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Docslide - Us - en Toolbook Steam Steel A Guide To Fantasy Steam Works PDF
Docslide - Us - en Toolbook Steam Steel A Guide To Fantasy Steam Works PDF
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Page Design
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Introduction
2
6
12
16
21
19
21
22
Spider Sentinel
Steel Sentinel
Stalker
Steam Wurm
Steam Spirit
Steamwork Creature
Steamwork Lich
Zealot
95
96
96
97
99
99
100
102
103
103
106
106
107
108
108
110
110
111
111
112
Engines of Steam
Materials and Craftmanship
Tools of the Trade
26
37
40
Equipment
Weapons of War
Personal Protection
40
54
60
Edifices of Might
Prosthetics
64
73
Prosthetic Upgrades
Prosthetics and Magical Healing
79
80
Vehicle Upgrades
Copter
Copter, Dragonfly
Dirigible
Dirigible, Personal
Steam Train
Steam Ship
IronClad
Steam Wagon
Submersible
Tunneller
82
Prestige Classes
113
Alchemists Hound
Automaton
Behemoth
Eviscerator
Living Steel
Iron Juggernaut
Iron Shroud
Manservant
Mechanized Creature
Scorpion Sentinel
Siege Sentinel
Slaughterer
82
83
85
87
88
89
90
91
92
92
94
94
Balloonist
Inspired Inventor
Mechanist
Metalworker
Steel Knight
113
114
116
117
119
Spells
Appendix
121
124
Legal
126
page 1
Introducti on
magine a world where the magic of fantasy
and the power of science is thrown together to
create and exciting new mixture of the
eldritch and the mechanical. Industrializing cities
spread and grow, becoming cityscapes of roofs
and chimneys, vents and smokestacks, smoke
pluming upwards from the incessant toil of hundreds of smithies and alchemists and factories.
Mechanics and arcane engineers assemble mighty
beasts of steel, designing armoured constructs to
take to the field of battle and ironclad vehicles to
travel far and wide. Elves seek to defend the
boundaries of their ancestral lands from the burgeoning cultures around them, bringing their
advanced technology, magic and skill to bear
against their foes, fighting from graceful flying
airships and wielding blades and armour augmented by steamwork power. Dwarves delve
deeper than ever before in their mines with massive drilling machines, their fortresses sporting
massive chimneys to gout forth the fumes of a
thousand machines forging weapons of war. Evil
goblin necromancers craft sinister and deadly war
machines that feed off the souls of the dead to fuel
their engines, darkening the skies above their
hordes with the smoke of burning corpses. The
clergy of a machine cult spread their word far and
wide, bringing with them new technologies and
crafting steel prosthetics to replace weak flesh and
blood. Turmoil and change grips a land that is
undergoing the transition from feudal and ancient
cultures to dynamic and powerful industrial
nations.
S team Technolog y
in a
Fant asy Setting
his section of Steam & Steel is devoted to
exploring a number of the ideas and
themes behind the use of steam technology in a fantasy setting. It covers the basic principles by which steamwork devices operate, and the
manners in which steam power can be exploited.
It also investigates how to integrate steam technology into a fantasy setting, covering the addi-
page 2
page 3
page 4
Natural Development
lowly but surely, steam technology begins
to be developed. Inventors, alchemists and
scholars discover how to build simple steam
engines, using them for a number of purposes on
a small scale. Here and there examples of steamwork devices appear, strange and new machines,
and before long steam technology is a new revolution spreading faster as knowledge of how to
build the engines is disseminated amongst sages,
guilds and governments. This is simply a natural
progression of science, and is often accompanied
by discoveries in other fields such as gunpowder
and chemistry.
Alien Culture
n this case, a pre-existing culture or society in
the setting discovers steam power, but it does
not spread and is not taken up by other cultures. The sorcerers of a tyrannical nation might
discover how to craft necromantic engines, building sinister constructs to keep the populace in line
and to subjugate those around them. Strange
monstrous scientists from a far-off land might
build weird arcane steamworks to serve them and
perform their manual labour. In this case, steam
technology appears as some odd, unique form of
Outside Influence
fantasy setting might well be brought out
of a technological rut by some outside
influence. Steam spirits (see Beasts of
Steel, below), perhaps working for some
unknown power or perhaps on the request of a
progress-minded deity from the setting's pantheon, might be responsible for a sudden rash of
technological breakthroughs and discoveries that
sweep across a land, bringing grand new
machines into common use. Of course it is
unlikely that anyone realizes it is the work of
steam spirits, and most native scholars and sages
of the setting would simply assume that it was a
case of natural development and not outside influence. Alternatively, some plane-spanning culture
or organisation that walks between worlds might
pay a visit. This could be in the form of a friendly delegation, giving as a gift the knowledge of
steam technology, or it could be in the form of a
brutal, ravaging invasion. In the aftermath the
survivors would piece back together their old societies as well as incorporating the new sciences
that the invaders brought with them.
page 5
page 6
Industrialisation
page 7
Industrialisation brings with it both advantages and disadvantages to the culture undergoing
this process, which can give it a very distinctive
and unique flavour and feel. The steampunk style
(see below) emphasises the themes of industrialisation in particular.
War
f a nation suddenly gains
the capability to field
clanking, smog-belching
automata on the battlefield
against a rival who is still confined to more conventional
troops, it definitely has the
upper hand. Massive iron juggernauts can break up infantry
formations just by charging
into them and sending terrified
troops running in fear. More heavily armoured
than a knight and more resilient too, they can
crush opposing melee troops and shrug off any
missile fire less powerful than siege weapons.
This distinction that a force with steam power
has is lessened in a fantasy setting where magic,
monsters and exotic styles of warfare mean that
machinery on the field of conflict is less of an
overpowering advantage. Nonetheless this does
not mean that steam power should be discounted
in a land with wizards and dragons.
Obviously the raw fighting power of steamwork constructs is something to be feared, with
their strength far surpassing a normal man and
their metal hides turning arrows and blades alike
with ease. Tacticians need to take into account the
positioning and behaviour of such mechanised
troops, and develop new strategies to make the
most of them. However steam power also brings
opportunities for steamwork armour and
weapons, usually only to the elite troops of an
industrialising nation although a highly advanced
civilisation such as an ancient elven empire might
routinely equip its warriors with such devices.
Super-heavy armoured troops are able to rout enemies who are far superior to the common human
soldier and capable of shattering fortifications.
Improved communications and transport due
to steamwork devices also change the way that
page 8
Magic
n a fantasy setting, steam technology can find
in magic either its closest ally or its most
vehement opponent. Steam technology can
easily be made into either the antithesis of the
magical arts, a discipline firmly rooted in the scientific and the logical, or most people might just
page 9
its purpose to spread the knowledge of such wondrous technology; but then again it might choose
instead to keep such knowledge closely guarded so
that only its own initiates might benefit from it.
In such a religion, the very act of creating a
steamwork device could itself be an act of worship.
This guide introduces two new domains, those
of Steamworks and Invention. These domains are
for clerics whose deities concern themselves with
the mechanical and machinery, and with invention and technical innovation.
Invention Domain
Granted Power: A cleric with the Invention
domain gains Inspired as a bonus feat.
1: Divine Favour
2: Augury
3: Machine Savant*
4: Divination
5: Fabricate
6: Major Creation
7: Genius*
8: Mind Blank
9: Awaken Machine*
Sample Deity
The Gearlord
he Gearlord is a powerful deity of
machines, inventions and metalcraft,
worshipped by mechanics and blacksmiths alike. A Lawful Neutral god, the Gearlord
is mostly worshipped amongst the dwarven and
human species, as well as the more advanced
kobold civilisations. Represented by a mesh of
interlocking cogs and gears, the Gearlord represents both the inspiration of the engineer as well
as the endurance of the craftsman putting his all
into forging metal, and is not particularly warlike
nor expansionist - but his followers will happily
fight if pushed to it. The Gearlord has the
Invention, Law, Steamwork, and Strength
domains. His favoured weapon is the heavy
mace.
page 10
Gnomes
Other Sciences
Despite their
knack for ingenuity and inventiveness, and an aptitude for complex
mechanisms,
gnomes are not
always eager in
their acceptance
and use of steamworks. Many
species of gnome
retain a strong tie
to nature and the
fey, and they are
not quick to make
use of machines
that might cause
the woodlands to
be despoiled and
the air and water
to be befouled
with fumes and
effluent.
page 11
S team
Power
S tyles
ere are presented three different styles in
which steam technology can be presented in a campaign, exploring different
themes and concepts made possible through the
technological and social changes that steam power
can provoke. Each entry also includes a brief
example of just what a fantasy setting designed
with it in mind might be like.
Steampunk
his style of campaign often focuses on
society undergoing the process of industrialisation, and all the problems that it can
bring with it. The science of steam power plays an
important part in this kind of setting because it is
the source of the industrialisation and all its ramifications.
A steampunk setting may well be grim and
gritty, depicting dystopian cities full of factories
belching smog and fumes. Slums and squalor
dominate the lives of an oppressed working class,
kept down by the factory bosses and institutions
of power. Class struggle comes to the fore, only
aggravated further by the presence of magic and
different races. In the countryside steamwork
engines fell forests with mechanical purpose, and
The Victorians
he Victorian period in the real world is
one of rich pickings for inspiration
with a steam technology setting. The
class struggles and divides between the rich and
wealthy and the poor labourers, the steam technology and developing scientific ideas, and the
many stories and tales from the period, present a
great variety of concepts that can be poached. A
fantasy society could be based on that of the
Victorians, with their same biases, emphasis on
social etiquette amongst the upper classes, and
grimy and unhealthy lives amongst the working
classes.
page 12
High Steam-Power
his is the progression of steam technology
to its pinnacle of achievement. Steam
technology becomes almost flawless,
advanced to amazingly complex levels capable
of crafting even living steel (see Beasts of
Steel). It becomes an integral part of
everyday life for those who live in a
culture of high steam-power, who
page 13
page 14
Epic Scale
his is steam power brought to a huge
scale - the scale of huge empires pushing the possibilities of steam technology to the limit. Massive armies march into battle,
accompanied by monumentally massive steamworks like Behemoths, constructs the size of
fortresses that shake the earth with every clanking step, battering one another around on the field
of battle as thousands of warriors and smaller
constructs swarm around their feet. Huge arcane
steamworks perform amazing tasks, supplying
the streets and boulevards of entire cities with
eldritch light and harnessing power for a dizzying
array of other purposes. Mighty dirigibles soar
through the air like lords of the skies. High level
characters abound. This is steam technology in
epic proportions.
Steam technology in such a style of campaign
can be anything from clanking, industrial steamworks that belch out clouds of smog from their
furnaces, to expertly crafted designs built with
grace and an eye for the aesthetic, even on the
kind of scale as city-shattering war machines.
Whatever it is, it's big.
Machines, logistics, empires and plots, nothing
in epic scale is small. Steam technology is accompanied in this by other aspects also being of the
same epic scale. Magic is used often and the campaign may well be magic-saturated with the
page 15
page 16
tem simply lacks the pressure to get the steamwork machinery working properly, and it has no
effect. Steamwork devices of Small size or smaller only take 2 rounds to warm up.
Activating a steamwork device once it has
warmed up requires a Maintenance check (see
below) to ensure that it works properly and doesnt malfunction. Some steamwork devices have
an instantaneous effect, for instance a crank-cannon being fired to spray an area with bullets; others have sustained effects, such as the benefits of
a suit of steamwork armour or a steamwork construct being operational. Every time a steamwork
device such as a crank cannon is used, a new
Maintenance check needs to be made, while an
item with a constant effect does not require new
Maintenance checks every time it is involved in
an action.
Example: A character possesses a steamwork arcana
version of gauntlets of ogre strength. He only needs to
warm up the gauntlets engine and then successfully
activate them once, after which they continually grant
their +2 bonus to Strength. He does not need to make a
new Maintenance check every time he uses the
gauntlets to do something, e.g. hit someone or lift a
heavy object.
It is general practice with steamwork devices
to have the engines already fired up and the boiler running when a character is in a situation
where he might need to make use of his steampowered items. This saves characters from such
unfortunate situations as having to spend several
rounds in a battle warming up their weapons
before they can pitch in to aid their comrades.
The price of being ever ready for events is that
with the engines being on for longer more fuel is
used up.
It is possible that a steamwork device might
have its engine shut down, possibly through having the firebox doused or by magical means. In
this case the engine must be fired back up and
allowed to get back into operation before the
device can be used once more.
page 17
Maint aining
S teamwork
Devices
teamwork devices have an unfortunate
tendency to jam up, blow a gasket, or
otherwise go wrong. The fuels used by
many types of steam engine produce residues and
smog that muck up the mechanisms of a steamwork with oily grime and grit, and the more exotic forms of engine powered by magic or other
eldritch energies can have arcane circuits frying
and energy conduits breaking. The high pressures
that occur within a steam engine from the gases
swirling around its system can cause leaks of hot
steam, or more catastrophic malfunctions
Of course, if given the correct maintenance
and tending a steamwork device can be kept in
tiptop shape and will run efficiently, rarely breaking down or going wrong. If maintained badly or
negligently, things have an even greater chance
than normal of malfunctioning.
Every steamwork device, from massive lumbering constructs to steam-powered prosthetics,
has a Maintenance DC. This represents how hard
it is to keep the device operational, and those
unskilled in maintenance and who understand
their steamwork equipment only poorly are
unlikely to keep it working for long. A
Maintenance check is a Craft
(Steamworks) check against the
Maintenance DC of the device in
page 18
Malfunction Table
1 - Slow Warm-u
up: The device takes a while to
start working properly, activating a round late.
2-44 - Pressure Dip: A momentary loss of pressure means the device stops working for one
round. If the item is just being activated, it just
activates a round late, as per the Slow Warm-up
result. A steamwork construct, or someone wearing steamwork armour of any kind, suffers a -2
penalty to Dexterity for one round instead.
5-77 - Steam Vent: A spray of steam vents out of
the machinery in a billowing, scalding cloud.
Anyone in contact with the device must make a
Reflex save (DC 10) or suffer d4 damage from the
hot steam. The machine itself suffers from a
Pressure Dip.
8-99 - Clunk: Something in the machinery
makes an ominous clunk. The Maintenance DC
of the device is increased by 2 until fixed.
10 - Catch the Bouncing Cog: Part of the
machinery simply comes springing free from the
innards of the device, usually a small and fiddly
cog. The Maintenance DC of the device is
increased by 3 until fixed; and if the missing piece
is lost then the character will need to find or make
a new replacement.
11-112 Smouldering Embers: If the device has a
conventional furnace then it goes out. This results
in the device grinding to a halt in d3 rounds; reignition devices in the Equipment section are
designed to cope with this problem. Manually reigniting a furnace is a standard action.
13-114: Blows a Gasket: A gasket blows, venting
steam as per the Steam Vent result. The machine
itself suffers from an increase in Maintenance
DC of 3 and a -1 penalty on any attack or skill
check made involving the device. Constructs and
characters wearing steamwork armour suffer
either a halving in their movement speed or a -5
penalty to attack rolls (50% chance of either
result).
15: Pressure Build-U
Up: A serious pressure
build-up begins somewhere in the machine, usually with an ominous rumbling noise. In d6 rounds
it results in a breakdown and a steam vent unless a
successful Craft (Steamworks) check is made
against a DC of 5 + Maintenance Level is made to
fix it quickly, one attempt allowed each round.
16-118: Breakdown: The device simply stops
working as something inside breaks or slides loose
or the boiler starts venting continually.
Constructs suffer a penalty to both Strength and
Dexterity scores of -4.
19: Major Breakdown: The device breaks down
in impressive style, usually with a considerable
amount of mechanical grinding and expensivesounding crunches. Fixing the device will take an
hour rather than the usual ten minutes.
Constructs break down like anything else.
20: Catastrophic Breakdown: As major breakdown, except potentially even more impressive.
The device breaks down. There is a 50% chance it
sprays boiling steam over a ten foot radius area in
the process, inflicting 2d6 damage to all in the
area unless they make a Reflex save (DC 15)
(small-sized and smaller constructs only inflict
1d6 damage on those in contact with them). In
addition, different types of engine may have additional catastrophic effects; for example oil-burning engines may have their fuel reserves simply
explode.
Note that constructs usually do not have
their own Craft (Steamworks) skill, and
thus use the skill bonus of the last
character to maintain them instead.
For every day a construct then
page 19
page 20
Breaking
Steamworks &
Causing
Malfunctions
s well as fixing such
machines, it is of course
equally possible that a
character might be in a position
where they wish to deliberately
damage and sabotage steamwork devices. Whether a saboteur deep behind enemy lines,
carefully incapacitating the
sleeping hulks of steamwork
war constructs the night before
a battle, or a mechanic throwing
a sabot into the grinding gears
of an industrial steamwork
hammer as a form of covert
protest at low wages breaking
and tampering with steamworks is often easier than keeping them working.
Sabotage takes ten minutes
and
requires
a
Craft
(Steamworks) check against a
DC of 5+ the Maintenance DC
of the device. A success means
that the next time the device is
used it will automatically cause
a roll on the Malfunction table.
A character attempting to sabotage a device without saboteurs
tools (see Tools of the Trade,
below) suffers a 2 circumstance penalty. A character
with at least 5 ranks in Disable
Device gains a +2 synergy
bonus to sabotage attempts.
Sabotage can be spotted by
those with an eye for it. A spot
check made against a DC of 10+
the saboteurs ranks in Craft
(Steamworks)
successfully
notices that a device has been
tampered with, whether or not
the attempt at sabotage was successful. A character needs to be looking closely at the device, for
instance while maintaining it. Once noticed, sabotage can be countered by fixing the device as
normal; however, the wilful damage caused by a
sabotage attempt means that the period taken to
fix it is increased to one hour rather than ten minutes.
Example: A scout infiltrates an enemy army camp,
and comes to the prize of the invading forces troops
Creating
S teamwork
Devices
an iron juggernaut, that has already spread terror and
confusion on the battlefield and swung the balance
firmly in its owners favour. The scout manages to
reach the juggernaut unseen in the gloom, his Move
Silently and Hide checks passed easily. He cant risk
staying there long and takes a furtive ten minutes to try
and covertly sabotage the device, rolling a 15 on his
check, which with his skill bonus of +4 to Craft
(Steamworks) is just enough to beat the DC of 19. He
then slinks away back into the darkness.
When the wizardly engineer who created the juggernaut starts it up the next morning, he rolls a 4 on his
spot check, which with his Spot bonus of +2 fails to beat
the DC of 7 (5+ the saboteurs ranks in Craft
(Steamworks)). Failing to notice that an act of sabotage has been committed, he activates the construct, and
he watches in horror as it staggers a few feet, hisses
violently and breaks down.
character with ranks in the Craft
(Steamworks) skill can attempt to create
steamwork devices in the same way he
could create other mundane items with the appropriate craft skills. Crafting a steamwork device
requires access to a forge, as well as appropriate
tools for forming and shaping the metal parts of
the item, unless the process is using materials
other than metal.
In addition, due to the complexity
of increasingly advanced steamworks and the scientific element
page 21
Feats
etailed here are a number of different
feats related to the creation, use and sabotaging of steam technology. It is important to note that the engine creation feats here do
not all have to be made available in a fantasy set-
page 22
page 23
page 24
Halflings
Saboteur [General]
Your knowledge of how to
sabotage and damage machinery
and steamworks is such that
even in battle you can pick out
the weak points on a hostile
construct.
Prerequisites: Base Attack
Bonus +3, Sneak Attack class
ability, Craft (Steamworks) 4
ranks
Benefit: A character with
this feat can make both sneak attacks and critical
hits on steamwork constructs in melee combat.
Normal: Constructs are immune to sneak
attacks and critical hits.
page 25
Constructing an Engine
o construct an engine requires the appropriate feat, as well as a forge and tools in
the same manner as crafting other steamwork devices. Building the engine is effectively a
sub-process of building an overall machine, and
can be done quite separately (and often is) to constructing the other parts of a device. The average
industry labourer or apprentice mechanic can
build the metal cogs, gears and struts needed to
put together most of a device. It needs the careful
skill of a talented engineer to assemble the complexities of the engine and connect it into the
machinery, systems and controls of the item and
to ensure it works as it should.
The cost of an engine depends on the size of
the device it is supposed to be powering, and thus
engines for larger devices like constructs cost
more. To find the cost of an engine, multiply
the cost supplied in the engine's entry by
for each increasing size category the
device it powers has. The table below
lays out the price increase.
Size
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
page 26
Fuelling an Engine
ach engine entry also includes the cost to
fuel a Medium-sized device for one day.
Some engines have special fuel requirements that are noted in their details, while others
do not require any fuel due to their nature.
To find the fuel cost for a device that is larger
than Medium size, simply double the fuel cost
with each increasing size category. To find the
fuel cost for a device that is smaller, halve the fuel
cost with each diminishing size category.
As mentioned above, it is important to note
that the list below is not necessarily a comprehensive collection of every single engine type that
should be included in a single campaign. Rather, it
is intended to provide a broad spectrum of different possibilities that the DM can put to use, picking and choosing which engines he feels are
appropriate.
Size
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Conventional Furnace
team engines with a conventional furnace
rely on the heat generated by the combustion of some sort of fuel to power them.
Device design usually features an accessible firebox where the fuel combusts, as well as vents or
smokestacks to allow the smoke and fumes created by the process to escape.
Engines of this type are notorious for creating
large amounts of pollution through burning fossil
fuels. They also generate a lot of heat and working in an environment full of heavy steamwork
machinery powered by conventional furnaces can
be hot and tiring.
page 27
10gp
30gp
15gp
5gp
15gp
8gp
20gp
6gp
250gp, 10xp
100gp
None
*
250gp, 10xp
250gp
None
*
250gp, 10xp
250gp, 10xp
None
None
50gp
50gp
50gp***
75gp***
100gp, 4xp
*
*
*
*
*
page 28
wave of blue-white energy like the flash of a detonation. This energy deals no physical damage
but hits the mind and psyche of anyone nearby
like a hammer, dealing d6 temporary Wisdom
damage to all within a radius of 5ft. per increasing
size category of the device.
his type of engine does not rely on combustion at all. Instead it uses chemical
reactions to create the heat needed to keep
the boiler running. Alchemical engines are usually very complex and filled with delicate glass
components, and make strange sloshing noises
when moved as the substances within swirl
around. Since the chemical processes create noxious fumes and gases, alchemical engines are
often riddled with vents and exhausts to allow it
all to escape, meaning they are usually accompanied by a pungent smell on the air. Those who
work around alchemical engines for too long tend
to get headaches, while individuals who spend
years around them often develop coughs or respiratory problems, sometimes their brain also suffering from the chemicals.
Creating an alchemical furnace requires the
Alchemechanic feat.
Alchemical Engine
page 29
Arcane Engine
rcane engines do not rely on a conventional furnace to heat up the boiler, instead
utilising more eldritch means to do so.
Unlike the practical mechanics and industrial
appearance of more conventional engines, arcane
creations are easy to recognise. They often sport
mystic runes, crystal or glass tubes through which
shimmering lights occasionally dance, and other
pieces of arcane paraphernalia. Arcane engines
also often generate and use electrical energy from
the boiler to power the device in strange, pseudomagical ways through meshes of copper wiring
and specially sculpted magical foci. Peering into
the innards of an arcane steamwork device reveals
the bizarre and weird structures within.
Maintaining such engines often requires mystic
rituals and the adjustment of strange valves and
vents.
Creating an arcane engine requires the
Arcanomech feat.
page 30
some of the strongest sources of power and usually much less (normally up to twenty or thirty
miles). Outside the operational radius they simply cease functioning and shut down. As a result,
divine source steamworks are usually used to
guard a stronghold or fortress at or nearby the
source of power, rather than being designed for
greater travelling purposes.
Since the process within the engine does not
involve an actual fire to hear the boiler, but rather
strange processes that channel the received energy into heat, divine source engines are unaffected
by the Smouldering Embers malfunction.
Steamwork constructs powered by a nearby
divine source often display an alarming grip on
group tactics and work together well through the
link provided by the source, as a divine source
steamwork is aware of the exact position of any
other steamwork powered by the source that is
within 60ft. Such constructs also gain a +1 bonus
to any Maintenance checks made for other
devices incorporating the same engine type.
A divine source engine is keyed to only a single source.
In the case of a Catastrophic Breakdown, a
divine source engine merely breaks down as normal with no further special effects.
Solar Trap: Solar trap engines harness the
power of the sun. They absorb solar energy to
heat up their boilers, picking up the warmth
and light through arrays of collector panels and
flat surfaces positioned to pick up as much of the
sun's rays as possible. The framework of solar
panels on some steamwork devices can be quite
delicate.
A solar trap powers a steamwork device for 1
hour for every hour of sunlight absorbed.
Although clean in terms of pollutants and maintenance, solar trap engines have the obvious disadvantage of being unable to process more power
during the night or when in the shade, and they
rarely have enough power reserves to function for
long out of sunlight. Equally though, their source
of fuel is essentially free. Since they do not
have a firebox they are not affected by the
Smouldering Embers malfunction.
page 31
In the case of a Catastrophic Breakdown malfunction, solar trap engines merely break down
without any further special effects.
Essence Engine
ike arcane engines, an essence engine does
not use conventional fuels to power steamwork devices. Instead it harnesses otherworldly energies, drawing them directly from the
Inner or Outer planes. Both arcane and divine
spellcasters are able to tap into the planes in this
way, but essence engines generally remain the
provinces of religions and faiths. Due to the religious nature of their creators, essence engines
thus often bear prayers, sacred texts and other
examples of religious panoply.
All essence engines require that a deal has
been made with some Inner or Outer planar
being to give the creator access to the
spiritual or elemental energies of
the appropriate planes. This usually
page 32
Necromantic Engine
s any student of the necromantic arts is
aware, death is a powerful tool, possessing
energies that can be harnessed by those
who are wise to it. Some have applied this path of
thought to the creation of steamwork devices, creating engines that derive their power from death
and decay. Necromantic engines usually reflect
the tastes of their creators, tending towards gothic design and horrific appearance, whether that is
a skeletal, bone-like frame or vicious spikes and
blades adorned with the remnants of enemies.
Necromantic steamwork constructs often possess
a malicious aura to them, eyes glowing with
witchfire; those with furnace engines tend to have
slender, sinister smokestacks and vents that puff
out foul fumes.
Creating a necromantic engine requires the
Necromek feat.
Sacrifices: In the creation of any necromantic engine, the creation costs can be
decreased by 10% by ritually sacrificing
sentient creatures. The blood and death
of a single sentient creature for every
increasing size category of the
page 33
page 34
page 35
page 36
Materials and
Craftmanship
teamwork devices are usually crafted with
rivets and welding, ironshod conglomerations of gears and pistons that hiss and
clank. Industrial in appearance, constructed from
heavy metal and slicked with oil and grease within their moving machineries, this level of technological advancement and fabrication refinement is
not the only possibility. Materials other than steel
and iron can be employed to build constructs and
engines, and more advanced cultures often hold
the secrets to building more efficient and reliable
devices. Equally, some more primitive and cruder
sources of steamworks are possible, with poorly
crafted assemblies of unrefined metal plates hammered together and gouting great vents of filth
from their engines.
Special Materials
s well as the usual forms of iron and steel
used for the bulk of the parts of a steamwork device, plenty of other possibilities
are available, from elaborate and ornamental metals to crude and primitive materials such as bone
or coral. Note that many steamwork devices
might have decorations in the forms of precious
metals or odd substances inlaid or plated onto
them, but the entries here represent the use of
non-standard materials for the construction of the
main part of the machinery (except in the case of
adamantine plating).
Metal
Adamantine
Adamantine Plating
Bone
Copper
Coral
Crystal
Dragonscale Plating
Gold
Mithril
Obsidian
Weight Modifier
None
+10%
-50%
None
-25%
+25%
+10%
+50%
-50%
+50%
page 37
page 38
Level
DC mod Cost Mod
Crude
+2
-25%
Poor
+1
-10%
Standard
+0
None
Advanced
-1
+50%
High Steam-power
-2
+100%
page 39
Equipment
number of items here are alchemical in
nature, and have the following DCs for
the purposes of creating them with the
Craft (Alchemy) skill.
Item
Dragon Spittle
Fogger chemicals
Kobolds Fire
Metalmist
Re-igniter Cartridge
Rust-Bile
Saboteurs Elixir
DC
20
25
25
20
20
25
20
Aether Oil
This swirling, milky liquid is sometimes used
as a fuel in oil burner engines. A magical substance extracted from a type of ore called aetherstone, found only in seams amidst the high reaches of tall mountains, aether oil burns with a wispy
smoke that smells strangely pleasant. However, it
has malign effects on those of a magical nature, as
well as those travelling the Ethereal plane.
Anyone within 10ft of an engine burning aether
oil who can cast spells or who has supernatural
abilities must make a Fortitude save each round
(DC 16) or suffer 2d6 damage, feeling as if their
minds are on fire. Any ethereal characters within
20ft of such an engine sees the smoke as pulsing,
white tendrils of mist that scald to the touch, and
suffer 4d6 fire damage each round they remain
within 20ft of the device. The exact causes for the
formation of aetherstone on high mountains, and
for its unpleasant effects on ethereal travellers
and magical beings, are unknown. The entry in
the equipment table represents enough aether oil
to fuel a Medium-size device for one day.
page 40
Size
Small
Diminutive
Large
Tiny
Small
Tiny
Tiny
Varies
Tiny
Small
Small
Small
Small
Tiny
Tiny
Tiny
Tiny
Diminutive
Tiny
Small
Tiny
Weight
10lb
1lb
80lb
7lb
30lb
8lb
5lb
Varies
2lb
10lb
30lb
20lb
20lb
1lb
4lb
lb
3lb
lb
2lb
15lb
3lb
Alchemechanical Alarm
The alchemechanical alarm is an alchemical
device designed to act as a wake-up call to an
alchemechanical steamwork device if tripped. It is
a small device of metal and glass that holds reservoirs of the same chemicals used in an alchemical
mixer engine, attached to a detection device such
as pressure plates or integrated into a trap. When
activated, the alarm pours the reserves of chemicals directly into the engine of the steamwork
object (usually a construct), powering it up immediately as the chemicals mix and heat the boiler.
The alarm itself is not a steamwork device and
needs to have its reservoirs refilled regularly.
Alchemechanical Brewery
[Steamwork]
A large steamwork device consisting of a tangle of pipes, vents, tubes and vats, an alchemechanical brewery is capable of various different
purposes. It can be used in an actual brewery to
vastly improve the creation of alcoholic beverages, pumps and suchlike moving liquids around
within the system. Alchemechanical breweries
are also often used by alchemists to create large
Cost Maintenance DC
800gp
50gp
12,000gp
11
250gp
7
500gp
7
3,000gp
10
12,000gp
9
Special
100gp
6
500gp
600gp
7
400gp
6
150gp
50gp
+500gp
+500gp
1,000gp
300gp
50gp
300gp
600gp
8
100gp
-
page 41
Size
Diminutive
Tiny
Tiny
Small
Tiny
Small
Small
Tiny
Fine
Fine
Tiny
Small
Tiny
Medium
Tiny
Medium
Tiny
Tiny
Tiny
Tiny
Tiny
Diminutive
Small
Diminutive
Weight
lb
1lb
2lb.
12lb
1lb
13lb
10lb
1lb
1lb
18lb
2lb
75lb
10lb
80lb
1lb
1lb
4lb
3lb
3lb
10lb
lb
Cost
Maintenance DC
300gp
35gp
18,000gp
600gp
7
80gp
30gp
180gp
1,000gp
2,000gp
10
8,000gp
10
30gp
2,500gp
11
+1,000gp
10,000gp
7
3,000gp
7
10,000gp
8
300gp
3,500gp
+2,000gp
+75gp
+200gp
5gp
400gp
50gp
7
page 42
Size
Tiny
Tiny
Small
Medium
Small
Tiny
Tiny
Small
Small
Small
Medium
Medium
Large
Small
Medium
Small
Tiny
Tiny
Tiny
Tiny
Weight
1lb
1lb
5lb
75lb
30lb
5lb
5lb
15lb
30lb
9lb
100lb
75lb
300lb
50lb
140lb
40lb
10lb
1lb
4lb
4lb
Cost
150gp
160gp
40gp
10,000gp
600gp
+3,500gp
+5,000gp
400gp
1,800gp
200gp
300gp
1,000gp
750gp
3,000gp
2,500gp
1,800gp
800gp
14,000gp
2,000gp
+1,500gp
+3,000gp
Maintenance DC
7
7
6
8
8
8
8
7
7
10
10
8
9
-
page 43
Craft
page 44
page 45
page 46
page 47
page 48
page 49
glass vial and then hurled as a grenade-like missile weapon in the same manner as alchemists
fire or acid. The entry on the equipment table is
for 1 vial of rust-bile.
Saboteurs Tools
The tools of a skilled saboteur can sometimes
be more delicate and precise than those used by a
mechanic to create steamwork devices in the first
place. Pincers, drills, small amounts of explosive
charge and suchlike make up a saboteurs tools,
along with some hefty bludgeoning implements
for when a piece of machinery just needs to be
bashed. A character attempting to sabotage a
machine without saboteurs tools suffers a 2 circumstance penalty.
Rust-Bile
This watery liquid is an alchemical compound,
a distilled elixir designed to rust and corrode iron
and steel at an alarming rate. When poured onto
these metals, rust-bile immediately begins eating
into them, leaving long streaks of coppery rust
and melted patches of metal. The compound
attacks iron and steel for three rounds after
which it becomes inert, inflicting d6 damage each round that is not reduced by
hardness. It can be collected in a
Saboteurs Elixir
A potent alchemical mix, saboteurs elixir is
used to catastrophically disable alchemechanical
steamwork devices. By pouring saboteurs elixir
into an alchemechanical engine, the chemicals
within will combust explosively when the
machine is next activated, automatically causing a
Catastrophic Breakdown. Tampering with a
steamwork device with saboteurs elixir can be
detected in the same way as other forms of sabotage.
page 50
page 51
page 52
dispel
magic,
Craft
Volcano Crystals
These rare forms of the crystalline substance
used to power crystalburner engines are found
only occasionally, and even then the fact their
formations always lie very close to active volcanoes mean they are exceptionally hard to get at. A
crystalburner using volcano crystals as its fuel
benefits from a number of marvellous properties.
It gains a +5 fuel bonus against fire-based and
cold-based attacks, as well as becoming shrouded
in a Fire Shield (Warm) that affects any attackers. These qualities mean that volcano crystals are
usually only acquired in order to fuel war constructs. The entry in the equipment table is for
enough fuel to power a Medium-sized device for 1
day.
War-pack Matrix
A war-pack matrix can be incorporated
into any steamwork construct, and is
keyed to up to 5 other matrices of the
same type. A construct with the
page 53
Warrior Matrix
A steamwork construct with this matrix
installed possesses highly augmented tactical and
combat abilities, modelled on genuine combat
styles and concepts. It gains two free feats, which
must be chosen from the bonus feat list of the
fighter class.
Creation: Craft (Steamworks) 12 ranks,
Knowledge (Tactics) 6 ranks
Weapons
of War
non usually consists of a reservoir of ammunition
n this section are presented a number of contained in a steamwork tank strapped to the
entirely new types of weapons as well as operators back, attached by pipes and mechasteamwork upgrades to pre-existing ones. nisms to a nozzle-gun that ejects the flames, acid
Some of the weapons here are steamwork in or steam out over the victims. The ammunition
nature, or designed for use by steamwork con- fuel tank has hardness 5, 5 hit points and an AC of
structs or steamwork armour. Others are the 15 + the wearers Dexterity bonus, and if ruptured
result of the progress of science in paralleling sprays the fuel everywhere. In the case of acid this
fields, such as alchemy and in particular firearms. deals 6d6 acid damage to the unfortunate as well
The firearms presented here are designed to as 3d6 points of acid splash damage to everyone
reflect a general level of development at which within 5 ft unless they succeed at a Reflex save for
they are beginning to come into more wide-scale half damage. In the case of a fire-thrower it covuse but are not yet highly refined or advanced. ers the operator and anyone within 5 ft in volatile
These guns can be used for a period in which chemicals; if the pilot light on the fire-thrower is
flintlock, wheel-lock or breach-loading technolo- on or another flame is alight nearby the chemicals
gy is utilised.
Upgrade
Cost
Maintenance DC
Chain-Tooth Blade
+600gp
9
Alchemists Cannon
Piston Fold-Up
+75gp
[Steamwork]
Possessed Weapon
+2 market price modifier
An alchemists cannon is
Silencer
+1 market price modifier
an ingenious weapon that
Steamwork Targeter
+50gp
6
relies on a steam engine
Steamwork Targeter, Arcanomech
+1,000gp
9
to force out a dangerSteamwork Targeter, Necromek
+3,000gp
9
ous substance at
Warded Weapon
+1 market price modifier
6
high pressure.
Weapon Plug-In
+75gp
Such a can-
page 54
Size
Medium
Weight
55lb
Class
Special
Maint DC
9
Medium
Tiny
Medium
Medium
Medium
Large
Small
Small
Large
Large
Medium
Tiny
Small
Tiny
Large
Medium
Medium
Large
9lb
4lb
9lb
75lb
12lb
30lb
8lb
8lb
80lb
90lb
8lb
4lb
5lb
3lb
50lb
8lb
75lb
80lb
Martial
Martial
Simple
Exotic
Exotic
Simple
Simple
Exotic
Exotic
Exotic
Simple
Simple
Exotic
Simple
7
6
10
8
7
7
8
-
page 55
page 56
DC
25
25
page 57
You may feel that the rules for firearms presented here do not make them as powerful and
destructive a weapon as they should be. Two
variants are presented here.
When hit by the sizeable and forceful ammunition fired from a firearm a character can suffer quiet badly, the impact sending them staggering and knocking the sense from them for a
moment, if they even survive. Any character hit
by a firearm must make a Fortitude save (DC
14) or be staggered for one round.
When combatants who have never encountered firearms before are fired upon by muskets,
rifles and suchlike, the terrible racket, flash of
light and gouts of smoke can terrify, demoralise
and confuse. Characters who are fired upon by
firearms must make a Will save (DC 20) or be
shaken for the rest of the combat. However,
they do not need to take this test again. You
may rule that primitive and exceptionally
superstitious species always suffer this Will
check when fired upon by firearms.
a piston ram can be scaled up appropriately for
larger versions.
Creation: Craft (Steamworks) 8 ranks
Possessed Weapon [Arcana]
This magical enhancement can only be placed
on ranged weapons with moving mechanical
parts, such as firearms and steamwork weapons.
Some small spirit, usually a little daemonic entity, inhabits the actual innards of the weapon and
is bound into it; carved images and faces on the
page 58
Breach-Loaders
lthough the rules here present firearms
as the same whether they use flintlock,
wheel-lock or breach-loading mechanisms, breach-loaders are generally faster and
more advanced. If you wish to represent breachloaders as being superior to other forms of
firearm, then as a variant rule, breach-loaders
only take a standard action to reload, not a full
round.
Steamwork Targeter,
Arcanomech
[Arcana, Steamwork]
An arcanomech targeter incorporates magical
enhancements to the machinery of a normal targeter; the arcanomech technology adjusts the
weapon not just to take account of wind speed and
direction but also altering it to actually track a target more efficiently. The slight movement of a
musket barrel or crossbow stock as tiny machines
whirr and shift it slightly to follow the path of an
enemy can be unnerving, as if the weapon has its
own sentience. As well as the normal benefits of
a steamwork targeter, an arcanomech targeter also
gives a +1 circumstance bonus to hit rolls.
Caster Level: 5th Creation: Craft Magic Arms
and Armour, true strike or divine favour, Craft
(Steamworks) 6 ranks
Steamwork Targeter, Necromek
[Arcana, Steamwork]
A necromek targeter usually incorporates a
small magical scope to a weapon as well as the
usual steamwork targeting machinery. The necromantic magic imbued into the device causes the
targeter to automatically track living targets, giving a +1 circumstance bonus to hit rolls against
such creatures. In addition, the scope picks up the
life-signs of anyone viewed through it, showing
them up as a warm red figure and effectively
negating the penalties of attacking them in darkness.
Caster Level: 5th Creation: Craft
Magic Arms and Armour, deathwatch,
Craft (Steamworks) 6 ranks
page 59
of
warding,
Craft
Weapon Plug-in
A weapon plug-in is a weapon upgrade that
links it to a suit of armour with an arcane array
(see Personal Protection) by a pipe or bundle of
wires.
Creation: Craft (Steamworks) 4 ranks,
Knowledge (Arcana) 5 ranks
Wrecking Ball
Wrecking balls are often employed as weapons
on larger steamwork constructs designed for battle, large and heavy weights often studded with
spines on the end of a thick, strong metal chain.
They are effectively just very large flails, backed
up by the machine strength of the construct and
the speed of its gears and pistons. The damage
can be scaled up appropriately for larger versions
of the weapon.
Personal
Protecti on
his section presents the impressive
results that incorporating steam technology into the crafting of armour can
give. Steamwork armour can come in all sorts
of shapes and sizes, from highly refined and
polished suits of gleaming armour with
impassive visors of dark crystal, to
clanking and lumbering construc-
page 60
page 61
Additional Augmentations
page 62
Speakers [Steamworks]
Popular with units of city troops outfitted with
steamwork armour for broadcasting their voices
over the noise of crowds, as well as with military
units who want to scare the living daylights out of
their opponents, speakers are a common upgrade.
A speaker unit is usually mounted into the helm
or onto the shoulder, a grill that blasts out the
voice of the wearer at augmented volume.
Speakers may work through exploiting sonic
physics, or through magical or complex scientific
processes of amplification.
Creation: Craft (Steamworks) 5 ranks
Static Generator [Steamworks]
A static generator is a small device incorporated into a suit of steamwork armour that siphons
off power from the main engine to slowly build
up a static charge. This can be released in two
ways, either to inflict an automatic hit of d6 electrical damage on anyone grappling the character
or by adding +d6 electrical damage to an attack
made with a metal melee weapon from a weapons
gauntlet (see below). After use a static generator
takes 5 rounds to build up enough charge to be
used again.
Creation: Craft (Steamworks) 12 ranks
Weapons Gauntlet
A weapons gauntlet is a device that incorporates a weapon of some sort into the back of a
steamwork gauntlet, usually evident through a
bulge in the armour there. Crossbows and
firearms are popular additions, giving the wielder
a surprise ranged attack, though he needs to
reload the weapon by unhinging a plate on the
gauntlet and doing so manually. Piston rams are
also used by super-heavy armoured troops for
assaulting fortifications and buildings, but most
common is a punch dagger or fighting claw
(counts as a dagger). Such a weapon can slide out
of the gauntlet or be retracted back in as a free
action.
page 63
Edifices of Mi ght
team technology does more than just bring
new devices and implements for scientists
to further their craft with and adventurers
to use in rooting out more gold and challenges it
changes the very landscape and cities of the lands
it touches. This section describes the use of largescale steamwork devices, along with the impact
these kinds of devices have on the cities and lands
that they are a part of. Steamwork devices are
used in industries, factories and mines, and can
form massive structures that rise above the buildings around them, constructions of science and
magic melded together. Edifices of might are not
just the dominating keeps of barons or the towering temples of the faithful. Grand steel factories
and arrays of security devices are as much the
symbols of power and the might of technological
advancement
as the fortifica- Name
tions of a war- Arcanomech Eye Array
Arcanomech Lamp Array
lord.
Arcanomech Suppresser
Arcanists Tower
Divine Amplifier
Dockyard Crane
Factory
Homing Beacon
Library
Lift/Elevator
Mine Borer
Necromek Crypt Factory
Observatory
Oil Rig
Printing Press
Solar Array
Spellcraft Engine
Steamwork Bridge
Steamwork Gate
Steamwork Pump System
Steamwork Sentry Array
Steamwork Siege Weapon
Weather Tower
A Note on Architecture
culture undergoing industrialisation
brought about by steam technology often
displays this state of affairs in its architecture. The fabricated metal parts churned out by
steamwork factories become greatly used by
builders and architects, causing metal to feature
prominently in buildings and facades, often in the
form of girders and struts. In cities where pollution and fumes are at their worst, metal tends to
rust, corrode and stain, adding to the grime and
decay. Glass might also find greater use in architecture, with factories able to create it in much
larger amounts than was possible before. Mighty
towers and structures of reinforced stone and iron
rise above the skyline of houses and factories,
Size
Huge
Huge
Large
Colossal
Large
Large
Huge
Large
Huge
Large
Large
Huge
Huge
Colossal
Huge
Huge
Large
Colossal
Huge
Huge
Huge
Varies
Colossal
page 64
Cost
5,000gp
5,000gp
+40,000gp
150,000gp
75,000gp
2,000gp
15,000gp
60,000gp
20,000gp
1,500gp
750gp
25,000gp
75,000gp
350,000gp
4,500gp
10,000gp
20,000gp
80,000gp
5,000gp
2,000gp
5,000gp
+800gp
100,000gp
Maintenance DC
10
9
11
10
8
8
9
10
9
8
10
12
8
10
8
9
8
8
9
10
9
12
page 65
spell
turning,
Craft
page 66
page 67
page 68
page 69
page 70
page 71
page 72
Dragons
The mighty race of dragons has little to do with
steam technology in general. Immensely powerful,
they often see little use in
it for themselves, and view
the expansion of industrialising nations into their
territory as evidence that it
is time to put the lesser
species back in their place.
On the other hand, canny
dragons often make use of
steamwork devices for
their minions and servants,
and it may well be possible
to convince them of the
potential of steam technology if shown how it can be
used for their own comfort
and power.
Prosthetics
M el ding Man with Machine
his section deals with steam powered
mechanical prosthetics, replacements for
limbs and lost body parts crafted through
clever artifice and scientific principles. Normally
when a character suffers a grievous injury that
shatters their body, or they lose a limb through
accident or battle, they have two options. The
first is to seek out a cleric for healing, and hope
that there is one powerful enough to cast regenerate. However, such a cleric isnt always on hand,
and in some settings with greater restrictions on
healing a character has to take the second option,
which is to live with the injuries they suffered.
Getting a Prosthetic
f a character loses a limb or suffers crippling
body damage they may wish to seek out a surgery that can fit a prosthetic. Assuming they
can afford the cost, and find someone capable of
giving the treatment, they then undergo an
operation where the surgeon attempts to fix
the prosthetic to them. This is usually
the easy part.
page 73
Condition
Mod
Surgeon has 6 or more ranks in Heal
+2
Surgeon has 15 or more ranks in Heal
+2
Character is involved in combat with monsters
within 24 hours
-2
Monsters have a disease-causing attack
-4
Character has cure disease cast on them
+8
Character spends time in squalid conditions
(slums, poor area, etc).
-2
Character has been within 5ft of another diseased
character within 24 hours
-2
Technology level is crude or poor
-2
Prosthetic technology level is advanced
+2
Technology level is high steam-power
+4
There is always a danger of infections or blood
poisoning for characters with prosthetics and they
tend to be slightly more vulnerable to diseases. A
character with any prosthetics suffers a 1 penalty
to saving throws against disease.
Prosthetics
escribed here is a list of different prosthetic parts that can be surgically grafted
to a character. Some are more advanced
than others and as such a culture might not have
access to all of them, more likely just the cruder
forms with more advanced prosthetics being created only by individual master craftsmen and
found as relics of ancient civilisations.
The category assigned in the Size entry is for a
character of Medium size. Characters of larger or
smaller size have to be fitted with prosthetics
scaled accordingly, which may mean they need a
larger or smaller engine to power them.
page 74
page 75
page 76
Diseases
page 77
page 78
Prosthetic Upgrades
Name
Alchemists Breath
Arcane Vision
Arm Spikes
Augmented Strength
Blood-Feeder Engine
Crystal Iris
Injection System
Name
Integrated Weapon
Poison Sensor
Cost
+500gp
+2,000gp
+20gp
+4,000gp
+250gp
+1,000gp
+500gp
Cost
+150gp
+500gp
page 79
Steamwork Prosthetics in a
World with Magical Healing
he prosthetic devices here can, to an
extent, be rendered irrelevant in a fantasy
world where the capability to cast healing
spells is easily available and divine spellcasters are
common. If every time a commoner gets a scratch
theres a cleric on hand to heal him, then obviously few people will ever need or want a steamwork
prosthetic.
Presented here are a number of brief ideas
about how a setting can be modified to make the
use of prosthetic devices more common. Some of
these suggestions might result in a more gritty
style of game-play when a party of adventurers
cannot simply rely on a healer to get them back up
to full strength after every battle, while others
have less of an impact on the way that the game
is played.
page 80
page 81
Beasts of S teel
Constructs
Constructs
teamwork constructs tend to be rather noisy
beasts, their joints and pistons hissing with
the built-up pressure of the steam flowing
through their mechanical body and armour plating clamouring with every movement. They also
tend to not be too bright, being driven by machine
intelligence that stems from carefully crafted sentience systems, sometimes made from crystalline
structures and other times made from amazingly
complex arrays of tiny gears. As such, most
steamwork constructs have no Intelligence score,
although in some cases constructs do possess a
more advanced degree of sentience programming.
Alchemists Hound
Medium-Size Construct [Steamwork]
Hit Dice: 2d10+20 (31 hp)
Initiative: +1 (+1 Dex)
Speed: 30ft.
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed
14
Attacks: Slam +3; or alchemists cannon
Damage: 1d6+2; or by cannon type
Space/Reach: 5ft./ 5ft.
Special Attacks: Alchemists cannon
Special Qualities: Construct, Hardness 5,
Maintenance, Scent, Volatile
Saves: Fort +0 Ref +1 Will +2
Abilities: Str 14 Dex 12 Con - Int - Wis 14 Cha 1
Feats: Scent*
Climate/Terrain: Any
Organisation: Solitary or pack (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 3-4 HD (Medium); 5-6 HD
(Large)
The alchemists hound is a veritable walking
alchemy kit, a steamwork construct packed with
as many bubbling glass flasks of chemicals as
gears and pistons. It gets its name from its
quadrupedal, hunched appearance and from the
fact that creators with artistic pretensions often
craft alchemists hounds to look like great wolves
or guard dogs made of metal, wood and glass.
Normally powered by an alchemechanical
engine, hounds are employed as guard constructs.
The myriad of alchemical devices mimics an
advanced sense of smell as well as powering the
constructs main weapon, an alchemical cannon,
the barrel of which juts out of the hounds gaping
maw.
Alchemists hounds can understand and obey
orders in one language. They cannot speak,
page 82
Craft
Automaton, Steamwork
Small Automaton
Small Construct [Steamwork]
Hit Dice: 1d10+10 (16 hp)
Initiative: +1 (+1 Dex)
Speed: 20ft.
AC: 17 (+1 Dex, +5 natural, +1 size), touch 12, flatfooted 16
Attacks: Slam +0
Damage: Slam d4
Space/Reach: 5ft./5ft.
Special Attacks: None
Special Qualities: Construct, Hardness 5,
Maintenance
Saves: Fort +0 Ref +1 Will +0
Abilities: Str 10 Dex 12 Con Int Wis 10 Cha 1
Medium-Sized Automaton
Medium-Sized Construct [Steamwork]
Hit Dice: 2d10+20 (31 hp)
Initiative: +0
Speed: 30ft.
AC: 17 (+7 natural), touch 10, flat-footed 17
Attacks: Slam +3
Damage: Slam 1d6+3
Space/Reach: 5ft./5ft.
Special Attacks: None
Special Qualities: Construct, Hardness 5,
Maintenance
Saves: Fort +0 Ref +0 Will +0
Abilities: Str 15 Dex 10 Con Int Wis 10 Cha 1
Climate/Terrain: Any
Organisation: Labourer (1 plus owner) or work
gang (2-6 + foreman)
Challenge Rating: Small ; Medium 1; Large 3;
Huge 6; Gargantuan 9; Colossal 12
Treasure: None
Alignment: Neutral
Steamwork automatons or automata are
constructs created to provide mechanised labour,
and they come in a number of shapes and sizes.
Small and especially larger automata might
move by four or more legs, or tracks, but
automatons are generally bipedal and
roughly humanoid in shape, broad
metal shoulders hinting at the
page 83
Gargantuan Automaton
Huge Automaton
Huge Construct [Steamwork]
Hit Dice: 8d10+40 (84 hp)
Initiative: -1 (-1 Dex)
Speed: 40ft.
AC: 22 (-1 Dex, +15 natural, -2 size), touch 7, flatfooted 22
Attacks: Slam +11/+6
Damage: Slam 2d6+10
Space/Reach: 15ft./10 ft.
Special Attacks: None
Special Qualities: Construct, Hardness 5,
Maintenance
Saves: Fort +2 Ref +1 Will +2
Abilities: Str 25 Dex 9 Con Int Wis 10 Cha 1
Colossal Automaton
Colossal Construct [Steamwork]
Hit Dice: 32d10+80 (252 hp)
Initiative: -2 (-2 Dex)
Speed: 50ft.
AC: 22 (-2 Dex, + 22 natural, -8 size), touch 0, flatfooted 22
Attacks: Slam +28/+23/+18/+13
Damage: Slam 4d6+18
Space/Reach: 30ft./15ft.
Special Attacks: Trample
Special Qualities: Construct, Hardness 10,
Maintenance
Saves: Fort +10 Ref +8 Will +10
Abilities: Str 35 Dex 7 Con Int Wis 10 Cha 1
for canals and moats, and other such heavy-duty
tasks.
Automatons can understand a single language
and respond to commands from authorised operators, and can handle moderately complex tasks.
They might be able to make a mechanical noise to
signify they have received and understand an
order, depending on their construction.
Combat: These automatons are not designed
specifically for combat. While they can be outfitted with weaponry they lack the heavy armour
and tactical programming of combat steamworks.
Normal automatons outfitted for construction
page 84
Behemoth
Colossal Construct [Steamwork]
Hit Dice: 100d10+80 (630hp)
Initiative: +0
Speed: 80ft.
AC: 52 (+50 natural, -8 size), touch 2, flat-footed 52
Attacks: 2 Slams +112/+107/+102/+97
Damage: 4d6+45
Space/Reach: 70ft./ 40ft.
Special Attacks: Trail of Devastation
Special Qualities: Challenge Rating, Construct,
Crew,
Earth-shaker,
Hardness
15,
Maintenance, Monolithic, Spell Resistance
25
Saves: Fort +33 Ref +33 Will +33
Abilities: Str 100 Dex 10 Con Int Wis 10 Cha 1
Climate/Terrain: Any
Organisation: Solitary or Apocalypse (2-3)
Challenge Rating: Special*
Treasure: None
Quite possibly the largest beast to walk the
earth, even if it is a beast of steel and gears and
not of flesh and blood, a behemoth towers over
even titans and dragons, the pinnacle of steamwork construction. Generally bipedal, standing
tall on massive, tower-like armoured legs, behemoths can have any conceivable appearance.
From the gold and crimson plated titanic knight
of a human empire, smokestacks alone taller than
a house and laden with feudal banners, to the
slender and graceful form of an elven masterpiece,
arcanomech engines driving its elegant movement, to the huge, hunched form of a necromancers finest hour, spines and hooks covering it
with the corpses of slain enemies and baleful
engines coughing out choking black smoke; what
behemoths have in common is their massive size
and their capability to level armies and raze
fortresses. A battle between two behemoths is an
impressive sight indeed.
Behemoths are effectively massive automatons
built for battle, and are not particularly clever.
They need the guidance of a tactical expert
amongst their crew for them to be optimally
effective.
Combat: Since most conventional troops, even
powerful heroes, are simply no threat, behemoths
tend to just wade through enemy armies to seek
out and destroy genuine dangers massive beasts
like dragons, siege engines, and other behemoths.
They usually spearhead a larger force, smashing
fortifications down to allow ground troops to
assault.
Trail of Destruction: Behemoths move over battlefields with little care for fighting the tiny creatures swarming around their feet, simply crushing them instead. Behemoths are not obstructed
in any way from moving over areas occupied by
Huge or smaller creatures; anyone they move
over in this way must make a Reflex save (DC 16)
to avoid the massive, pulverising feet and evade it
safely, or else take 4d6+45 damage.
Challenge Rating: Behemoths simply cannot be
fought in conventional terms by parties of adventurers due to their Monolithic ability (see below),
and so no Challenge Rating is provided.
Construct: Behemoths are constructs and
have the relevant traits and immunities.
Crew: Behemoths need constant
fuelling, maintenance and observance from a team of expert
page 85
page 86
Eviscerator
Medium-Size Construct [Steamwork]
Hit Dice: 4d10+20 (42 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30ft.
AC: 23 (+3 Dex, +10 natural), touch 13, flat-footed
20
Attacks: 2 armblades +7
Damage: Armblade d8+4
Space/Reach: 5ft./5ft.
Special Attacks: Razor-edged blades
Special Qualities: Bodyguard, Combat
Calculations, Construct, Evasion, Hardness
5, Maintenance
Saves: Fort +1 Ref +4 Will +3
Abilities: Str 18 Dex 16 Con Int 14 Wis 14 Cha1
Skills: Tumble +8*
Feats: Deflect Arrows, Improved Initiative*
Climate/Terrain: Any
Organisation: Solitary or bodyguard (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 5-8 HD (Medium),
9-12 HD (Large)
page 87
Constructing an Eviscerator:
Creation: Craft (Steamworks) 12 ranks,
Knowledge (Mathematics) 7 ranks Cost: 8,000gp
Living Steel
Medium-Size Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30ft.
AC: 20 (+4 Dex, +6 natural), touch 14, flat-footed
16
Attacks: Slam ++7
Damage: Slam 1d6+6 & tendrils
Space/Reach: 5ft./5ft.
Special Attacks: Tendrils
Special Qualities: Construct, Fast Healing 3,
Immunities, Liquid Form, Machine
Command, Spell-like Abilities, Spell
Resistance 15
Saves: Fort + 2 Ref +6 Will +4
Abilities: Str 18 Dex 18 Con Int 18 Wis 14 Cha
14
Skills: Craft (Steamworks) +13*
Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: 7-12 HD (Medium) 13-18 HD
(Large)
The mysterious constructs called living steel
seem to be the survivors of some past civilisation
of awesome power and scientific progress. Living
steel usually appears as a slim, roughly humanoid
figure of rippling, shimmering metal that moves
as if it were liquid; the face featureless. No one
knows whether this is their true form or whether
they mimic the forms of the races they encounter
to put them at ease or unnerve them. In fact living steel is made up of hundreds of absolutely tiny
machines, a collective being formed from minute
components that flow round one another like
water.
The exact agenda of living steel never seems
certain. They are definitely highly intelligent, and
many sages believe they are still tirelessly working on orders given by their now long-dead mas-
page 88
Iron Juggernaut
Huge Construct [Steamwork]
Hit Dice: 12d10+40 (106 hp)
Initiative: -1 (-1 Dex)
Speed: 40ft.
AC: 25 (-1 Dex, +18 natural, -2 size), touch 7, flatfooted 25
Attacks: 2 slams +18/+13; or melee weapon
+18/+13; or ranged weapon +8/+3
Damage: Slam 2d6+9; or by weapon
Space/Reach: 15ft./10ft.
Special Attacks: Roar, Terrifying Charge
Special Qualities: Construct, Hardness 5,
Maintenance
Saves: Fort +4 Ref +3 Will +5
Abilities: Str 28 Dex 8 Con Int Wis 12 Cha 1
Climate/Terrain: Any
Organisation: Solitary or Detachment (2-6)
Challenge Rating: 8
Treasure: None
Alignment: Neutral
Advancement: 13-24 HD (Huge), 25-36 HD
(Gargantuan)
Iron juggernauts are large and dangerous constructs designed specifically for battle. Its structure is
page 89
Iron Shroud
Large Undead
Hit Dice: 7d12 (49 hp)
Initiative: -1 (-1 Dex)
Speed: 30ft.
AC: 23 (-1 Dex, +15 natural, -1 size), touch 8, flatfooted 23
Attacks: 2 slams +9
Damage: Slam 1d8+6
Space/Reach: 10ft./10ft.
Special Attacks: Fist of Entropy, Soul Scream,
Spells
Special Qualities: Aura of Rust, Hardness 5,
Servitors, Undead
Saves: Fort + 4 Ref +1 Will +10
Abilities: Str 22 Dex 8 Con Int 16 Wis 16 Cha
18
Skills: Concentration +10, Craft (Steamworks)
+13, Knowledge (Arcana) +13, Listen +13,
Spellcraft +13, Spot +13
Feats: Great Fortitude, Iron Will, Necromek,
Spell Focus (Necromancy), Toughness
Climate/Terrain: Any subterranean
Organisation: Solitary (1 iron shroud + servitors)
or mausoleum (2-12 + servitors)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 8-14 HD (Large), 15-21 HD(Huge)
page 90
Manservant
Medium-Size Construct [Steamwork]
Hit Dice: 2d10+20 (31 hp)
Initiative: +0
Speed: 30ft.
AC: 15 (+5 natural armour), touch 10, flat-footed
15
Attacks: Slam +3
Damage: Slam 1d4+3
Space/Reach: 5ft./5ft.
Special Attacks: None
Special Qualities: Construct, Hardness 5,
Maintenance, Programmed Skills
Saves: Fort +0 Ref + Will +2
Abilities: Str 14 Dex 10 Con Int 16 Wis 14 Cha
1
Skills: *
Climate/Terrain: Any
Organisation: Servant (1 + master) or Secretariat
(2-12 + master)
Challenge Rating:
Treasure: None
Alignment: Neutral
Advancement: 3-4 HD (Medium), 5-6 HD
(Large)
A manservant is a steamwork construct crafted to look as close to the humanoid race that made
it as possible, its steel or bronze chassis usually
formed to make it look like the attire of a clerk or
accountant. Designed to be a mechanical secretary
for the wealthy businessman or merchant, a
manservant is something of a display of
wealth and sophistication as well as a
computational device.
page 91
Mechanised Creature
A mechanised creature is an experiment in
melding machine and flesh beyond the use of a
handful of minor prosthetics. About half of a
mechanised creature now consists of machinery
and prosthetic parts, creating a nightmarish
appearance. Created to act as guards and servants,
mechanised creatures tend to be monstrous
humanoids and animals since no one else is likely
to submit themselves to the treatment; the
process of mechanisation is horrific and painful,
and many subjects break and go insane. A mechanised animal that escapes a laboratory and runs
wild through a city is dangerous indeed. Even
those that undergo the process and remain mostly
sane tend to be somewhat mentally unstable.
Mechanised creature is a template
that can be added to any creature. Its
type remains the same, and it uses
Scorpion Sentinel
Large Construct [Steamwork]
Hit Dice: 14d10+30 (113 hp)
Initiative: +1 (+1 Dex)
Speed: 40ft, climb 30ft.
AC: 28 (+1 Dex, +18 natural, -1 size), touch 10,
flat-footed 27
Attacks: 2 pincers +19/+14, stinger +14
Damage: Pincer 1d8+10, stinger 2d6+5 + poison
Space/Reach: 10ft./ 10ft.
Special Attacks: Barbed bolts, improved grab,
lightning mandibles, poison reservoir
Special Qualities: Construct, hardness 5, maintenance, Spell Resistance 18
Saves: Fort +4 Ref +5 Will +7
Abilities: Str 30 Dex 12 Con Int Wis 14 Cha 1
Climate/Terrain: Any
Organisation: Solitary or Pair
Challenge Rating: 13
Treasure: None
Alignment: Neutral
Advancement: 15-28 HD (Large), 29-42 HD
(Huge)
page 92
page 93
Slaughterer
Large Construct [Construct]
Hit Dice: 9d10+30 (81 hp)
Initiative: +4 (+4 Dex)
Speed: 40ft.
AC: 28 (+4 Dex, +15 natural, -1 size), touch 13,
flat-footed 24
Attacks: 4 claws +
Damage: Claw d8+
Space/Reach: 10ft./10ft.
Special Attacks: Poison, slicing blades, spell
resistance 15, tear to pieces, terror gaze
Special Qualities: Aura of fear, construct, hardness 5, maintenance
Saves: Fort Ref Will
Abilities: Str 24 Dex 18 Con Int 14 Wis 14 Cha
14
Climate/Terrain: Any
Organisation: Solitary or Pack (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Neutral
Advancement: 10-18 HD(Large), 19-27HD(Huge)
A slaughterer is a terror weapon, a fearsome
construct that tears its foes apart in horrific manners. Sinuous and serpentine, a slaughterers body
is supported by four slender metal legs, while four
more limbs sprouting from its shoulders end in
slicing bladed claws. The head is featureless
except for two eyes that burn with blue balefire,
while the vents that cough out exhaust fumes
only add to the evil aura of the construct. In order
to enhance their already sinister appearance, creators often bedeck slaughterers with spines and
trophies, and paint them red or black.
A slaughterer understands up to three languages, usually Common, Abyssal and Infernal.
It cannot speak, though it can hiss and rattle ominously.
page 94
Spider Sentinel
Small Construct [Steamwork]
Hit Dice: 1d10+10 (16hp)
Initiative: +2 (+2 Dex)
Speed: 30ft, climb 20ft.
AC: 17 (+2 Dex, +4 natural, +1 size), touch 13,
flat-footed 15
Attacks: 2 Forelegs +0
Damage: Foreleg d4 + poison
Space/Reach: 5ft./5ft.
Special Attacks: Poison
Special Qualities: Construct, Hardness 5,
Maintenance
Saves: Fort +0 Ref +2 Will +1
Abilities: Str 10 Dex 14 Con Int Wis 12 Cha 1
Climate/Terrain: Any
Organisation: Solitary or Pack (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement: 2 HD (Small), 3 HD (MediumSize)
A spider sentinel is a small steamwork construct that appears like a metal spider, with
spindly legs and a mechanical central body shielded with armour plating. Useful due to their small
size, spider sentinels are found acting as guard
constructs for those who can afford them. Those
created by ancient civilisations still prowl the
ruins of their masters lands, often with other sentinel constructs.
A spider sentinel can understand a single language, usually that of its creator.
Combat: The two forelegs of a spider sentinel
are elongated and sharpened, more like blades
than limbs. A spider sentinel will simply move
into melee and attempt to stab the opponent to
death with these forelegs. They usually rove in
packs, scuttling forwards in numbers over floor,
wall and ceiling to overwhelm enemies.
Poison: The forelegs each contain a small reservoir of poison, enough for 1 dose in each. Once
the poison has been used it needs to be
refilled manually. Some ancient ruins
that sentinels still guard seem to
have working machines that refill
page 95
Steel Sentinel
Large Construct [Steamwork]
Hit Dice: 7d10+30 (69 hp)
Initiative: +1 (+1 Dex)
Speed: 30ft.
AC: 22 (+1 Dex, +12 natural, -1 size), touch 10,
flat-footed 21
Attacks: 2 slams +12; or weapon +12
Damage: Slam d8+7; or by weapon
Space/Reach: 10ft./ 10ft.
Special Attacks: None
Special Qualities: Construct, Hardness 5,
Maintenance, See Invisible, Warrior
Construct
Saves: Fort +2 Ref +3 Will +3
Abilities: Str 24 Dex 12 Con Int Wis 12 Cha 1
Feats: Cleave, Power Attack*
Climate/Terrain: Any
Organisation: Solitary or squad (2-8)
Challenge Rating: 5
Treasure: None
Alignment: Neutral
Advancement: 8-14 HD (Large) 15-21HD (Huge)
A steel sentinel is a basic form of warrior-construct, a hulking, armour-plated humanoid often
crafted to resemble a knight or similar type of soldier. Broad-shouldered and with strong arms,
steel sentinels can pummel opponents with their
fists but are usually equipped with large weapons
to attack with instead, in which case they are
also given a large steel shield.
A steel sentinel can understand one
language but cannot speak, although it
is capable of making metallic roars
Stalker
Medium-Sized Construct [Steamwork]
Hit Dice: 4d10+20 (42 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 40ft.
AC: 21 (+5 Dex, +6 natural), touch 15, flat-footed
16
Attacks: 2 claws + 6; or weapon +6
Damage: Claw d4+3; or by weapon
Space/Reach: 5ft./5ft.
Special Attacks: Poison
Special Qualities: Assassin construct, construct,
hardness 5, maintenance, sneak attack
+2d6, spell-like abilities
Saves: Fort +1 Ref +6 Will +3
Abilities: Str 16 Dex 20 Con Int 14 Wis 18 Cha
14
Skills: Hide +12, Listen +11, Move Silently +12,
Spot +11*
Feats: Improved Initiative, Dodge*
Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Neutral
Advancement: 5-8HD(Medium), 9-12 HD(Large)
page 96
Steam Wurm
Huge Construct [Steamwork]
Hit Dice: 13d10+40 (112hp)
Initiative: -1 (-1 Dex)
Speed: 40ft.
AC: 27 (-1 Dex, +20 natural, -2 size), touch 7,
flat-footed 27
Attacks: 2 claws +18/13, bite +13
Damage: Claw 2d4+11, bite 2d8+6
Space/Reach: 15ft./10ft.
Special Attacks: Improved grab, steam blast
Special Qualities: Arcane senses, construct,
devour metal, fire resistance 20, hardness 5,
jewel eyes, maintenance
Saves: Fort +4 Ref +3 Will +4
Abilities: Str 32 Dex 9 Con Int Wis 10 Cha 17
Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Neutral
Advancement: 13-24 HD (Huge), 25-36 HD
(Gargantuan)
Also known as dragon engines, these huge
constructs are crafted to appear like massive metal
dragons, fangs made from glittering crystal and
great wings of sheet steel. In fact the wings are
merely for show, since they lack the strength to
get the huge machine off of the ground. Hissing
and venting steam with every movement, a steam
wurm is a fearsome sight, usually used to guard
important treasures or items since their intimidating appearance and reputation tends to keep
thieves away.
A steam wurm has five polished gems a ruby,
emerald, sapphire, diamond and topaz set across
its head in place of any eyes, each one imbued
with powerful magic that the construct can call
upon to aid it in defending its charge. Not only
that, but the wurm can devour metals to heal
itself, the powerful processes going on within its
mechanical gut using the material to repair damage.
A steam wurm can understand commands in one language.
page 97
level sorcerer.
Emerald: The emerald bestows the ability
to constantly see invisible upon the steam wurm.
Sapphire: The sapphire bestows the ghost touch
weapon enhancement on the physical attacks of
the steam wurm.
Topaz: Once per day, the steam wurm may use
the power of the topaz to use haste as a spell-like
ability, cast as if by a 13th level sorcerer.
Maintenance: A steam wurm has a Maintenance
DC of 10.
Constructing a Steam Wurm:
Creation: Craft Magic Arms and Armour,
detect magic, fire shield, haste, prismatic spray, repair
metal, see invisible, Craft (Steamworks) 16 ranks
Cost: 25,000gp, 1,000xp
page 98
if faced with particularly technologically regressive individuals who try and stop the advance of
technology and destroy steamwork devices. They
make the most of their aerial manoeuvrability and
spell-like abilities. They flee if they are likely to
be destroyed.
Spell-Like Abilities: At will heat metal, magic
missile, telekinesis; 3/day hold person; 1/day animate objects, planeshift. These are cast as if by a 5th
level sorcerer (DC 12 + spell level).
Construct: Steam spirits are constructs and
have the traits and immunities of that type.
Inspire Steamworks: The presence of a steam
spirit has an effect reaching out to a radius of 1
mile. All Craft (Steamworks) checks in the area
gain a +4 competence bonus, and the Maintenance
DC for steamwork devices is reduced by 1 for the
duration of the steam spirit being within 1 mile.
In addition, any character within the area that
gains a new feat due may choose the Inspired feat.
Hardness: Due to its metal structure a steam
spirit has hardness 5.
Steamwork Creature
As well as the various other steamwork constructs described in this guide, engineers also
often model their creations on creatures they have
seen or heard about, either because its form and
powers suit their needs or because they simply
admire or respect the creature in question. Using
this template it is quick and easy to create all sorts
of steamworks, from huge and fierce iron wolf
constructs that breath super-heated steam (winter
wolves as the base creature), to hulking and
strong but crude automatons (ogre as the base
creature), and a myriad of other possibilities. This
is also the template used to create steamwork
familiars.
Steamwork Creature is a template that can be
applied to any base creature apart from constructs
with fantastical and bizarre sciences just about
any type of being can be replicated in metal and
steam. The creatures type changes to
Construct, and it gains the [Steamwork]
subtype.
Hit Dice: Changes to d10s. The
creature loses any modifiers to hit
page 99
Steamwork Lich
Many people fear death and wish they could
extend their lives beyond their natural life span;
for powerful necromancers this is not in the
realms of wishful thinking but a very real option,
infusing themselves with negative energy in the
unspeakably evil ritual of becoming a lich, an
undead being. In lands where steam power is well
known and science a discipline in which spellcasters often dabble, some necromancers see the
advantage in harnessing the strength and power
of steam engines to make themselves truly transcend mortal beings and even other undead.
A steamwork lich is a clattering, hissing construct about a foot taller than the norm for its
race, an imposing figure of metal that is usually
clad in the finery of the trappings it wore in life.
The machinery is crafted to make the lich look
like as skeletal as possible, the head a grinning
iron skull with its eye-sockets filled by gleaming
sapphire lenses. Most of its torso is full with the
machinery that drives it, vents and smokestacks
rising out of the lichs back like stunted wings,
and it is in the skull itself that the necromantic
phylactery is secured from harm.
Creating a Steamwork Lich: Steamwork Lich
is a template that can be added to any humanoid
creature, provided it has the Necromek feat and
can create the required phylactery (see The
Phylactery below). The creatures type changes to
Undead. It uses all the characters statistics and
special abilities except as noted here.
Hit Dice: The characters hit dice changes to
d12
Armour Class: The character gains a +10 natural armour bonus. This replaces any natural
armour bonus the character may have had beforehand.
Attacks: The character retains all of its attacks
and characters without natural weapons gain a
touch attack that deals 1d8+5 points of negative
energy. Creatures with natural weapons can use
page 100
Holy Devices
ealots, templars, and other steamwork devices created specifically by a particular religion or faith tend
to have a particular appearance depending on the
domains with which they are associated. Below are some
suggestions for how a construct or machine with an affinity to a particular domain might appear:
Air: Often slender and graceful, these machines tend to
be brightly polished and plated with silver and copper, as
well as being decorated with silk banners, elaborate engravings and tinkling wind chimes.
Animal: These machines are often covered with totems
and animal charms, from wolf pelts and tails to the hides of
beers or bulls, and the skulls of such powerful beasts as
well. They are often also decorated with crude sigils and
runes.
Chaos: Put together with little care for solidity or reliability, these are often constructed from many different
materials put together to form one machine. Their appearance is cluttered and random.
Death: Usually made from blackened metal, these are
generally decorated with skulls, totems of bones and dark
runes promising death and destruction. They are also often
driven by necromantic engines.
Destruction: Powerfully built and studded with blades
and spikes, these devices are generally highly destructive in
nature and built to cause damage.
Earth: Often crafted to appear rocky and textured like
stone, in hues of gray and brown, these machines are also
often decorated with gems and precious stones. They tend
to be of solid, hefty construction, built to last.
Evil: Generally menacing in appearance, these
machines often sprout long spikes and blades and are covered in sinister inscriptions and prayers.
Fire: These machines are often brightly burnished, and
plated with bronze and copper. They often bear red, orange
and yellow-hued decorations and emblems upon them.
Good: Often brightly polished and crafted in attractive
hues, these machines tend to bear carefully written inscriptions and prayers on them.
Healing: These machines tend to bear emblems of solace and comfort on them, crafted to appear impressive and
confidence-inspiring defenders and aids.
Knowledge: Such machines are often very well-crafted,
using expert techniques and suchlike, and are sometimes
decorated with parchment prayers and paper litanies.
Law: Angular, precise and defined, these machines are
structured and constructed to emphasise order, organisation, and reliability.
Luck: These machines are often heavily inscribed and
decorated with little charms and prayers for luck and good
fortune, especially where it relates to the reliable functioning of the device.
Magic: These machines tend to appear highly ornate
and arcane, riddled with magical parts and devices and
often powered by arcane engines. Runes, eldritch sigils and
arcane rituals are often inscribed over them.
page 101
Zealot
page 102
Beasts of S teel
Vehicles
Vehicle Upgrades
+1 Extra AC
A vehicle with this upgrade has its AC
increased by one. A vehicle can have this upgrade
multiple times, with the limit to which its AC can
be increased being indicated in its entry.
+1 Extra Hit Die
A vehicle with this upgrade has its number of
hit dice increased by 1. A vehicle can have this
upgrade multiple times, with the limit to which
its total Hit Dice can be increased being indicated
in its entry.
Advanced Sensor Array
This upgrade installs the vehicle with an
advanced array of arcane sensors and distant perception devices. It is highly advanced and usually
page 103
Heavy Armouring
This upgrade gives a vehicle hardness 10.
Heavy Fortification
A steam train with this upgrade has its cover
bonus for defenders doubled to a +8 AC bonus
and +4 Reflex bonus, providing excellent protection for them.
Homing Compass
A homing compass is a piece of delicate navigational equipment attuned to a specific homing
beacon (See Edifices of Might). The compass
always indicates the direction of the homing beacon relative to the vehicle.
Hull-Breaker
This upgrade gives a submersible a weapon
with which to attack sea craft. Usually a set
of blades along its top used to make attack
runs against a ships hull, a hull-breaker
is normally used by military sub-
Plating, Emerald
This magical enhancement allows the pilot of
a craft with emerald plating to cast invisibility once
per day as a 6th level caster, targeting the craft
itself with the spell.
Plating, Ruby
This magical enhancement allows the pilot of
a craft with ruby plating to cast fireball once per
day as a 6th level caster, emitting the fireball from
the front of the craft.
Prismatic Cladding
This magical cladding covers the craft with iridescent armour, granting it Fire Resistance and
Electricity Resistance 15.
Quake Engine
A powerful type of magical device used in tunneller vehicles, a quake engine consists of dynamos
and circuits attuned to the elemental energy of the
page 104
Sonar
This upgrade installs into a submersible or ship
a simple form of sonar powered by the steamwork
engines, giving the pilot blindsight up to 150ft in
the waters around the craft.
War Banners
This upgrade drapes huge war banners and
inspirational symbols from a dirigible, turning it
into an emblem of might and a reservoir of
resolve for warriors far below. Any friendly characters that can see a dirigible with war banners
gain a +1 morale bonus to Will saves.
Weathersight
This upgrade installs a piece of meteoromantic
machinery into the vehicle that monitors local
weather conditions and estimates future changes.
It can predict the weather up to a week in advance
with 80% accuracy, benefiting from being situated so high in the atmosphere in a dirigible. If
a sudden weather change is impending in
the next 3 hours it emits a warning
klaxon, and it does the same if
page 105
Copter [Steamwork]
A copter is a flying steamwork vehicle that
propels itself by the action of rotary blades.
Usually relatively small when compared to the
mass of some of the larger aerial dirigibles, a
copter is created from a light framework of metal
and wood that holds together a complex array of
gears and machinery that turns the rotors, driven
by a steamwork engine. With the engine doing
the work of getting the copter up in the air, the
pilot merely has to fly the thing without crashing.
Copters are fragile and not particularly well
designed for purposes of warfare, and are usually
employed instead for scouting or exploration.
They do have the advantage of being very fast
and agile in the skies, and this is put to good use
when trying to escape from airborne crews. A
copters frame does not have the strength necessary to mount particularly heavy weaponry
though it is common for the pilot to carry a loaded
crossbow or firearm by his side. Since he needs at
least one hand for the controls, usually in the
form of an array of sticks and dials, a shortbow or
longbow is not really a viable choice.
A copter has the following base statistics:
Copter
Medium-Size Construct
Hit Dice: 6d10+20 (53hp)
Speed: Fly 70ft (Average)
AC: 14 (+4 natural)
Special Qualities: Maintenance DC 8
Creation: Craft (Steamworks) 14 ranks
Cost: 6,000gp
ranks,
page 106
Dirigible [Steamwork]
One of the more exotic uses for a steam engine
is to power a dirigible, an aircraft held aloft high
in the skies by captured gas. Many people think
that a single large balloon holds aloft an airship,
but this is not the case. Literally hundreds of
small cells, each filled with either heated air or
gases that are lighter than air, are packed together
to keep the craft up. This means that even if one,
or even several, cells are damaged there will still
be plenty of lift. For further protection, larger
dirigibles may have light armour plating over the
entire structure. Among the cells run various ladders and walkways to allow people to check them
for problems and pressure levels. The view from
the very top is often quite impressive.
Below the cells hangs the carriage of the dirigible, which can vary from an enclosed and heavily
armoured gun-ship to little more than a large basket. The steamwork machinery gives the whole
thing the motive power to cruise through the
skies by large turbines or other stranger forms of
locomotion.
Needless to say a dirigible is an impressive
sight to see moving across the sky. Although it is
not very suitable for moving goods and raw materials in the same way that a train can, it is only
bad weather that limits where a dirigible travels
(although a sense of self-preservation may also
page 107
Dirigible, Personal
Medium-size Construct
Hit Dice: 4d10+20 (42hp)
Speed: Fly 60ft (Average)
AC: 13 (+3 natural)
Special Qualities: Maintenance DC 6
Creation: Craft (Steamworks) 10 ranks
Cost: 3,000gp
It can be upgraded with the following:
+1 Extra Hit Die - To a maximum of 6d10.+250gp
+1 Extra AC - To a maximum of +5 natural
armour. +150gp
Arcane Warding +750gp
Improved Manoeuvrability - Increases the flight
category to Good. +750gp
Sample Personal Dirigible
Pirate Scout
This simple construction, a rickety framework
of metal and wood that is borne aloft by a patchwork leather balloon to which the scout is harnessed, is used by pirates to hunt out potential targets, pinpointing vulnerable craft for the pirate
ship. Constructed to make sure that a lucky hit on
the balloon will not bring the scout down, its fairly cheap to maintain and fuel. When a merchant
ships crew sees one of these on the horizon, they
know the hunt is on.
Personal Dirigible with +2 extra hit dice 3,500gp
page 108
page 109
Ironclad
Colossal Construct
Hit Dice: 25d10+80 (218hp)
Speed: 60ft
AC: 25 (+22 natural, -8 size)
Special Qualities: Maintenance DC 9, hardness 10
Creation: Craft (Ship-building) 12 ranks, Craft
(Steamworks) 15 ranks
Cost: 40,000gp
page 110
Submersible [Steamwork]
Steam Wagon
Large Construct
Hit Dice: 10d10+30 (85hp)
Speed: 50ft
AC: 16 (+7 natural, -1 size)
Special Qualities: Maintenance DC 10
Creation: Craft (Steamworks) 12 ranks
Cost: 4,000gp
It can be upgraded with the following:
+1 Extra Hit Die - To a maximum of 15d10.+250gp
+1 Extra AC - To a maximum of +15 natural
armour. +100gp
Arcane Warding +1,000gp
Arcane Warding, Heavy +3,000gp
Heavy Armouring +3,000gp
Light Armouring +1,000gp
Luxury Interior +1,000gp
Steamwork Siege Weapon +100gp
Sample Steam Wagon
Dr. Almacrofts Amazing
Horseless Carriage
Invented by an innovative gentlemen with an
eye for commercial possibilities, the horseless carriage has the appearance of a normal horse-drawn
carriage, with the steam engine underneath the
drivers seat and the controls on a panel in front
of him. The passengers interior of the carriage is
lavishly upholstered - the horseless carriage is
designed as a mode of travel for the aristocratic
and wealthy, not for the poor and unwashed
masses, after all.
Steam Wagon with Luxury Interior - 5,000gp
Submersible
Huge Construct
Hit Dice: 15d10+40 (128hp)
Speed: Swim 60ft
AC: 25(+17 natural, -2 size)
Special Qualities: Hardness 10, Maintenance
DC 9
Creation: Craft (Steamworks) 12 ranks
Cost: 20,000 gp
It can be upgraded with the following:
+1 Extra Hit Die - To a maximum of 20d10.+400gp
+1 Extra AC - To a maximum of +22 natural
armour, +200gp
Arcane Warding +2,000gp
Arcane Warding, Heavy +5,000gp
Arcanomech Lights +1,000gp
Elemental Machinery +5,000gp
Hull-B
Breaker +2,000gp
page 111
Tunneller [Steamwork]
A tunneller, or mole drill, is very similar to a
large industrial mining drill, except that it is
designed for travel rather than tearing ore from
rock and has a pilot. The pilot sits behind the
drilling mechanisms in a protected framework.
As the drill tears up the rock ahead of it, it pushes the rubble around behind it, and tracks on the
drills base and sides pull it along. Mole drills are
often used to get saboteurs into place to attack fortifications, or to dig tunnels to breach subterranean locations.
The base statistics for a tunneller are given
below:
Tunneller
Large Construct
Hit Dice: 8d10+30 (74 hp)
Speed: Tunnel 30ft
AC: 19 (+10 natural, -1 size)
Special Qualities: Hardness 5, Maintenance DC 9
Creation: Craft (Steamworks) 9 ranks
Cost: 4,000 gp
It can be upgraded with the following:
+1 Extra Hit Die - To a maximum of 12d10.+250gp
+1 Extra AC - To a maximum of +14 natural
armour. +125gp
Arcane Warding +1,000gp
Arcane Warding, Heavy +2,500gp
Heavy Armouring +2,500gp
Quake Engine +25,000gp
Rock-M
Melt +2,500gp
Subterranean Sonar +2,000gp
Transport Capacity +1,000gp
Sample Tunneller - Kobold Rockripper
This crude tunneller is crafted by kobold artisans and mechanics, a massive drill behind which
the framework of the vehicle itself clings on, the
steamwork engine coughing out unpleasant
smoke. The tunneller is used for both digging out
new living spaces and mine tunnels for a kobold
underground settlement, but is also turned to military uses when needed, an excellent tool for creating traps, ambushes and new tunnels when the
enemy least expects it.
Tunneller with +4 extra hit dice and +2 extra
AC - 5,250gp
page 112
Presti ge Cl asses
escribed in this section are a small number of prestige classes designed to go hand
in hand with the concepts presented in
this guide, and to add flavour and opportunities
for the player characters in a campaign which features steam technology. Two of the classes, the
Balloonist and Steel Knight, focus on the use of a
particular piece of steamwork equipment. The
Mechanist focuses on steamwork prosthetics as
well as the philosophical idea of the superiority of
metal over flesh. Meanwhile the Inspired
Inventor and Metalworker work to spread the
knowledge of steamworks and technology far and
wide.
Balloonist
he balloonist is a sky warrior, a marksman
who takes to the air with the buzzing of
steamwork engines driving his personal
dirigible. Agilely manoeuvring his craft through
the air, the balloonist seeks to fight from a distance, making the most of his skill with ranged
weapons and the flight of the dirigible. Eagle-eyed
and with keen senses, he hunts like an eagle from
above, acutely aware of the winds and skies
around him. He needs to be, for a balloonists
weakness is the very thing that gives him his
advantages - his dirigible, vulnerable to hostile
assault.
The balloonist can fill all sorts of military
roles, most often as a scout for a military force.
Pirates might have a balloonist to locate their
prey, and mercenaries pay well for an outrunner
who can fly and report back with information.
Balloonists also work more directly in combat by
aiding from above, sniping and picking out
important targets from above the chaos of melee.
Balloonists also work as guards for mountain
passes and dangerous roads, moving back and
forth above them to check for any disturbances or
signs of danger.
page 113
BAB
+1
+2
+3
+4
+5
Fort
+2
+3
+3
+4
+4
Ref
+0
+0
+1
+1
+1
Will
+0
+0
+1
+1
+1
Special
Combat Manoeuvre, Weather Sense
Defensive Manoeuvre
Aerial Manoeuvre
Crack Shot
Evade
Inspired Inventor
he inspired inventor has a mind full of
ideas and concepts, fantastical designs for
machines and innovative ways of applying old theories. Its often so full that he has to
scrawl down his ideas in sketchbooks and tomes
to try and record them all, in shorthand and pictures that most others find hard to decipher but
which he intuitively understands. For the
inspired inventor the world is simply full of possibilities that have yet to be explored, and hes
eager to do just that. In a world without steamworks, the inspired inventor may be the genius
who creates them in the first place. In a world
where steamworks are already established,
the inspired inventor leads the cutting
edge of science, pushing the boundaries and coming up with new ideas
page 114
BAB
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Bonus Feat, Inspiration
Personal Shorthand
Amazing Visions
Bonus Feat
Dismantle
Bonus Feat
Finest Creation
Spellcasting
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
to any skill check. This can also be used when taking 10 or taking 20 with a skill.
Personal Shorthand: At 2nd level the inspired
inventor develops a personal style of shorthand
writing. Any text written in the shorthand (usually designs, theories and development notes)
cannot be understood by anyone else except by a
Decipher Script check (DC 30). Personal shorthand keeps the ideas and sciences that the inventor wants secret kept that way when writing
something for others to understand he of course
uses normal text.
Amazing Visions: The brilliant and ingenious
designs and theories of the inventor attract the
attention of a patron at 3rd level. The patron will
contact the character and provide funds for him to
develop and create new devices, but on the condition that all such designs are developed for the
patron and it is he who controls the release of the
information.
Dismantle: At 6th level, the inspired inventor is
so well-versed in the construction of devices, and
so familiar with the concepts and theories used in
putting together structures, that he can apply
these principles to dismantling them as well.
Constructs do not benefit to immunity from critical hits inflicted by an inspired inventor, and he
gains a +2 bonus to any sabotage checks.
Finest Creation: At 10th level an inspired inventor can construct his finest creation, a one-of-akind device or construct. A piece of equipment created with this ability is automatically masterwork, and has its masterwork benefit increased by 1 as well
page 115
BAB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Machine Affinity, Prosthetic
+1 Armour Plating
Prosthetic, Face of Steel
Light Fortification
+2 Armour Plating
Prosthetic
Mechanical System
+3 Armour Plating
Medium Fortification
Mechanical Enlightenment
Mechanist
or most people a steamwork prosthetic is
something they wish they never need; few
are eager to lose parts of their body to have
them replaced by a mimicry in metal and gears,
even if the prosthetic is superior to the old flesh
and blood. Some are less adverse to prosthetics,
seeing their practicality in certain lines of work,
but even so they are not quick to have part of their
body carved off and a steel prosthetic substituted.
Yet a mechanist is not eager and quick to embrace
the process of replacing flesh with metal, but
indeed pursues it as a goal of enlightenment.
The mechanist sees flesh and muscle, skin and
bone, as more of an impediment than something
to be too attached too, merely one stage in several
towards a final enlightenment. To him, machines
are superior to organic matter, and demonstrably
so, since metal never tires and possesses a
strength beyond that of a mortal man. A mechanist may see his path as one of harnessing the
power of machinery for his own personal
ends, or he may see it as a way by which
he can achieve a higher state, reaching
for divinity and true understanding
page 116
BAB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Aura of Metal, Master Craftsman
Heat Metal, Smite Construct
Command Construct
Mastery of Slicing Steel +1
Aura of Metal
Mastery of Shielding Steel +1
Aura of Metal
Mastery of Slicing Steel +2
Warp Metal
Mastery of Shielding Steel +2
Spellcasting
+1 Level
+1 Level
+1 Level
+1 Level
+1 Level
+1 Level
+1 Level
Metalworker
he metalworker is a divine spellcaster with
power over metal and machines, a priest
who preaches of the mechanical and the
manufactured. A master of forging and crafting,
the metalworker sees the souls of men as being
akin to the metal he shapes with his hammer in
the furnace, and he seeks to bring the words and
wisdom of his deity to those around him.
A metalworker walks amongst the factories
and industries, spreading the word to those who
labour at forge and furnace. Teaching both his
faith and his skills at crafting to his flock and
bringing his divine gifts to aid those injured in the
sparking, hammering halls of industry, the metalworker can play an important part in the community of labourers and manual workers. He is often
the first voice to demand better work and pay for
the manual labourers and mechanics when they
are repressed by the upper classes, and the first to
advocate new technologies and methods.
Metalworkers often form an important part of
the religious structure that worships a deity of
metal, forges, machines and hard work. They
may represent the members of the priesthood
who go out to spread the word amongst the
workers while other clerics administrate the
higher levels of the organisation, or metalworkers may be amongst the most
powerful and influential individu-
page 117
page 118
BAB
+1
+2
+3
+4
+5
Fort
+2
+3
+3
+4
+4
Ref
+0
+0
+1
+1
+1
Will
+0
+0
+1
+1
+1
level.
Master Craftsman: A metalworker gains a
bonus to any Craft check to create a metal object
equal to his metalworker class level.
Heat Metal: A metalworker can cast heat metal
as a spell-like ability once per day for every level
in the metalworker prestige class he has.
Smite Construct: Once per day a metalworker
can make a smite attack against a construct,
adding his charisma bonus (if any) to the attack
roll and his metalworker class level to the damage
roll.
Command Construct: A 3rd level metalworker
gains the ability to rebuke and command constructs as an evil cleric rebukes and commands
undead. The character uses his metalworker level
only for this ability, not any cleric levels he may
already possess.
Mastery of Slicing Steel: The metalworkers
mastery over metals hones the edge of his
weapons and makes them light and graceful in his
hands, granting a +1 bonus to hit with metal
weapons at 4th level. This increases at 8th level to
a +2 bonus.
Mastery of Shielding Steel: At 6th level the metalworkers mastery over metals reinforces any
metal armour he wears, reinforcing it and making
minute adjustments. It bestows a +1 bonus to the
AC of any metal armour he wears, and at 10th
level this bonus increases to +2 AC.
Warp Metal: At 9th level the metalworker can
cast warp metal as a spell-like ability 1/day.
Special
Armour Familiarity, Thunderous Charge
Armoured Grace
Avoid Malfunction
Crushing Charge
Extra Edge
Steel Knight
uper-heavy armour is bulky, slow and
requires extensive training for anyone hoping to operate it, but in return it grants
strength far beyond that of the muscle and bone
of a normal man and protects the pilot with
incredibly thick armour from outside assault. The
very best of those who pilot this devastating form
of armour become familiar with their armour and
learn its strengths and weaknesses, in time wearing it almost like a second skin. These veterans of
super-heavy armour, toughened and experienced
warriors of great skill and competence, are known
as steel knights, those who ride across the lands in
suits of steel and steam.
Intimately familiar with his suit of armour, a
steel knight learns to recognise the warning signs
of an impending malfunction and how to avoid it;
he learns how to move with the suit more naturally, rather than fighting to push the augmented
lump of steel around the battlefield. A steel
knight can push his suit to its very maximum,
getting the vital edge he needs out of it. A warrior
who uses super-heavy armour but leaves it to a
team of mechanics to keep it maintained and running will never achieve the skills of a steel knight,
even if he is an excellent fighter; a steel knight
can delve into the workings of his armour and get
it working again from the most devastating of
damage.
A steel knight may well be a member of a
knightly order or military organisation who
deploy super-heavy armour on the battlefield and
train their members in its use, representing the
very best and most experienced kind of pilot that
these groups can put on the battlefield.
Whether a noble or religious knight, or a
grizzled veteran mercenary, a steel
knight knows how to get the very
best out of the suit he pilots. A
page 119
page 120
Spells
his section details a number of new spells
designed around the steamwork system
presented in this guide.
Awaken Machine
Transmutation
Level: Invention 9, Sor/Wiz 9
Components: V, S, XP
Range: Touch
Target: Machine touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell awakens the target machine to true
sentience. To succeed, the caster must make a
Will save (DC 10 + targets HD or in the case of
non-constructs or non-vehicles 10 + Maintenance
DC). The awakened machine is friendly towards
the caster, though the caster has no special empathy or connection with it. The machine gains 3d6
Intelligence, +2d6 Charisma and +2 HD if it has
hit dice. It can speak 1 language + 1 language per
Intelligence ability score bonus it possesses.
Machines are usually awoken in this manner to
serve as superior war constructs that are more
capable of fighting with tactics and strategy, as
well as vehicles that are brought to sentience for
various purposes.
XP Cost: 750xp
Dominate Steamwork
Transmutation
Level: Steamwork 9
Components: V, S, M
Range: Close (25ft. +5ft./2 levels)
Target: 1 steamwork device, vehicle or construct
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
page 121
Meld
Transmutation
Level: Clr 4
Components: V, S, F
Range: Personal
Target: Self
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (Harmless)
page 122
page 123
Appendix
n this appendix are presented the summaries
of two of the possible campaigns presented in
the first part of this guide. These summaries
are designed to show from a rules point of view
how to integrate these concepts into a campaign
world.
such steam engines that are powered by conventional oil or coal burners are the most common
sight. Wizards do occasionally craft more complex designs that blend magic with machine but
these are expensive and rare. As such, the only
two engine creation feats available are the
Arcanomech and Master Mechanic feats.
Materials & Craftsmanship: In terms of materials, the empire of Hurdell makes use primarily
of rion and steel, with more exotic metals being
rare. The exception to this is the Imperial Guard,
the constructs of which are made from specially
treated gold. These constructs, however, are
designed more for show than for battle. The
Hurdellian level of craftsmanship is average, but
has only just advanced from poor in recent years.
As such, many devices and constructs of poor
quality are still in circulation.
Equipment: Any piece of steamwork equipment that is of Maintenance DC 8 or less, and is
not arcana, is probably not that hard to obtain in
Hurdell, and may even be a regular sight. Arcana
and devices of a higher DC are less common, with
any piece of arcana needing to be crafted specifically to order by a wizard. Only light or medium
augmented steamwork armour is available at the
moment, though the progress of science may
make the cosntruction of heavier forms possible
before too long.
Edifices of Might: The more mundane structures are common throughout the empire, but
those that bledn magic with science are either rare
or unheard of. There are plans to build a magnificent weather tower in the empire's largest port,
but this is a task of which the Imperial mechanic
mages have yet to master the science for.
Prosthetics: Only the simplest of prosthetics
are available, and even then it is difficult to find a
surgeon with more than 5 ranks in Heal to apply
the device. In general, no prosthetic that requires
more than 8 ranks in Craft (Steamworks) is available.
page 124
page 125
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this License.
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it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R.
Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document, copyright 2002, Wizards of the
Coast, Inc.; Authors Bill Slavicek, Jeff Grub, Rich Redman, Charles Ryan,
based on material by Jonathan Tweet, Monte Cook, Skip WIlliams, Richard
Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD
Wiker.
Steam & Steel Copyright 2004 E.N.Publishing
END OF LICENSE
This edition of Steam & Steel is published under version 1.0a of the
Open Game License, version 5.0 of the d20 System Trademark License
and version 4.0 of the d20 System Trademark Guide, by permission
from Wizards of the Coast.
Designation of Product Identity: the following items are hereby designated as product identity in accordiance with section 1 (e) of the open
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appearing there. The above product identity is not Open Game Content.
Designation of Open Game Content: All text not covered by the
above declaration of Product Identity above is released as Open Game
Content except for the sample campaign settings provided on pages 13,
14 and 15 and in the Appendix.
All contents of this publication, regardless of designation, are copyrighted year 2004, E.N.Publishing, all rights reserved. Reproduction or
use without the written permission of the publisher is expressly forbidden except for the purpose of review or in accordance with the Open
Game License.
The mention of or reference to any company or product in this
product is not a challenge to the trademark or copyright concerned.
d20 system and the d20 system logo are trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
System License version 5.0. A copy of this license can be found at
www.wizards.com/d20
Dungeons & Dragons and Wizards of the Coast are registered
trademarks of Wizards of the Coast, and are used with permission.
page 126
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page 127