard action Range: Touch Eect: Itself Duration: 1 min/level (D) Cost to Build: 100 gp An ornithopter is a backpack-sized device that ts over the wearers 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 y with a movement rate of 90 feet (or 60 feet, if
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 y 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 ight (or 64 miles at a speed of 40 feet).
Ornithop
ter
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Steamworks Oxidant
Chemistry [Expendable] Level: Tec/Inv 4 Weight and Size: lb; Diminutive Activation Time: 1 standard action Range: Touch Eect: 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, eectively destroyed. If the item is so large that it cannot t 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 eect. Weapons in use by an opponent are more dicult 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. Eect: Itself Duration: 1 hour/level (D) Cost to Build: 100 gp
Chapter 4: Devices
An oxygenizer is a small apparatus that is inserted into the users mouth. While worn, it lters 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 Eect: 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 wearers shoulders. When activated, the parachute cloak billows into a balloon-like shape, slowing the wearers 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.
Oxygenzier
Chemistry [Equipment] Level: Tec/Inv 3 Slot: Neck Weight and Size: 1/4 lb; Diminutive Activation Time: 1 standard action
Silven Crossroads
Phase Shifter
Energy [Equipment] Level: Tec/Inv 4 Slot: Bracer Weight and Size: 5 lbs; Diminutive Activation Time: 1 standard action
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Range: Personal Eect: 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 creatures full base attack bonus, plus any modiers appropriate to the situation (this eect is not cumulative with similar eects, 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 Reex 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, y, and swim) increase by 30 feet, to a maximum of twice the subjects normal speed using that form of movement. This increase counts as an enhancement bonus, and it aects the creatures 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 eects of a temporal dampener.
Chapter 4: Devices
Target(s): Up to ve 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 ve pins. When a charge is expended, the pin chamber rotates, bringing the next set of pins in line with the ring 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
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Pin Missile
Armament (Weaponry) [Equipment] Level: Tec/Inv 1 Prociency?: No Slot: Weapon (light) Weight and Size: 1 lb; Tiny Activation Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels)
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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 users 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 dierent 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 aect 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 users body waits behind in a state of suspended animation until she chooses to return her spirit to it. The device eect 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 devices duration, or the destruction of the users body back on the Material Plane (which kills the user).
Chapter 4: Devices
When a creature drinks a polyvolver, the creature gains the Shapechanger subtype for the duration of the devices eect. 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 forms Hit Dice cannot exceed the drinkers 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
Psychogenic Probe
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 drinkers form, allowing the drinker to change form.
Silven Crossroads
Chemistry [Mind-Aecting] 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 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 creatures memories.
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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 modied) altering the liquid in the device to produce the desired eect. If the wielders concentration is disturbed before the liquid is complete, the activation attempt is lost.
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 Prociency?: No Weight and Size: 2 lbs; Diminutive Activation Time: 1 standard action Eect: 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 ring, the reloader clicks and whirs, using the inertia from ring 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 red, 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.
Quintessence
Chemistry (Liquid) [Expendable] Level: Tec/Inv 4 Type: Contact Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Eect: 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, ve for a Small, seven for a Medium-size, and so on). Objects sealed within quintessence are protected from the eects of time; in eect, they enter a state of stasis. Living esh with only partial contact with quintessence is also partially pulled out of the timestream. This disruption deals 1 point of dam-
Repair Fluid
Energy [Expendable] Level: Tec/Inv 2 Cost to Build: 20 gp As per prototype repair uid, but instead repairs 2d8+1/level (max +10) hit points.
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Steamworks
Level: Tec/Inv 4 Cost to Build: 100 gp As per prototype repair uid, but instead repairs 4d8+1/level (max +20) hit points.
Chapter 4: Devices
A routender 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 routender can nd the shortest, most direct physical route to a specied destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. A routender 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 devices eect ends when the destination is reached or the duration expires, whichever comes rst. A routender can be used to remove the subject and its companions from the eect of a maze spell in a single round. This device does not predict or allow for the actions of creatures (including guardians).
Energy [Expendable] Level: Tec/Inv 3 Cost to Build: 50 gp As per prototype repair uid, but instead repairs 3d8+1/level (max +15) hit points.
Energy [Expendable] Level: Tec/Inv 6 Cost to Build: 500 gp As per prototype repair uid, but instead repairs 10/ level (max 150) hit points.
Energy [Expendable] Level: Tec/Inv 1 Weight and Size: lb; Diminutive Activation Time: 1 standard action Eect: Itself Duration: Instantaneous Cost to Build: 10 gp Repair uid appears as an oily, slick liquid, dark-brown in color. When poured over or into a piece of technology, the uid repairs the item almost instantly. Pouring prototype repair uid 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.
Rust Grenade
Armaments (Explosive) [Expendable] Level: Tec/Inv 6 Prociency?: No Weight and Size: 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 lled 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 aects everything within a 20-foot radius with oxidant.
Routefinder
Mechanical Level: Tec/Inv 5 Weight and Size: 1 lb; Diminutive Activation Time: 3 rounds Range: Personal Eect: Itself Duration: 10 min/level (D) Cost to Build: 400 gp
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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 (Reex 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 Reex save or sink down in the mud and quicksand. At the end of the device eect, 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 Eect: 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.
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 eld of technology involved in each (make one check per aura; DC 15 + device level, or 15 + half student level for a nondevice eect). Aura Strength: An auras power depends on a devices functioning device level or an items student level. If an aura falls into more than one category, the sensor indicates the stronger of the two.
Device or Object
Functioning Device (device level) Technological item (student level)
Scope, Prototype
Armaments (Enhancement) Level: Tec/Inv 1 Prociency?: Yes Weight and Size: lb; Fine Activation Time: 1 standard action Eect: 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-o 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
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 Moderate Strong Overwhelming 1d6 rounds 1d6 minutes 1d610 minutes 1d6 days
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
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The device eect 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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Sleep Gas
Chemistry (Gas) [Biochemical, Expendable] Level: Tec/Inv 1 Type: Inhaled Weight and Size: 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 lls 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 sleepanything that normally rouses the creature does so while the creature is under the eects of this device. An aected creature may make a Fortitude save to avoid falling asleep. Those aected by the gas slumber for 1 round/level.
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: Reex 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 Reex save negates the blindness and reduces the damage by half.
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Steamworks
An undead creature caught within the globe takes 1d6 points of damage per student level (maximum 25d6), or half damage if a Reex save is successful. In addition, the burst results in the destruction of any undead creature specically 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.
Chapter 4: Devices
When a sonic grenade is activated, it gives o 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 eect; unaected objects are also aected 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
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 ashseal, 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.
Spectacles
Mechanical [Equipment] Level: Tec/Inv 0 Slot: Goggles Weight and Size: Negligible; Diminutive Activation Time: 1 standard action Eect: 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 t 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.
Sonic Grenade
Armaments (Explosive) [Expendable, Sonic] Level: Tec/Inv 3 Prociency?: Yes Weight and Size: lb; Diminutive Activation Time: 1 standard action Range: Range Increment20 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
Static Generator
Energy [Electricity] Level: Tec/Inv 6 Weight and Size: 20 lbs; Small Activation Time: 1 standard action Range: 30 feet Eect: 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
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hemisphere spins, generating a eld of static electricity. When this device is activated, it generates a eld of static centered on the device that interferes with the activation of devices. When a device is activated within the area aected by a static generator, the user must use an additional charge to activate the device. If two or more elds from multiple static generators overlap, they do not stack.
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.
Stun Grenade
Armaments (Explosive) [Expendable, Magnetic] Level: Tec/Inv 2 Prociency?: No Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Range: Range Increment10 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 aects those within the area of eect. 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.
Tanglefoot
Chemistry (Liquid) [Expendable] Level: Tec/Inv 1 Type: Contact Weight and Size: 4 lbs; Tiny Activation Time: 1 standard action Range: Range Increment10 ft Target: One creature Duration: 1 round/level Saving Throw: Reex 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 Reex save
Sulfuric Acid
Chemistry (Liquid) [Acid, Expendable] Level: Tec/Inv 4 Type: Contact Weight and Size: Negligible; Fine
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or be glued to the oor. Even on a successful save, it can move at only half speed. Huge or larger creatures are unaected by tanglefoot. A ying creature is not stuck to the oor, but it must make a Reex save or be unable to y (assuming it uses wings to y) and fall to the ground. Tanglefoot does not function underwater. A creature glued to the oor (or unable to y) can break free by making a Strength check at DC 15 + constructors student level or by dealing 15 + constructors student level points of damage to the goo with a slashing weapon. A creature trying to scrape goo o 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 o. Once free, the creature can move (including ying) 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 tanglefoots eect. The goo becomes brittle and fragile after the duration ends, cracking apart and losing its eectiveness.
Tangler Grenade
Armaments (Explosive) [Expendable] Level: Tec/Inv 2 Prociency?: No Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Range: Range Increment10 ft Area: 10-foot radius burst Duration: 1 round/level Saving Throw: Reex 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 uid 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 aects those within the area of eect. All creatures within the area are aected as though by the tanglefoot device.
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.
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While the temporal accelerator is in eect, 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 aects an area and has a duration longer than the remaining duration of the temporal accelerator has its normal eect on creatures in the area once this devices eect ends. Wielders can aect 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 eect of this device, the wielder cannot enter an area protected by a device that neutralizes high-level devices. Normal and magical re, cold, acid, and the like can still harm the user. When the temporal accelerators 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.
Chapter 4: Devices
A creature aected by a temporal dampener moves and attacks at a drastically slowed rate. A creature aected 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 Reex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which aects the creatures jumping distance as normal for decreased speed. Multiple slow eects dont stack. A temporal dampener negates the eects of a phase shifter.
Temporal Regressor
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.
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 eect, the wielder replays the previous round of activity. This device regresses time to the point along the time stream just prior to the wielders previous turn, undoing the eects of everyone elses 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.
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.
Thunderstone
Energy [Expendable, Sonic] Level: Tec/Inv 1 Weight and Size: 1 lb; Fine Activation Time: 1 standard action
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Range: Range Increment15 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 eects, suer a 4 penalty on Initiative checks and suer a 20% chance to miscast and lose any spell with a verbal (V) component that they try to cast.
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
Tindertwig
Energy [Expendable, Fire] Level: Tec/Inv 0 Weight and Size: Negligible; Fine Activation Time: 1 standard action Eect: Itself Duration: 5 rounds Cost to Build: 5 gp A tindertwig is a small twig with highly ammable materials on one end. When struck, the chemical-laden end ignites in a bright ame. When struck against a hard surface, the tindertwig is set aame, though this re is not large enough to deal damage. This ame can be used to set things on re, start torches or res, or whatever uses a re may be used for. After the duration ends, the ame dies, and the device can no longer be used.
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 aecting the drinker: ability damage, blindness, confusion, being dazed, dazzled, deafness, disease, exhaustion, fatigue, feeblemindedness, aicted 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
Tonic
Chemistry (Liquid) [Biochemical, Expendable] Level: Tec/Inv 1 Type: Ingested Weight and Size: lb; Diminutive Activation Time: 1 standard action Eect: 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 oating in it.
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Drinking a prototype tonic is a move action. A character that drinks it gains 1d6+1/level (max +5) hit points.
Chapter 4: Devices
lator can only translate speech that originates in its area of eectwriting 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 constructors choice (it must still be a language he knows).
Tool
Mechanical Level: Tec/Inv 1 Weight and Size: 1 lb; Diminutive Activation Time: 1 standard action Eect: 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 specic 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.
Trap Kit I
Armaments (Trap) [Expendable] Level: Tec/Inv 1 Prociency?: No Weight and Size: 15 lbs; Tiny Activation Time: 10 minutes Range: Touch Eect: One trap Duration: Discharge (D) Cost to Build: 20 gp A trap kit is a small briefcase-like box lled 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 traps normal Search and Disable Device DCs for purposes of nding 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.
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
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Trap CR
Basic Arrow Trap 1 Camouaged 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 Swinging Block Trap 1 Wall Blade Trap 1
Chapter 4: Devices
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
Camouaged Pit Trap 3 Ceiling Pendulum 3 Hail of Needles 3 Pit Trap 3 Poisoned Arrow Trap 3 Spiked Pit Trap 3 Stone Blocks from Ceiling 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 Camouaged 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-Camouaged Pit Trap 2
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
Camouaged Pit Trap 4 Pit Trap 4 Poisoned Dart Trap 4 Spiked Pit Trap 4 Wall Scythe Trap 4 Water-lled Room Trap 4 Wide-Mouth Spiked Pit Trap 4
Armaments (Trap) [Expendable] Level: Tec/Inv 3 Cost to Build: 100 gp, trap kit II (1)
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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
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-lled Room 7 Well-Camouaged Pit Trap 7
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.
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-Camouaged Pit Trap 8
Chapter 4: Devices
A truth drug is a small white pill that quickly dissolves and enters the bloodstream. The pupils of a creature aected by a truth drug expand to nearly double their normal size, and the creature speaks in a slight monotone. In order to aect 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 aects cannot speak any deliberate or intentional lies. The target is allowed a Fortitude save to avoid the eects of the device when ingested, though those observing the creature can easily determine if the device aected the creature. Aected 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.
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
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
Uninhibitor
CR
Chemistry (Liquid) [Biochemical, Expendable, Mind-Aecting] Level: Tec/Inv 3 Type: Ingested Weight and Size: pound; Fine Activation Time: 1 standard action Range: Touch Eect: 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 users eyes to widen and nose to are constantly. An uninhibitor causes the drinkers 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 eect is otherwise identical to a barbarians rage (see Players Handbook), save that the subject isnt subject to fatigue at the end of the duration.
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Truth Drug
Chemistry [Biochemical, Expendable, Mind-Aecting] 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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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 eect. All creatures within the area of eect must immediately make a Fortitude save or begin suocating (see the DMG for more information). Each round a creature is within the area of eect, it must make a Fortitude save or begin suocating; 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 Eect: One living creature Duration: Instantaneous Cost to Build: 500 gp Vitricator 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
Mechanical Level: Tec/Inv 9 Duration: 1 day/level (D) Cost to Build: 10000 gp, universal remote (1)
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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 Eect: Itself Duration: 1 round/level (D) Cost to Build: 40 gp A voltaic claw is a pincer-like device that covers the wielders entire arm. When activated, the claw becomes electrically-charged, with electricity arcing between the pincer points. Putting on or taking o 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 suers 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 o.
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Watcher
Mechanical Level: Tec/Inv 2 Weight and Size: 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) 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 ickers and runs backwards; the faster it runs backwards, the more powerful magic is present. The watcher functions exactly like a sensor, except
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that it detects magical auras rather than technological ones.
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 eect 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 devices 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 devices 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 suers the eect of being in the windy area. Strong winds (21+ mph) make sailing dicult. Severe winds (31+ mph) cause minor ship and building damage. Windstorms (51+ mph) drive most ying creatures from the skies, uproot small trees, knock down light wooden structures, tear o 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 nonfortied buildings and often uproots large trees.
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 uid (1) Welding tendrils is a small jar case lled with repair uid, along with energized uid metal tendrils. When activated and applied to a construct, the uid is soaked into the tendrils and ow across the construct, lling 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 eect of this device, a construct gains fast healing 10. In addition, the constructs severed body members (ngers, 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) A wind polarizer is a small cylindrical device with a large fan mounted on top. When activated,
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Chapter 4: Devices
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This chapter details new arcane and divine spells, as well as psionic powers, that interact with technology.
The following spells (and new cleric domain) are available to characters in addition to those presented in the Players Handbooks. The following abbreviations are used for classes: druid Drd; cleric Clr; psion Psi; wilder Wld; wizard Wiz.
Turn Machine, Lesser: Turn constructs as a cleric turns undead. Inict Light Damage: Deal 1d6+1/level (max +5) points of damage to an object or construct. Natures Denial: Counter the eect of a device.
3rd-level Spells
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.
Inict 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 eects of 3rd-level or lower. Turn Machine: Turn constructs as a cleric turns undead.
4th-level Spells
1 Detect Technology: Detect technological devices, items, and constructs within range. 2 Evaluate: Determine the function of a technological device or item. 3 Natures Denial: Counter the eect of a device. 4 Electromagnetism: Cancels technological devices and eects. 5 Sphere of Purity, Lesser: Subject is immune to device eects 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 Deect Technology: Reect 1d4+6 device levels back at activator. 9 Protection from Technology: Confer a +8 resistance bonus against technology.
Electromagnetism: Cancel technological devices and eects. Inict Serious Damage: Deal 3d6+1/level (max +15) points of damage to an object or construct.
5th-level Spells
Inict Critical Damage: Deal 4d6+1/level (max +20) points of damage to an object or construct. Natures 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
Druid Spells
0-level Spell
Detect Technology: Detect technological devices, items, and constructs within range.
Antitechnology Field: Negate technology within 10 ft. Deect Technology: Reect 1d4+6 device levels back at activator. Dismantle: Deal 10 points/level to an object or construct.
8th-level Spell
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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.
Eradicate Cloak A: Negate cloaks in a 50-ft burst. Null Technology Field: Cancel technological devices and eects.
The spells and powers herein are presented in alphabetical order (with the exception of those whose names begin with a qualier of some sort; see Order of Presentation, in Chapter 4: Devices).
Antitechnology Field
Sorcerer/Wizard Spells
1st-level Spell
Repair Light Damage: Repair an object or construct of 1d6+1/level (max +5) points of damage.
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 eects, including devices and device-like abilities. Likewise, it prevents the functioning of any technological items or devices within its connes. An antitechnology eld suppresses any device or technological eect used within, brought into, or activated into the area, but does not negate it. Time spent within an antitechnology eld counts against the suppressed devices duration. Constructs automatically cease functioning upon entering the spells area; they begin activating once if the barrier is moved to not include them. Time spent without functioning counts against the devices duration. If antitechnology eld 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 creatures spell resistance to make it cease functioning. A normal creature can enter the area, as can normal missiles. Furthermore, while a technological
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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.
Repair Serious Damage: Repair an object or construct of 3d6+1/level (max +15) points of damage. Repair Critical Damage: Repair an object or construct of 4d6+1/level (max +20) points of damage. Electromagnetism: Cancel technological devices and eects.
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sword does not function technologically within the area, it is still a sword (and a masterwork sword at that). This spell has no eect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting. Two or more antitechnology elds sharing any of the same space have no eect on each other. Certain devices remain unaected by an antitechnology eld (see the individual device descriptions). Artifacts and deities are unaected 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 unaected by the eld. Arcane Material Component: A pinch of powdered iron or iron lings.
Deflect Technology
Abjuration Level: Drd 7, Technology 8 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal
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ing eld is created. Roll randomly to determine the result.
Eect
Devices eect dissipates without eect. Device eect aects both of the caster and the activator equally at full eect. Both device-turning eects are rendered non-functional for 1d4 minutes. The caster of deect technology is aected as though by a targeted dispel magic, while the activator of the device is aected as though by a targeted electromagnet.
Electromagnetism
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.
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 eects) within an area, or to negate a students device. A disrupted device ends as if its duration had expired. Some devices, as detailed in their descriptions, cant be defeated by electromagnetism. Note: The eect of a device with an instantaneous duration cant be disrupted, because the technological eect is already over before the electromagnetism can take eect. 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 eect on the object or creature. The DC for this disruption check is 11 + the devices student level. If the caster targets an object or creature that is the eect of an ongoing device, he must make a disruption check to end the device that created the object or creature.
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
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If the object that the caster targets is a technological item, he make a disruption check against the items student level. If he succeeds, all the items 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 eect. A technological items physical properties are unchanged: a suppressed technological sword is still a sword. Deities are unaected 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 aects 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 aected by an area disruption. For each ongoing device whose area overlaps that of electromagnetism, you can make a disruption check to end the eect, but only within the overlapping area. If an object or creature that is the eect 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.
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 modier (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 casters Evaluate check must exceed the listed DC.
DC(1)
10 + device level 10 + device level 15 + device level 15 + SL of item
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: Reex negates Power Resistance: No Power Points: 5 The caster radiates a psychokinetic burst that disrupts and negates all types of cloaking eects. Any creature that fails its save to avoid the eect loses its cloak.
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This check can only be made for one of these purposes; these results are not cumulative.
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
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Power Points: 3 This power works as per the spell evaluate. The manifesterrs 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.
Natures 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 eect 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 opponents student check, the targets device fails to operate as though it had failed to overcome its malfunction rate (the targets 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 opponents student check, he fails to counter the devices eect.
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.
Natures 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
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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 spells eect. An unattended device gets a bonus to its saving throw equal to 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 suers 1d6 points of damage for every 5% percent over 100%, and its malfunction rate remains at 100%.
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 eects, including devices and device-like abilities. Likewise, it prevents the functioning of any technological items or devices within its connes. A null technology eld suppresses any device or technological eect used within, brought into, or activated into the area, but does not negate it. Time spent within a null technology eld counts against the suppressed devices duration. Constructs automatically cease functioning upon entering the spells area; they begin activating once if the barrier is moved to not include them. Time spent without functioning counts against the devices duration. If the caster manifests null technology eld in an area occupied by a construct that has power resistance, he must make a manifester level check (1d20 + manifester level) against the creatures power resistance to make it cease functioning.
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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 aect 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 eects.
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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 eects, 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 eect 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 creatures possession uses its own Will save bonus or its possessors Will save bonus, whichever is higher.
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This spell functions as per turn machine, except that the caster turns 1d6 + his druid level + his Wisdom modier 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 casters druid level + his Wisdom modier for turning damage. Thats how many total Hit Dice of constructs he can turn.
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Chapter 6: Characters
Requirements
Chapter 6: Characters
This chapter presents ve prestige classes with technological characters in mind, as well as an NPC class.
Prestige classes are a form of multiclassing. Unlike the basic classes found in Chapter 1, characters must meet requirements before they can take their rst level of a prestige class. The rules for level advancement (see Players Handbook) apply to this system, meaning the rst 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 rst level of that prestige class. Prestige classes are purely optional and always under the purview of the GM.
Prestige Classes
To qualify to become an Automatist, a character must fulll 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 Automatists 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 modier.
Class Features
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 moments notice, whether they are needed for general purposes or for a specic 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.
Automatist
All of the following are class features of the Automatist prestige class. Weapon and Armor Prociency: An Automatist gains no prociency 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 benet a character of that class would have gained, except for an increased eective level of student. If a character had more than one student class before becoming an Automatist, he must
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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 activators 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 Automatists 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 aected 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.
Chapter 6: Characters
Technology is not just a science, it is also an art. While not as elegant as magic, some nd a beauty in math, logic, and physics, and go on to master the tiniest minutiae of natural law. These are the Engineersthose 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.
Engineer
Requirements
To qualify to become an Engineer, a character must fulll all of the following criteria. Skills: Knowledge (technology) 15 ranks, Techcraft 15 ranks. Feats: Skill Focus (techcraft), Field Focus in two elds of technology. Devices: Ability to construct and activate 7th-level devices, knowledge of 5th-level or higher devices from at least three elds.
Class Skills
The Engineers 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 modier.
Devices
+1 level of existing student class +1 level of existing student class +1 level of existing student class +1 level of existing student class +1 level of existing student class
Class Features
All the following are class features of the Engineer prestige class. Weapon and Armor Prociency: Engineers gain no prociency 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 benet a character of
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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 devices 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 eect. This ability costs four device slots. Monkeywrench (Ex): The Engineer gains the ability to channel a devices 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 eect. This ability costs three device slots. Mastery of Energy: The Engineer can alter a device when activated so that it utilizes a dierent 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 devices activation time is unaected. The activator decides whether to alter the devices 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 eect devices that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the devices area or eect 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.
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Optimized Engineering: This ability increases the engineers eective 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.
Devices
+1 level of existing student class +1 level of existing student class +1 level of existing student class +1 level of existing student class +1 level of existing student class
Whereas some students stick by the old standbys and dont 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 buyers specications. Hit Die: d4.
Technician
Requirements
To qualify to become a Technician, a character must fulll 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.
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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 devices eect 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.
Class Features
All of the following are class features of the Technician prestige class. Weapon and Armor Prociency: Technicians gain no prociencies 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 benet a character of that class would have gained, except for an increased eective 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 1 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 as much as normally required. Equipment Modication: At 4th level, a Technician can modify a device with the Equipment descriptor so that it uses a dierent equipment slot; modifying a device in this way can be done during construction or on the y, which takes 10 minutes of modication. If the device uses multiple equipment slots, she may choose to change a portion of them or all of them.
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Special
Improved Metadevices
Devices
+1 level of existing student class
+1
+0
+3
+0
Improved +1 level Metatechnology of existing student class Integrated Metadevices Equipment Modication Device Integration +1 level of existing student class +1 level of existing student class +1 level of existing student class
+1
+1
+3
+1
+2
+1
+4
+1
+2
+1
+4
+1
There are those who would not be content with following the path of just magic or just technology. They study both elds 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.
Technomage
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To qualify to become a Technomage, a character must fulll 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.
Chapter 6: Characters
had also gained a level in a student class he belonged to before adding the prestige class. He does not, however, gain any other benet 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 devices level; this eect increases the devices 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 eect 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 slots level or lower.
Class Skills
The Technomages 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 modier.
Class Features
All of the following are features of the Technomage prestige class. Weapon and Armor Prociency: Technomages gain no prociency 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 benet 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
BAB
+0 +1 +1 +2 +2 +3 +3 +4 +4 +5
Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special
+1 level of existing student class +1 level of existing spellcasting class +1 level of existing spellcasting class/+1 level of existing student class +1 level of existing student class +1 level of existing spellcasting class +1 level of existing spellcasting class/+1 level of existing student class
Magic/Technology Transparency
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Most technology is rather straightforward, even more so than magic, given its physical nature. However, there are some technological principles that are covertnamely, 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 eects 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.
Chapter 6: Characters
Wraith
Requirements
To qualify to become a Wraith, a character must fulll all the following criteria. Skills: Hide 8 ranks, Move Silently 8 ranks. Devices: Must be able to construct a cloaking device.
Class Skills
The Wraiths 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 modier.
Class Features
All of the following are features of the Wraith prestige class. Weapon and Armor Prociency: Wraiths gain no prociency 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 benet a character of that class would have gained, except for
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an increased eective 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 modies his cloak generators, improved cloak generators, and cloak eld generators. Any devices that she constructs after gaining the ability have the chosen abilities automatically, at no extra cost. Sonic-Dampening: The cloak eect generated by the device also dampens sound. This ability can be taken once. Scent-Removing: The cloak eect 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 wearers 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 eect, project an image of the wearer up to 10 feet away from the wearers 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 eect that she constructs benet 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 eect with a swift action. Durable Cloak: At 6th level, the Wraiths skill in building cloaking devices improves greatly. Whenever an eect would negate the cloak eect, the eect must make a student check against DC 10 + Wraith class levels + device level + Wraiths INT modier; 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 eect. Immediate Cloak: At 8th level, the Wraiths speed at cloaking improves yet again. She can activate any device that generates a cloak eect with an immediate action. Persistant Cloak: At 10th level, the Wraiths understanding of cloaking apparatus allows him to construct devices that allow her to cloak herself constantly. Any device that produces a cloaking eect that the Wraith constructs no longer uses charges, though each device continues to increase its malfunction rate with each activation. Eects that drain charges have no eect on such a device.
Chapter 6: Characters
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 Tinkers 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 modier) 4. Skill Points at Each Additional Level: 2 + INT modier.
Class Features
Device Slots
+1 level of existing student class
2 3 4
+1 +2 +3
+0 +1 +1
+3 +3 +4
+0 +1 +1
Extended Cloak Improved Cloak Swift Cloak +1 level of existing student class
5 6 7
+3 +4 +5
+1 +2 +2
+4 +5 +5
+1 +2 +2
Improved Cloak Durable Cloak Improved Cloak +1 level of existing student class
8 9 10
+6 +6 +7
+2 +3 +3
+6 +6 +7
+2 +3 +3
Immediate Cloak Improved Cloak Undetectable Cloak +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, xing 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.
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All of the following are class features of the Tinker NPC class. Weapon and Armor Prociency: Tinkers are skilled with all simple weapons. Tinkers are not procient 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 devices level. The DC for saving throws to resist a Tinkers devices is 10 + the devices level + the Tinkers Intelligence modier. 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 devices 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 66: 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.
Chapter 6: Characters
Starting Gear: 3d4 10 gp worth of equipment. Tinkers choose their devices from the following list. 0 Level: antitoxin, ashpowder, gyrocompass, spectacles, watch. 1st Level: alchemists re, armorall, climber, coee, glue, grease, grenade, lightning rod, magnet, parachute cloak, tanglefoot, telegraph, tool, translator. 2nd Level: adrenalin, automaton I, repair uid, mnemonic inducer, night drops, prototype tonic, skeleton key, stun grenade, tangler grenade. 3rd Level: ashseal, improved repair uid, invisible ink, ornithopter, oxygenizer, prototype exoskeleton, solvaway. 4th Level: advanced repair uid, automaton II, cloak generator, oxidant, sulfuric acid, tonic. 5th Level: autocrossbow, automaton III, clockwork steed, decloaker, drill, exoskeleton, improved ornithopter.
BAB
Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Device Slots
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Devices Known
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Device Charges
1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 5
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Chapter 7: Integration
Chapter 7: Integration
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.
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 inuence 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.
Overview
The rst consideration is the origin of technology. How did it come about? Who took the rst steps in producing technology as a viable alternative to magic, arcane or divine? The answers to these questions assist in determining how technology ts 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.
Origin of Technology
A societys reaction to ancient technology has a denite 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 o 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 inux of technology can be controlled: if its eects 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.
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 suered from some disaster that caused its downfall, leaving behind only traces of their technological advances. Discovery of this technology could possibly be of great benet to the current civilization and a lucrative career for those who nd it and study it. Alternately, perhaps these great inventions lie ignored or shunned in favor of magic.
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Ancient Technology
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 eectively deal with such a characters abilities. However, the character may suer from a lack of supplies and research material - he must actively seek out ancient technology in order to nd 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.
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
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fore knowledge that has been lost for ages. Not only does he have technical knowledge of old, he also has the skills necessary to nd such knowledge, trained in navigating ancient ruins and recognizing secret passageways. As such knowledge is usually well guarded, the Archaeologist also hones his reexes, 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 articial. NPC Archaeologists can be be found in larger cities researching material they have excavated, but they are more often found in the eld, seeking out new lore and objects. Hit Die: d6.
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 rogues trapnding. The Archaeologists 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 modier.
Class Skills
Class Features
Requirements
To qualify to become an Archaeologist, a character must fulll 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.
All of the following are features of the archaeologist prestige class. Weapon and Armor Prociency: Archaeologists gain no prociency 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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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 devices level. The DC for saving throws to resist an Archaeologists devices is 10 + the devices level + the Archaeologists Intelligence modier. 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 modier, 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 devices 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.
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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 rst 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 modier 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).
71: Archaeologist Evaluation of a Device or Tech Item DC(1)
10 + device level 10 + device level 15 + device level 15 + SL of item
Information Learned
Determine the number of charges a device possesses Determine the device malfunction chance of a device Determine the function of a device Identify all properties of a technological item
1
This check can only be made for one of these purposes; these results are not cumulative.
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
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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 isnt 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 nd 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.
Chapter 7: Integration
Technology does not usually advance overnightit is more often a long, involved process and lled 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 ts 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 inuence a setting, though it may have localized impact, depending on what sort of technologies are developed.
Gradual Technology
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
Highest Level Device Known
0 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th
Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special
Archaeological Lore Archaeological Lore Archaeological Lore Archaeological Lore Archaeological Lore
Device Slots
2 3 4 5 6 7 8 9 10 11
Device Charges
2 2 2 3 3 3 3 4 4 4
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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 suer from a lack of materials in a gradual technology setting, though they probably only suer 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.
Chapter 7: Integration
well as testing out their inventions and nding out what areas need work. Hit Die: d4.
Requirements
To qualify to become a Researcher, a character must fulll 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 Researchers 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 modier.
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 Researchers goal in life is to uncover as many secrets of nature as possibleshe 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 eld, gathering notes on physics with actual experience rather than simply reading about it, as
Researcher
Class Features
All of the following are features of the Researcher prestige class. Weapon and Armor Prociency: Researchers gain no prociency 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 devices level. The DC for saving throws to resist a Researchers devices is 10 + the devices level + the Researchers Intelligence modier. 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 modier, 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 73: The Researcher
Level
1 2 3 4 5 6 7 8 9 10
Chapter 7: Integration
Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
BAB
+0 +1 +1 +2 +2 +3 +3 +4 +4 +5
Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Device Slots
2 3 5 6 8 9 11 12 14 15
Device Charges
2 2 2 3 3 3 4 4 4 5
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 devices 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,
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repair, or recharge a device that is not recorded in her notebooks. When a character takes her rst 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 Researchers 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 eect applies only to devices she constructs from her Researcher device list; other devices are unaected.
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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ogys existence, and an even smaller portion of that population is versed in its use. This sort of technology is often advanced for technologys 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 researchers city or small region, technology continues to be almost unknown.
Chapter 7: Integration
tigate the possibilities of technology in tandem with that of magic; the more conservative, the more likely they go with whatever their people encountered rst. Scavenger races are likely to take advantage of whatever they nd, 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
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 difcult research needed to solve a problem, while an Inventor has the sudden insights that nds solutions to problems that would otherwise not be solved. A Technologist may have diculty nding 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 gure out how to use them eectively. 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.
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 benet 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
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
Culture
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 technologyarmaments 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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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.
Chapter 7: Integration
ly starting with the eld 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 tting function. Gnomish technology is awkwardly-shaped and may have random parts that have no correlation to a devices actual use.
Halflings
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 technologythere 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 ones 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 scopethey design technology with a specic goal in mind, and often leave other areas to the realm of magic.
Halings are a naturally curious race, and as such may follow the path of technology in the footsteps of other races. Haling technology tends to meander, growing slowly and not necessarily serving any particular purpose. However, some halingsmore curious than others cause technology in their communities to progress further and faster than in others. Regardless, haling technology is often geared towards protection and comfort, rather than combat or theory. Halings rarely become Technologists or Inventors, though some may gain some technical training thanks to experience with locks and traps. Halings are more likely to simply dabble in technology rather than receive any formal training, though that does not make their knowledge any less complete. Haling technology is often small and compact, with few extraneous parts added on. The purpose of a given haling 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
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
As a scavenger race, goblins rarely have time to develop technologytheir 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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A given goblin, even one exposed to technology, is unlikely to put eort into it. However, as a community, goblins may have enough knowledge to piece together simple devices, and possibly even use them eectively. Goblin technologyif it is not just salvaged from other racesis dirty and often in a poor state of repair. Their devices tend to be half-nished and have pieces falling o, though they are no less eective than other forms of technology.
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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 technologyif 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.
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 anity 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 technologys sake, but rather as a denite means to a denite end. Though research holds less meaning for kobolds than for other more rened 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 ndings. 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.
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 technologylow, moderate, and highare presented here.
Degree of Technology
Low 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 societys 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
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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 inux of technology into their settingit 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 awed 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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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 nd if not easier than equivalent magic, and technological items are just as common as magical ones. Depending on arcane magics 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 forethoughtthis 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.
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
While both are magic, arcane and divine magic may have drastically dierent 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 simplicitys 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 dicult for technology to make itself felt in a setting.
The reaction of arcane magic to the presence of technology is a major dening 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.
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 diculty getting started, as magic more than likely is more rmly entrenched in society. However, those without access to magic are likely to pick up technology and
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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 eects 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 eects equal to one-half his spellcaster level. A student gains a bonus to his saving throws against spell-like eects equal to one-half his student level. These bonuses are inherent bonuses.
In this model, technology and arcane magic are neutral to one anotherthey have no eect 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 specically 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.)
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 eort being exerted by mortals on the study of technology. In such an instance, that deity is relatively new, coming to the fore
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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 Druids views (see Technology and Nature, below), while Clerics of commerce or invention are more likely to look favorably on technology.
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The interaction between psionics and technology is also a dening 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 dierent 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 dierent stance regarding technology.
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 nd 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 aront 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 articial 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 nd more natural ways to achieve the same ends.
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 minimalthough 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 eects equal to one-half his manifester level. A student gains a bonus to his saving throws against psi-like eects equal to one-half his student level. These bonuses are inherent bonuses.
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interest in the physical world, a psyologist may arise from the mixture of the two. They seek to nd 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
The fact that technology and psionics utilize two completely dierent approaches to the world would make them able partners: ones strength is the others 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 anothercombining them, while dicult, is greatly benecial. 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 expectedthose 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.
To qualify to become a Psyologist, a character must fulll 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 Psyologists 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 modier.
Class Features
When those who are procient with machines discover the power of the mind, or those who have already plumbed the depths of their psionic might, nd
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Psyologist
All of the following are features of the Psyologist prestige class. Weapon and Armor Prociency: Psyologists gain no prociency 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 benet a character of that class would have gained, except for an increased eective 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.
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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 benet 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 (devices 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 (devices level 2) 1; this eect increases the devices 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 (devices level 2) 1 to ready a device. Mechanical Traits: A contraption loses its immunity to critical hits, death by massive damage, and sneak attacks.
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This chapter details both technological items and general equipment used by technological characters.
This section covers the more equipment that technological characters use, such as weapons and clothing.
Equipment
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 aord better gear and construct better devices. At rst, however, a characters equipment is limited by her initial budget.
The weapons found on Table 82: 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 83: Miscellaneous Gear provides costs and weights for several items that are essential to the technological trade.
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 players 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.
Cost
Weight
Clothing
Tinkers Outt
Device Activation
Device, 0-level Device, 1st-level Device, 2nd-level Device, 3rd-level Device, 4th-level Device, 5th-level Device, 6th-level Device, 7th-level Device, 8th-level Device, 9th-level
1 2
Equipment A La Carte
If players dont want to take the standard package for the characters 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 characters class, and then decide how to spend it (see Table 81: Random Starting Gold). Alternatively, the GM can assign average starting gold for each character, as indicated on Table 81.
these items weigh this amount when made for Small characters. See device descriptions for additional costs. If the additional costs put the devices total cost above 3,000 gp, that device is not generally available except by the GMs permission.
Amount (Average)
5d4 10 (125 gp) 5d4 10 (125 gp)
Cost
10 gp 15 gp
Dmg (S)
1d4 1d6
Dmg (M)
1d6 1d8
Crit
2 2
Weight
1 lb. 2 lbs.
Type
Bludgeoning Bludgeoning
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Clothing
Dierent characters may want dierent outts for various occasions. A beginning character is assumed to have an outt. This rst outt is free and does not count against the amount of weight a character can carry. Tinkers Outt: This outt consists of hardy, durable material, including heavy shoes, thick gloves with removable ngers (to allow easier manipulation of tools), and a set of heavy goggles that protect the wearers eyes. There are dozens of pockets throughout the outt, some sewn specically 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
Technological items, unlike standard devices, are the product of greater eort and more diverse knowledge of natural laws. They are the products of a Technologists long life spent in dicult 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 classied into categories: armor, weapons, schematics, widgets, gizmos, trinkets, and general items. Armor and Shields: Technological armor (and shields) oers improved protection to the wearer. Some of these items confer abilities beyond a benet 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 eects. Weapons: Technological weapons are modied 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
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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 fty times. Trinkets: A trinket is a miniaturized device, with enough power to produce the eect 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 eect in an item, whether its a schematic, a widget, or a trinket, unless the item description specically 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 nished. The preparation is done for the activator, so no preparation time is required beforehand as with normal de12 to Midnight
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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 deect 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 eect occurs, then use activation is a standard action. If the items 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 doesnt mean that if you use an item, you automatically know what it can do. Putting
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Technological items produce technological eects. The DC of a saving throw against a device eect from a technological item is always 10 + the level of the device or eect + the ability modier of the minimum ability score needed to construct that level of device. For example, a 4th-level devices 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 modiers to save DC. For example, if Torishel the Technologist activates a magnetic disruptor from a magnetism gizmo, it has a save DC of 17 because Torishel has an Intelligence of 18 (10 + 3 from magnetic disruptor being a 3rd-level device + 4 for her Intelligence modier). Most item descriptions give saving throw DCs for various eects, particularly when the eect has no exact device equivalent (making its level otherwise dicult to quickly determine).
A technological item does not need to make a saving throw unless it is unattended, it is specially targeted by the eect, 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 savesFortitude, Reex, and Willare calculated in the same way: the items saving throw bonus equals 2 + 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
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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 eort 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.
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 items value is based on the number of charges left (GMs 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 rst roll, you might decide that all three items are schematics. Such placement makes more logical hoards of treasure for adventurers.
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come under the eect 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 creators student level must be as high as the items student level (and prerequisites may eectively put a higher minimum on the creators 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 items 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 eect. 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 creators level must be known (its 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
Device-storing technological itemsprimarily widgets and gizmoshave names that simply reect 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.
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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The DMG gives a step-by-step set of instructions for generating an item. Adapt those instructions for use in generating random technological items.
Medium
0110 1120 2135 3650 5170 7173 7483 84100
Major
0110 1120 2130 3140 4150 5175 7680 81100
Item
Armor and Shields Weapons Widgets Kits Schematics Gizmos Trinkets General Items
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 dier from standard and magical equivalents in that technological armor and shields incorporate some form of mechanical or electrical apparatus into their construction; for
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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 rst 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 rst 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 rst 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 wearers 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 rst 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 rst 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 rst 30 points of electricity damage per attack. Moderate energy; SL 11th; Build Technological Arms and Armor; Price +66,000 gp.
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-aecting eects. The wearer gains a +3 chemical bonus on Willpower saving throws to resist all mind-aecting and/or compulsion eects. 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 rst 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 rst 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 rst 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 reect a device eect back at its activator exactly like a magnetic oscillator. Strong energy; SL 14th; Build Technological Arms and Armor, magnetic oscillator; Price +5 bonus.
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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 eects. 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 dier 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 eective 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 benets from a technological weapon in the same way a character benets from a mundane weaponby 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).
Medium
0112 1324 2536 3748 4961 6274 7587 8899 100
Major
0114 1528 2942 4356 5770 7185 8699 100
Special Ability
Acidic Arc Chained Magnetic Acidic Burst Arc Burst Magnetic Burst Oxidizing Disrupting Etheric Vacuum Roll twice again
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Table 89: Technological Ranged Weapon Special Abilities
Minor
0133 3467 6899 100
Medium
0112 1324 3536 3748 4961 6274 7587 8899 100
Special Ability
Acidic Arc Magnetic Acidic Burst Arc Burst Explosive Magnetic Burst Oxidizing Disrupting Etheric Vacuum Roll twice again
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 eect 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 aect the weapons 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 weapons 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 ows along these wires, sheathing the weapon in crackling electricity. The eect 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 eect 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 aect the weapons 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 weapons 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 eect 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 benet does not stack with any other eect 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 aected as though by the targeted disruption option of an electromagnet. Bows, crossbows, and slings so crafted bestow the disrupting eect 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 wielders plane.
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Bows, crossbows, and slings so crafted bestow the etheric eect 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 re damage to all creatures within 10 feet of the target. Creatures other than the one struck are allowed a Reex save against DC 10 + the ammunitions 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 eld. 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 aect the weapons 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 weapons 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 eect 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
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Widgets
A widget is a small, dense like object that contains a single device eect. Each widget has 25 charges when constructed, and each charge expended allows once use of the stored device eect; 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 widgets malfunction rate being reduced by the result of the skill check minus 20. If the result of the check is 15 or less, the widgets 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 eect 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 aected. 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 ve higher than the minimum student level to construct the device it contains. Random Generation: To generate widgets randomly, roll on Table 810: Widgets. Special Qualities: Roll d%. A 0130 result indicates that the command sequence is imprinted somewhere on the widget, and 31100 indicates no special qualities.
Medium
0123 2472 73100
Major
0102 0336 3767 68100
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 gure out exactly what the kit is for. Doing so involves several steps and conditions.
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Table 811: Kit Levels
Minor
0125 2650 5195 96100
Medium
0105 0665 6695 96100
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 ne 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 sucient 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 tted 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 Eect: 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 modier to its saving throw DC, and has a 15% malfunction rate. The device is not stable enough to last for more than
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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 moments 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 moments notice. Using these methods, the character can reduce the indicated devices malfunction rate by 10%/student level of the schematic; this repairing takes 1d4 rounds. However, reducing a devices 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, rst determine how many devices are inscribed in the schematic, according to Table 812: Devices Inscribed in a Schematic. For each inscribed device, roll on Table 813: Schematic Levels to determine its level, then choose the specic device of a given level from those described in Chapter 4.
Gizmos
Number of Devices
1d3 devices 1d4 devices 1d6 devices
Medium
0105 0665 6695 96100
Major
0105 0650 5170 7185 8695 96100
Device Level
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Market Price
12 gp 5 sp 25 gp 150 gp 375 gp 700 gp 1,125 gp 1,650 gp 2,275 gp 3,000 gp 3,825 gp
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 eects, each gizmo is of a certain kind and holds specic device eects. 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 gizmos malfunction rate being reduced by the result of the skill check minus 30. If the result of the check is 25 or less, the gizmos 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 814: Gizmos. Special Qualities: Roll d%. A 0130 result indicates that something (a design, inscription, or the like) provides some clue as to the gizmos function, and 31100 indicates no special qualities.
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Table 814: Gizmos
Medium
0113 1425 2638 3951 5263 6475 7687 88100
Gizmo
Cloaks Control Destruction Disruption Gravitational Magnetism Protection Temporal Trapsmithing Travel
Market Price
12,600 gp 89,250 gp 94,500 gp 66,300 gp 52,650 gp 16,800 gp 36,300 gp 41,250 gp 57,850 gp 27,000 gp
Gizmo Descriptions
Gizmos have immense utility because they pack so many eects into one item, and they use the wielders ability score and relevant feats to set the DC for saves against their device eects. 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 sta. This means that gizmos are far more potent in the hands of a powerful student. Because they use the wielders 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)
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) amethrower (1 charge) solar array (1 charge) Strong armaments; SL 15th; Build Gizmo, death ray, amethrower, 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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Temporal: This gizmo is bluish in color, and designed around a ux capacitor. It allows for use of the following devices: phase shifter (1 charge) temporal dampener (1 charge) ux capacitor (2 charges) temporal accelerator (2 charges) Moderate energy; SL 11th; Build Gizmo, ux 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 lled with obvious replacement parts and patchwork repairs. It allows for use of the following devices: ornithopter, improved (1 charge) routender (1 charge) Moderate mechanical; SL 9th; Build Gizmo, ornithopter, improved ornithopter, routender; Price 27,000 gp.
Trinket Descriptions
Trinkets
A trinket is a small, miniature device that produces a device eect when activated. A trinket can be used only once. It can duplicate the eect 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 eectthe student who crafted the trinket has already done so. The user of a trinket is the activator of the eect (though the trinket indicates the student level, the user still controls the eect); 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
Because standard trinkets produce device eects, 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 specied).
Medium
0108 0975 76100
Major
0 1st
Device Level
Market Price
25 gp 50 gp 300 gp 750 gp
0150 51100
2nd 3rd
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 specied). 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 816: General Items. Special Qualities: Roll d%. On 0130, the command sequence is encoded somewhere on the item, and 31100 indicates no special qualities.
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.
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.
Med.
0105 0610 1115 1620 2630 3135 3640 4145 4650 5155 5660 6165 6670
Major Item
Tools of the Trapsmith +1 Tools of the Trapsmith +2 Tools of the Trapsmith +3 Belt of Gadgetry (Type I) Goggles of Evaluation Goggles of Examination Tools of the Trapsmith +4 Tools of the Trapsmith +5 Belt of Gadgetry (Type II) Catskin +2 Goggles of the Architect Goggles of Discernment (Type I) Hydraulic Gauntlets +2 Spring Boots Neural Inducer +2 Manual of Armaments Manual of Chemistry Manual of Energy Manual of Mechanics Belt of Gadgetry (Type III) Catseye Goggles Goggles of Echolocation, Lesser Nightvision Goggles Catskin +4 Goggles of Discernment (Type II) Hydraulic Gauntlets +4 Neural Inducer +4 Goggles of Echolocation
Market Price
100 gp 400 gp 900 gp 1,000 gp 1,000 gp 1,600 gp 1,600 gp 2,500 gp 4,000 gp 4,000 gp 4,000 gp 4,000 gp 4,000 gp 4,000 gp 4,000 gp 8,000 gp 8,000 gp 8,000 gp 8,000 gp 9,000 gp 12,000 gp 12,000 gp 12,000 gp 16,000 gp 16,000 gp 16,000 gp 16,000 gp 18,000 gp
Minor
Med.
7175 7680 8185 8689 9092 9395 96100
Major Item
0105 0610 1115 1620 2125 2630 3135 3640 4145 4650 5155 5660 6165 6670 7175 7680 8185 8690 9195 96100 Goggles of Echolocation, Greater Boots of Reaction Goggles of X-Ray Vision Puzzle Cube +1 Puzzle Pyramid +1 Puzzle Sphere +1 Catskin +6 Goggles of Discernment (Type III) Hydraulic Gauntlets +6 Neural Inducer +6 Harm Prevention Belt Puzzle Cube +2 Puzzle Pyramid +2 Puzzle Sphere +2 Goggles of the Ghost Gravitational Boots Goggles of Clarity Puzzle Cube +3 Puzzle Pyramid +3 Puzzle Sphere +3 Floatation Boots Puzzle Cube +4 Puzzle Pyramid +4 Puzzle Sphere +4 Puzzle Cube +5 Puzzle Pyramid +5 Puzzle Sphere +5
Market Price
24,000 gp 25,000 gp 25,000 gp 27,500 gp 27,500 gp 27,500 gp 36,000 gp 36,000 gp 36,000 gp 36,000 gp 50,000 gp 55,000 gp 55,000 gp 55,000 gp 56,000 gp 60,000 gp 75,000 gp 82,500 gp 82,500 gp 82,500 gp 90,000 gp 110,000 gp 110,000 gp 110,000 gp 137,500 gp 137,500 gp 137,500 gp
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Boots of Reaction: These sturdy leather boots have a multitude of wiring in their soles that attach to the wearers 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 cats 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 wearers 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 oat a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or dicult terrain. While she remains within 1 foot of a at 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;
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Table 818: Goggles of Discernment Types
Type
Type I Type II Type III
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 aected 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 aected 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 aected 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
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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 unaected by eects that cause changes in gravity. Eects produced by a gravitational inducer device, an antigravity inducer, a gravity inverter, or similar eects do not aect 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, lled with ideas and concepts integral to the eld of armaments. When this item is referred to while constructing a device from the Armaments eld, it adds a +1 enhancement bonus to that devices DC. Moderate armaments; SL 8th; Build General Item, creator must be a Technician; Price 8,000 gp; Weight 2 lb.
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Manual of Chemistry: This is a thick tome, lled with ideas and concepts integral to the eld of chemistry. When this item is referred to while constructing a device from the Chemistry eld, it adds a +1 enhancement bonus to that devices 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, lled with ideas and concepts integral to the eld of energy. When this item is referred to while constructing a device from the Energy eld, it adds a +1 enhancement bonus to that devices 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, lled with ideas and concepts integral to the eld of mechanics. When this item is referred to while constructing a device from the Mechanical eld, it adds a +1 enhancement bonus to that devices DC. Moderate mechanical; SL 8th; Build General Item, creator must be a Mechanist; Price 8,000 gp; Weight 2 lb. Neural Amplier: This is a thin layer of wiring and electrodes attached to a thin leather hat. When worn, it greatly amplies 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 dierent-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 puzzlewhich 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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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 eects, 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 exible. 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 weapons 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 aected by being partially made of orichalcum. (A spanner can be an orichalcum weapon, while a quartersta 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 benet from being constructed with orichalcum. Orichalcum has 25 hit points per inch of thickness and hardness 18.
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 its light armor, 2/ if its medium armor, and 3/ if its 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 quartersta 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 benet from being constructed with titanium.
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Chapter 9: Monsters
Chapter 9: Monsters
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 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-aecting eects.
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 piecesany 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.
to these abilities, nor do they use charges or accrue a device malfunction rate. Device-like abilities do not work within an area aected 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 dicult it is to disrupt their device-like eects 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 creatures device-like ability is equal to 10 + the creatures INT modier.
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.
Automaton
Combat
Some creatures, mainly constructs, can produce effects that mimic those of devices. These eects 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
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Device-like Abilities
Automatons act as directed by their activators. As a free action, an automatons activator can direct the construct to attack particular enemies, use specic 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
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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 creatures 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 specic individual. No matter how high the Craft (metalworking) check result, however, an automatons 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 eects, necromancy eects, mind-aecting eects (charms, compulsions, phantasms, patterns, and morale eects), chemical eects, and any eect 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.
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of the same ability do not stack unless the ability specically notes that stacking is allowed. Some menu choices grant an automaton the ability to activate specic 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 automatons Hit Dice or the creators 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 automatons 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 y speed of 20 feet (average). Energy Shield (Ex): Choose one of the following energy types: acid, cold, electricity, re, magnetic, sonic, or vacuum. The automaton gains resistance 5 against that energy type.
When constructing the automaton device, the constructor assembles the desired creature from a menu of choices, as specied in the automatons 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
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Constructing an Automaton
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 aected 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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each attack is equal to its Strength modier, not its Strength modier 1. 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 y 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 automatons 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).
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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 + 1 times its STR modier. Spring Attack (Ex): The automaton gains the Spring Attack feat. Welding Tendrils (De): The automaton is aected as though by the welding tendrils device. Whirlwind Attack (Ex): The automaton gains the Whirlwind Attack feat.
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 eect similar to a decloaker. Enhanced Titanium Frame (Ex): The automatons 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.
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, at-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:
1st-level Automaton
2nd-level Automaton
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Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 18 (+2 DEX, +6 natural), touch 12, at-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: Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: Level Adjustment:
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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, at-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
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3rd-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, at-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:
4th-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, at-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:
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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:
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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, at-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:
7th-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, at-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:
6th-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, at-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:
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Feats: Environment: Any Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always neutral Advancement: Level Adjustment:
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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: 25 HD (Diminutive) Level Adjustment: A blade swarm is a ying, writhing mass of buzzing ying 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 swarms strength is dependent on its constructor (see Chapter 4 for more information).
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, at-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:
9th-level Automaton
Combat
Diminutive Construct (Mechanical, Swarm) Hit Dice: 1d10 (5 hp) Initiative: +3 Speed: 5 ft. (1 square), y 40 ft. (good) Armor Class: 17 (+3 DEX, +4 size), touch 17, at-footed 14 Base Attack/Grapple: +3/ Attack: Swarm (2d6)
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Blade Swarm
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 devices 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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Diminutive Construct (Cognizant, Mechanical) Hit Dice: As constructors HD (hp constructors) Initiative: +2 Speed: 15 ft. (3 squares) Armor Class: 16 (+2 DEX, +4 size), touch 16, at-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 constructors 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 constructors Treasure: None Alignment: As constructor Advancement: Level Adjustment: The contraption described here is that of a 1st-level student.
Chapter 9: Monsters
Contraption
Cognizant Traits: A contraption loses its immunity to mind-aecting eects, but it gains an Intelligence score. Mechanical Traits: A contraption loses its immunity to critical hits, death by massive damage, and sneak attacks.
Combat
A contraptions characteristics depend on its constructor. Its Hit Dice are equal to its constructors Hit Dice (counting only levels in Inventor), its hit points are equal to half its constructors, and its saving throw bonuses are the same as its constructors. Construct Traits: A contraption has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy eects, and any eect 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.
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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.
1. Denitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modication, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identied as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or eects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identied as Product identity by the owner of the Product Identity, and which specically excludes the Open Game Content; (f ) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must ax such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Oer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sucient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modify-
ing or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identication: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so aected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. D20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Je Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Arcana Unearthed, Copyright 2004 Monte J. Cook. Steamworks, Copyright 2008 by Korey MacVittie and published by 12 to Midnight.