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PRIVATEER PRESS PRESENTS oF - re) ji a) ) A y : ~ f. = 2 Mae OO LG Maxx ni (OPEN GAMES ern “The bing he eer Wl fe Cas heat Copa 0D Wir the Coo Wien) A Ras Reed tenon a cosa aus he cope ato ate om ae cntbated Open Cate ort: Deca Mabe mea cepted tnt ete Sethe ors sd tates (pada eo oder emt ngage), pout, odin, crete, Aiton eh ga, lejprmenetcimplaon sugested orn tun a eng vk ese eau eee rp) “Da ne eof ee, ‘eens tas thc wpa tart owe ate) Open ame Ute mas he ne meta a is eeae pe ces st osses ote eat ch coe dente the Prot esa atacand yi ee ‘teed Opa Game Cnet he Contant ey any vort ewer yt ca alg inal deren wks rpg ot ‘ech exes ee.) 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Coners copra ad ater 2019 rae Pen ton nga Pullers Fanaa pete at eadenare 2, Pate Pres ‘om dor oe ot wayne teen Sag wh cp “is prod cmp ihe Se on rene in esr the peng GH: LORNWROTA Pre PPADS Prestige Classes Feats Equipment... Steam Armor Mechanikal Limbs. Senvitors .. Tools of the Trade .. General Goods & Services (HAPTER THO - THE FOUNDRY... Ars Meehanika, Arcane Knowledge . GyrisTech CHAPTER THREE - MINDS OF METAL, HEARTS OF FIRE Steamjacks. THD ‘Table 1-1: "The Arcane Mechanik cal Table 1-9: Areane Mechanik Spells per Day. Table 1-3: The Field Mechan ‘Table 1-4: The Ironhead Table 1-5: The Preceptor of Cyriss ‘Table 1-6: The Mechani ‘Table 1-7: Mechanikal Construct Malfunction Damage. ‘Table 1-8: Basic Steam At Table 1-9; Steam Armor Critical Hits ‘Table 1-10: Steam Armor Enhancement Table 1-11; Power Plant Enhancements. Table 1-12: Steam Armor Rigs ‘Table 1-13: Mechanikal Limbs & Enhancements son 126 Table 1-14: Mechanikal Familiar Special Abilities. Table I-15: Servitors, Engines, and Enhancements ‘Table 1-16: Servitor Enhancements le 1-17: Arcantrik Torch Eiects. ‘Table I-18: Mechanik Melee Weapons . ‘Table 1-19: Ranged Weapons 58 Table 1-20: Advens ‘Table 1-21: Alchemical Supplies. Table 1-22: Clothing Table 1-23: Indust Table 1-24: Tools, Kits and Gating ene ig Gear. Services. Custom Fitted Wareaster Armor (base +2 mechanikal armen) Mechanikal Item Design Parameters..74 Arcane Power Source Sizes and Costs 75 78 Mechanikal Components. ‘Table 2-6; Standard Spell Rune Plate Costs to Create (by dlassand spe level). 76 Armor/Shield Armor /Shield Conduit Gost Table 2-7: Plate Costs Yeapon Rune Plate Costs... ‘able 2-10: Weapon Conduit Costs. ‘Table 2-11; Damaged or Destroyed Mechanita 81 ‘Table 2-12: Avatar Clocks... ey) Table 2-13: Devotional Engines... ‘able 2-14: Nexus Accumalators.. ‘Table 2-15: Vessels of Gyris.. “Table 3-1: Steam ‘Throw Bonuses ‘Table 5-2: Jack Chassis Costs. ‘Table 3-8: Base ‘Jack Auributes by k Base Attack and Saving Chasis Type AL ‘able 5-4: Paeumatic Venting Enhancement (Strength) 17 “Table 3-5: Reflex Array Enhancements « CHLLOUT [ADEE >> (HAPTER ONE CRLLOUTS Accumulator Backlash Mechanikal Construct Trait Four Armed is Forewarned . ‘The 60,000 Grown Man— Mechanikal Bits and You 36 Servitor Traits Custom Building Sexvitors, Diills and Locks ‘Origins of the Gearbow (CHAPTER TWO CALIONTS Mechanika 101—Building Mechanika Q&A. Mechanikal Power Consumption... 63, Streamlining the Process. Planning It Out ‘Temples of Cyriss (Dexterity) ‘ us Table 345: Armor Cowling Enhancemenw.. 18 rable 8-7: Weapon Mount Enhancements... 119 CHAPTER THREE CALLOUTS Building Military Chas Jacks 109 -Afier Market Enhancements 110 Building WARMACHINE ‘fackt.cecsoeuene IB Neerotechnology It’s All About the Attia Arcane Bonds.. 125 + FOREWORD » i It's not technology that sets the fron Kingdoms apart. I's attitude. What other setting lets you walk into town with a threeton stcamjack as your bodyguard? The Liber Mechanika represents that attitule with a steam-powered stand amechanoflal. This tome celebrates a character's spirit of discovery and invention, and it puts the powers of creation in his hands from metal limbs {o steam powered armor, from mechanikal familiars to clockwork vessels k ‘of Cyriss, and fom steamjack to steam plant. This book gives the players and their characters—expedially those jaded arcane mechaniks out there—a chance to show the world of the Iron Kingdoms just how deep down greasy, dirty,and dangerous a steamo with a talent for magic can be The realm of the mechanikal in the tron Kingtoms contains myriads of opportunity from the foundy'to the batilefield and from dank haunted ruins to the heist ofa lifetime. Within this book.re the ‘magical inventions you want to create and to build upon the core presented in the IKC Mechanika makes the world of the Iron Kingylomss go around, and to quote Matt Wilson we wanted to give you ‘Something that was “clunky, hunky, and chunky-monkey” We serve up this smorgasbord of steam and steel, and portantly ne listened to what you wanted on the menu: clarified rules for feats, new items, prestige classes, ka, arcane knowledge 10 a revitalized and reimagined arcane mechanik base class, expanded rules on mechs add to your repertoire, and cules for steam-powered armor, building your own steamiacks, and an expanded. section on the technology of the Cult of Cyriss—Cyrisetech We have given GM's the material to realize a potent new threat orallyin the Iron Kingdoms, The cult of Criss is notjust some odd fringe cult anymore. When you realize the power they have at their fingertips, you will begin to reconsider the way you might see these strange acolytes of the Maiden of Gears. The potential for the cuit of (Gyriss has expanded signi ‘against the characters in your games, tly, and the secrets of their great work can become a vital power to work wi Players familiar with the Tron Kingdoms through WARMACHINE will he happy to know that we have also provided a means to construct and create warjacks compatible with WARMACHINE. With a framework that converts material from the game of steam-powered miniatures combat, you can begin porting in your favoriie ‘warjacks for use in RPG encounters. The Liber Mechanika is not a full-on Monsternomicon, and like any good mechani you better be resolved (oa bit of dorit-yourself work. The structure is here though, anid you can have anything from a Charger to a Juggernaut up and running in a few short minutes for encounters players will not soon forget With this book in your hands, flip through it and begin to plot the construction of your diabolical «cally, anid begin to think like a mechanik. Let your friends in on your plans or keep Your machinations all to yourself. Retreat 10 the workshop to scheme up a potent new device. Whether it i jack or a fully armored servitor, a temple of Gyriss, or some diabolical arcane engine, the power of mechanika is all yours. Use it MECHENIKH IN THE [ROW KINGDOMS ‘The use of the word mechanika in the realms of westem Immoren refers to the fasion of sei Mechanika is tie ward used to refer to an amalgamation of moving parts andl bits of which most norm wwestem Immoren have no inkling of understanding. It refers (0 accumulators, rune plates, arcantrik engines, ‘arcane turbines, and all manner of devices used (0 generate magical force with the aid of mechanical advantage. Even a steamjack withow its cortex is simply a mechanical shell, yet onc ‘mechanika. Technology guided by magic and magic created through the use of technology is the exsence of mechani ndl magic. becomes i implanted with the corte: EE iter Mechasita 7 In an Iron Kingcloms campaign, mechaniks is another method of using magic, creating devices, and craling mechanikal alles, Ivallows for items to se batteries that store magical energy, devices that can cast spells and constructs ith brains made fcom magical components powered by sean engines. Mecianika in an Iron Kingdoms ‘campaign can be simply favor and flare a GM chooses to use to give the game atmosphere. Alternatively ean bert vital component tothe game with player characters using abilities to create, control, and explore the use of mechanika in the context ofthe campaign world ‘The importance of mechanika and its impact on the world of the Iron Kingdoms is one of progress: ‘Though technology does notmove at break neck speeds, innovation and invention have a place. Cities are becoming more ‘moderna with sewer systems, transportation systems, gas lights, and the various amenities technology allows. Homes might not have gas-powered stows, but it is not beyond mightbe invented in sion that in the span of several decades such devices he Iron Kingdoms, Sul the Iron Kingdoms i a realm with a strong magical tradition. Though mechanika does wot counter the ideas of the ise of muagi, wizardry expect ‘on magic than technology: there are always gning to be aspects of society that would rather rely The: rartofthe atmosphere of thesetting. The use oftechnology melded with magic has brought steamjacks, warjacks, varcaster armor, mechanikal weapons, and many other devices to the forefront of warfare in the realms of Immoren. However the level it pervarles a GM's campaign is truly up to the OM and players. 1: of mechanika in the Iron Kingdomsisa ke ‘An Iron Kingdoms campaign ean center on the themes that embrace technology, or it can ignore them completely, The Iron Kingdoms contains a multitude of possibilites for storytelling, and mechantka is just on aspect of that story: Howeren the ideas of the exploitation of technolegs; the dangers of invention, the creation of a Promethean device that serves as a Pandora’s box af change, the wonders of technology, or the impacts of call compelling themes to explore in the course ofa campaign. [Fyou choose to ka in you game (I'm guessing youalready hve since youare reading this). one of the mos important ‘modernization onaneientways: : things to consider is the impact of technology on the world aroui ‘Technology empowers, and it can change 2 person's capabilites, Imagine a crippled nobleman mude whole with the use of a mechanikal arm or the impact on the Tocal coalmine when arrives. How does the technology affect the surrounding people? How do those changes ripple outward? It is : important to consider the impact of such invention. How the populace of a nation views the use of these devices. shapes a nation’s attitudes, and the people of @ nation often rellect those attitudes in their actions. ned for excavation steamjack desi The kingdoms of western Immoren have been affected by the use of mechanika in different ways. In Ord itis a luxury retained only by the elite where antiquated warjacks are maintained by a faltering military. Ip Llael itis distraction from the more h ative means of alchemy and wizardry although recent events might have changed that perception considerably. In Khador mechanika is the backbone of an industrialized nation on the verge of being horn into a new Empire. In Cygnar the use of mechanikal devices is the aegis of the military. a staple of industry, and a vital tool for progress, commerce, and trade. Among the faithfully devoted of the Protectorate of } Menoth, mechanika is proscribed thing only used by the armies of the faithful in their batile for liberation y created by heretical knowledge and forbidden rites | When using mechanika in your games, remember it can be window dressing when you need it to be and important story device when demands call for it. The devices cm be a character’ best {Fiend or worst enemy. the situation, i ‘On Experience «+ BASE CLASSES » ARCAHE MECHANIC Who knows what possesses these filthy Iumans? Their unwholesome need to build devices that are bigger, louder, and dirtier than the last is obviously a sign of the corruption of their kind. That they are surrounded by their cunning mechanika only. makes them challenging for the hunt, more Narn, Josan mage himter of the Retribution of Seyrah. DESCRIPTION The arcane mechanik is a master of channeler of arcaneseirgjzH isa gifted and adept practitioner of the ars Of artifice and ‘combining clockwork, scence, and nage into a unified wholeto produce wonders oftechnology ‘known asarcane mechanika. Though die Cr Cf the arcane mechanik might seem, eited to the depihs of foundries and steamefilled forges, Some of these artisans test their silly in ancient halls, foreboding groves, and dangerous erypts employing their creations against the threats dwelling w thin. Adventurers: For most arcane mechaniks the ‘workshop, forge, oF foundry isthe only place they want to he. Those who are filled with the spiritof wanderlust and a need for excitement seek adventure as test and trade theirs way (0 and inventions. Alignment: Though arcane mechanils are not restricted to a particular philovophy of life, most tend to lean tovard the analytical and the pragmatic. Law and Neutrality are common alignment el the arcane meehanik. Sull, some of the imechaniksare frenetic and chaotic souls: th a passion to move on fo new challenges before the last projects are finished, GAME RULE [FORMATION Abilities: Above all, ‘important ability an arcane mechanik has. An arcane mechanik’s Graft skill, spelleasting, and ability to ‘ereate are based directly upon his ineliect. Intelligence is the most (Class Skills ‘The Arcane Mechanik’s class skills (and the key ability for each) are Appraise (Int), Concentration ‘Taote 1-1: Tre Arcane Mecranix ments of (Con), Craft (Int), Craft (clockwork, mechanika, steam exfgine) (Int), "Jack Handling (Wis), Knowledge (arcana, mechanika, any Profession (Wis), Profession (mechanik) (Wis),Search (ing), Speticraft (ny) science or technical), ‘Skill Points at Ist Level: (6 + Int modifier) x4. Skill Points at Each Additional Levels 6 4 tnt modifier, (Glass Features All of the following are features of the arcane mechanik: Weapon and Armor Proficiengy: The arcane mechanik is proficient with all simple weapons and light armor. An arcane mechanik issuscepuble o spell failure while casting in armor ifthe spell has a somatic component. ‘Spells: Beginning at 1st level, an arcane mechanik gains the ability to castarcane spells. To casta spell the Lowel Race Attack Ronue FortSave Ref Seve 1 0 “0 +0 zi 4 0 o 3 2 4 4 4 a “1 ” 5 3 1 a 6 45 2 a 2 +5 2 2 8 407+ 2 # 9 0/1 3 a wae 8 ss Mo 6/8 3 s Bhd 4 a 1B 48/+4 4 # Ho 0/5 4 a 1 0/5 “5 1 IAB AL 6 8 7 H1B/a7/42 8 8 1B HS /8 4 16 40 19 Ha/sl0/+4 +6 +6 2 5/s10/i6 6 6 Will Save Special 2 ch rune plate, fabrication score (10%) 8 Gharge accumulator 8 ‘Honus feat, mechanika famiarity 4 4 ‘Mechanial familiar fabrication seore (15%) 5 Bonus feat 6 Special aby 6 Bonuis feat a Fabrication score (20%) 8 Bonus feat. special ability s 0 9 20 = at 1 2 ‘Special ability fibication ceore 0%) arcane mechanik must have an Inte igence score of at least 10 + the spell’ evel. An arcane mechanik with an Intelligence of 10 oF lower cannot cast Iigher dian O level spells Arcane mechanik bonus spells derive trom the character's Intellige agains) an arcane mechanik’s spells have a Difficulty Clase of 10 4 spell level 4 Intelligence modifier When the table for spells per day indicates 0 spells ofa given Jevel, as with 0 Istlevel spells at 2nd level, the arcane ‘mechanik gets only honus spells to which he would be ceniitled due to his Intelligence spell bonus. fe score, and siving throws Arcane mechaniks choose spells from the mechanik/sorcerer/wizard spell Ise The areane mechani is limited in the number of ypellshe can cast per day, listed in able 1-2. Arcane mechanths learn: propare spells using the same guidelines as wizards. Liber Mechanika: Much like a wizard, an arcan mechanik stores the spells he knows in a spell book, in this ease called a Liber Mechanil 1ed tome also contains any fique sche ‘cane mechanik creates. In order to memorize and prepare spells, the arcane mech access to his Liber Mechanika and follow the si quidelines as wizards, ‘An arcane meehanik begins with three Glevel spelis and 2 first level spells in his Liher Mechania. In addition, the Arcane Mechanik knows an additional 0- leyeland Istlevel spell for each point of his intelligence modifice At each new areane mechanik level, the arcane mechanik learns single spell of hischoice that he is capable of casting. An arcane meclanik can also scribe spells from another arcane mechanik’s Liber -Mechanika, or he may scribe spells from scrolls Fabrication Score: Beginning at Ist level and upon atiaining every five levels duereafter (Sth, 10th, 15th, and 90th), the arcane mechanik is rewarded fabrication score which decreases the amount of experience an areane meehanik must pay to fabricate and draft a mechanikal item, For instance, a 5th level arcane mechanik would pay 15% less XP than normal for the drafting andl fasion of a mechanika sword. Bonus Feats: At 9rd, 6th, Ith, and 12d level, an arcane mechanik gains a bonus feat, At each such ‘hoose one of the following feats: Hanson experience I] Tania 1 Arcaye Mrcuantk Seri per Dav Level 0 1 2 3 4 5 6 Tera 1 = = ieee cca ee (Li Tonia 3, eon et —_ (aa - jaan al : (ih i ae ia he uo4 ins? ieee 13s ee eiwe Ee 2s PM Se Bice 0 8 ee 25 10 wf Sar voo6 6 6 6 481 (Pees Wo 4 5 5 5 5 4 2 ea ee a Graft Accumulator, Graft Gerebral Matix, Graft Cortex, Graft Mechaniksl Construct, Craft Mechanikal Prosthetic, Craft WondrousTtem, Mechanikal Specialty, and Union Steamo, The arcane mechanik must stl meet all prerequisites for a bonus feat, inciuding level and feat requirements and skill rank minimums. ‘These bonus feats are in addition to the feats a character of any class ge's from advancing levels Etch Rune Plate (Ex): At Ist level the arcane mechanik gains the Bich Rune Plate feat for fice, regardless of prerequisites, Mechanika Familiarity: An i never needs to make a Craft (mechanika) check to luse a mechanikal device he He also galus a competence bonus to all Craft (mechanika) skill checks {o use foreign mechanika, replace accumulators and rune plates, and to repair damaged mechani equal tohis evel (maximum +10). arcane mech tas bi Charge Accumulator (Su): Beginning at 2nd level thearcanemedhanikean beginchargingaccumulators by hooking himself and the accumulator into an aareane condenser, For each spell level expended by the arcs Jmto an accumulator cell. For instance i a 5th level arcane mechanik expended a 2nd level spell and to Ist level spells (for a total of 4 spell levels), the accumulator would gain 4 charges. Arcane mechaniks, of Shd level or higher never need to worry about aaccumlator backlash. For more details see pages 92 and $24 of the JKCG, .¢ mechanik, he ean place a single charge AGCUMULATOR BACKLASH encase ORS 0 108 LEFT AONE NES For Tes NRDALS SP LIS EHP, JCCLNULATOR 0 ‘Snel ages Ss teas mix casas), On AsO $0 1 Toe GKIID Te OWA 6 NOAMEIATOR DENS [pint Smacasrns Ai, CNAME TO USE AX AIGA CONDENSER Onc asruicarmensmces Ti coworcex reas Me pernCLZT10STOW THECASTIR LSE MAM “Wr sa (D159 TSN cr st, rs TASAMED) rnruoues (ot “Onions srr” aon 1k GURCE LMT). Eve ot te snLcasin iw AXRK SAN TRC AS ovimovorn cr sTOR ESILOUES TT AS FT 1D MS riven (ax “Davcino Accinmaron’, IRCG va #26). FoRnixsou, na: oxDrcenni1 oNsTaOn 8 THE MOS Taf yrsts or oxronany fsrtacrscr asd WSEOM BALACE Aves weGUNS OF 280 LEO CER ARE NOT LECT 10 Oyun saree Liorracaomiaion Gauss Sissnuno sucaecstor: 12 cuca Haw sectiatoe: 4 nna Mechanikal Familiar (Ex): At Sth level the arcane mechanik has learned enough about mechanik that hhe can bonel with a Cerebral Matrix. In doing so the arcane mechanik can gain a funiliar made entirely ‘out of moving parts drawing power from either 2 clockwork engine, small steam plant, or accumulator “This creature fanctions 26 fa abilities a faniliar does. Formore detailson mechanikal familias, please see Equipment: Sersitors (pg. 41) nifiar and gains all the ‘Special Ability: Starting at Sth level and again at 19th, 16th, and 20th levels the arcane mechanik gains 1 special ability of his choice from the following: Overload (Sp):The arcane mechanik can overload & single mechanikal item (such as an arcanuik ‘neapon, shield or other mechanically enhanced item), of his construction that he chooses at will as long it has an arcane accumulator installed it The arcane mechanic may sacrifice any non Oevel spel he has prepared and then makes a ranged touch avack (io a maximum of 80 feet) against the piece of mechanika he wishes to overtoad with an impulse of arcane will. The resulting overload detonates the Accumulator within andl destroys the mechantkal stem and the accumulator: The arcane mechani may use is ability once per day for every 4 levels of arcane rmechanik he possesses. Bonns Fat Instezd of choosing a special ability, the arcane mechanik ean choose a new feat from the list of bonus feats normally available to the arcane mechanik, ‘This special ability can be taken multiple times, Mockanital Innovation (Bx): The Arcane mechanik reaches the pinnacle of his craft when hie is capable of making @ mechanikal innovation. The arcane mechanik creates a device, process, or theory of stich a scale that it could potentially alter the fature ‘The arcane mechanik discovers this innovation, but others who wish to learn it must spend a normal feat selection to do so. A good example of this would be any item creation feat (Graft Mechanikal Construct, Ceaft Cortex) that has changed the face of the Iron Kingdoms for all time. ‘The player should work with, the GM (o discuss and develop the rales necessary for the innovation and any other specifics regarding mechanika creation as outlined on page 63. Arcane ‘mechanils may only take the Mechanikal Innovation ability at 16th or 20ch level. For instance, Commander Adept Sebastien Nemo has spent years clevelopi powering watjacks. The creation of such an item, @ ‘arfack that mans off electricity as opposed 10 steam. i ‘ofa Mechanial Innovation. a viable stonncbamber for Skill Mastery: Thearcane mechanik selecisa number of Inteligence-based skills equal to 3+ his Intelligence: ‘modifier. When makinga skill check with one of these skill, he may take 10 even if stress and distractions ‘would normally prevent him ftom doing so, An arcane ‘mechanik may gain this special ability multiple times, selecting additional skills 0 which toapply the mastery ‘each time. Attune Device (Fx): The arcane mechanik may atuane a foreign mechanilal device (one he did not ereste).. He no longer needls to make Craft (mechanika) skill checks to use the device. An areane mecha a number of atmned devices equal o his Intelligence ‘modifier Atuning a device takes 5 minutes of concentration while holding the device. Breaking attunement to a device is full round action, and the device may not be attuned again for 24 hours. may have Transfer Prog (Su). The arcame mechanik can directly power a mechanika item he has created wsing Dis own innate magical energy: After I full hour of rest the must hold the item and sacrifice a number of spell levelsequal 10 thechargeshe wishes oimbue within it. ‘The arcane mechanika charged by this special abilicy retains the charges until § hours have passed. Arcine Supecger (Si). A sneer ee the effet Of one of the folowing metamagie feat: Empower Spel, Enlarge Spel, Extend Spell or Masiite Spell Thearcane mechanikmustattach himselioan arcane corer aed tcccintlai @itatl ca Oe in it Upon casting a spell he wishes to supercharge, he drains the 10 charges from the accumulator and incorporidliacah cerciigite: cares eee ‘mechianik may gain ths special ablty multiple umes, Ae time, The arcane mechanik cannot sche effects of aca supecharger with spells alread ened by -meramagic feats. { ee PRESTIGE CLASES >» ‘The following section describes various prestige asics existing in the Iron Kingdloma—clawes touching, ‘upon the world of mechaniks, The following section introduces the following prestige classes. Field Mechanik: The field mechanik is 2 baitle- hardened junk jockey with a penchant for running into battle to fix badly damaged warjacks. With theaid ‘of bodgers or assistant mechaniks, this fearless gear hound becomes a machine shop, stopgap trooper, andl backbone to any warjack-heavy armed force sent into bawtle Ironhead: Steam-powered cavalier of ule tn Kingdoms, the Ironhead is a mechanik who has built and customized a suit of armor that he wears, in battle, He relies on his skill as a mechanik and his, ability to guide the armor to survive the dangers of the battleneld, Preceptor of Gyriss: Analytical, Gevout, and driven by his faith in the goddess of progress, the Preceptor f Cyriss seeks to shed his fleshly form and take on the ‘mantle of the machine. Mechanist: The mechanist works on creations sich as servitors and ani clockwork and accumulator powered much iess demanding than ‘jacks yet clfective i used properly. (Glass Name Abbreviations: Then: ‘are abbreviated as follows ironhead; PoC, preceptor TA iter Mechanites FIELD WECHANIK Hand me that cortex ratchet and keep that bloody conduit bundle stilt! Damn it Gorbek! Did I tell you to let the reflex ratchets...mank it! One of you jackheads kick Corbek’s body out of the way and get that clapped out conduit bach in its socket! Journeyman Mechanik Rasen Hellsberk, Ficld Mechanik for die Gyiguaran ud Hesyy Infantry mending a fallen Lancer at the Baitle of Deepwood pass. DESCRIPTION The field mechanik is the one running through volleys of gunfire and venomous blasts of mystic energies coax nineton armored behemoths back into operation. He is a tougher, hardiey mechani and geittier used to the blood and guts of the battlefield, sith a cool head and the resplie needed to mend metal under fire. Born out of the need for ba training efch held mech: the rigors of combas, the art of speedy repair, and the ability to get the job done even while wounded, FIELD MEGUENICS 1 THE [ROM KINGDOMS Adventurers and risk takers by nature, field smechaniks t eal skill into the bloody ground of war. Most of them are battle: hardened aad come from cither military (raining for mercenary traditions where they have hecome Je worthy engin ik receives readies him for we their arcane and tec! experts in combat repair: I is a job without glory but these tough and determined Few are often vital to maintaining advanced military anits or mercenary bands. Field mechaniks keep all the me «combat detachment in order, and du they make sure the wasjacks stay standing. Vall foolhardy, andseen at madby mostregularmechanik, the field mechanik is a vital component of many military detachments and mercenary companies in the Iron Kingdoms. HOTABLE FIGURES laff Yoneriktov (male Khard Bdg3/AMK5/ FAIS): One of the most seasoned and adept of the inservice to the Khadoran 5th Border Field mechaniks legion, Olaf Vonerikior, otherwise: know uy Dial, has seen himself in the service of many of the Haralson Bsperience 15 RefSave —WillSave_ Special 1 0 2 12 0 Combat repair 1d a a # ws 0 oes mechani 3 # a 8 At Combat repair +2¢8 4 3 4 4 a Uncanny bodge ° 8 4 4 a ‘Combat repair +28 ‘warcasters of the Khadoran Empire. The mechanikal Glass Features prosthetic arm replacing the one lostto the keen eye fa Defender warjack during border skirmish near Deepwood pass makes Olaf easily recognizable on the battlefield Karzamelekkamanoankele, “Kazza” (male Gober Ber8/FMR3): Kazza the Turtle is so named for his ‘unique tactic of climbing nwo the innards of warjack, to stay safe from enemy fire. Formerly a bodger for (Gygnar, Kazza’s departure from the Cygnaran military jvas not on friendly terms, Kazza found himself on. the brink of death due to the poor tuctical decisions, of a journeyman warcaster, and when the diminutive gobber's complaints went unheard, the adroit and. tricky litte gobber abandoned the banner ofthe Swan. Kaze now sells his mechanikal services to whomever. he chocses. GAME RULE INFORMATION Flic Die: a8 Requirements ‘To qualify w become a field mechanik, a character must fulfill the following eriteria: Slalls: Profession (Mechanik) 6 ranks Feats: Mechanikal Aptitude Special: A character seeking to become a field smechanik mast have the Demolish class ability. Clase Skills ‘The Field Mechanik’« class skills (and the key ability for each) are Climb (St), Concentration (Con), Craft {mechanika, small arms, steam engine) (Int), Disable Device (Int), ‘Jack Handling (Wis), Knowledge (mechanika), Profession (Wis), Spor (Int). Skill Points at Kach Level: 4+ Int modifier. All of the following are fearures of the field mechanik: ‘Weapon and ArmorProficiency: The ficld mechanik is proficient with all simple weapons and light armor as well as being proficient with the use ofa rivet gun (see paige 58). Field mechaniks with arcane spell ability are still susceptible to spell failure when wearing armor and casting spells with a somatic component, ‘Combat Repair (Ex): At Ist level and again at 3rd and Sth level, the field mechanik gains the ability (9 make combat repairs on warjacks and steamjacks. is « full round action and requires mechanik make a DG 15 Craft (mechanika) check. Ir'the skill check is successful, the character immediately grants the construct a number of Cemporary hit points (to the construct’s current ‘maximum iumber of hit points) using the dice of hhis combat repair ability to determine the amount. ‘These hit points last for ten minutes for every level of field mechanik the character has. Focused Mechanik (Ex): When making a rat (mechanita) sill cheek, the field mechanik may take 10 even IPstress and distractions would normally prevent him from doing so. Uncanny Dodge (Ex): Starting at 4th level, a ld mechani ets allow im to react to incoming threats on an instinctive level. He retains his Dexterity bonus to.AC (fang) even ifcanght flac footed. However, he sill loses his Dexterity bonus to AC if immo! lized. Ifa field mechanik already has Uncanny Dodge from a different class he automatically gains Improved Uncanny Dodge (as per the rogue ability) instead. Poe got the steam boiler armored with an inch of plating—a widowmaker’s rifle couldn't punch it. The cowlings got six layers of heavy Waddington cotton in a Tining of alchemical resin to insulate the coffin. Power frame is pneumatic based, pressurized steam, Either arm can lift up to @ ton—Morrow willing. With proper leverage I can throw a sleamjack 30 feet. _—Adep: Beanet Belzer, discussing his newly built head armor before the Battle of Meer’s Row. DESCRIPTION ‘Asa ton of metal wrapped around a core of flesh ‘and bone, a sole man, his steam-powered armor, anda need to inflict severe damage on the enemies around him make up the ironhead—a prime example of man lusing technology to overcome the obsiacles around thim, The ironhead is an expert in the use of custom steam-powered armor, a master of the cocoon of iron that protects him 2s he sets out to bring aworld of pain. 10 any unfortunate enemy crossing his path. Together the ionhead and his armor form an unforgettable symbios's of arcane and mechanikal power that suide across the batileield as confidently as a warjack LONMERDS 1H THE [RON KINGDOMS ‘The ironhead is a rare but welcome sight on the Dbatdeield. As these mechaniks clad in massive suits of the tides of ‘armor stride into action, one can be su ‘Tavis It: Tae TRoNHEAD battle are about to shift Ironheads themselvesare often part of fnercenary band. ‘The fact most of them earn ‘good moncy waging warisjusta bonus. Fev ironheads are into it for the financial benefits. The thrill of lsing life asa steamjack, exerting massive mechnikal strength, and bringing weapons to bear no mortal man could possibly wield seems to be rewarding enough. Tronhead culture is an odd mix of bravado, scientific discourse, and test bed for some of dhe most exotic designs seen in the field of arcane mechanika (barring these of the Strangelight Workshop). These steam-powered warriors often style themselves after knights of the thousand cities era, oc they name their 9 aficr Colossi used in the Orgoth Rebellion. tr famous heroes of legend. The ironclad is a cross between a romantic knight errant and a scientist constantly seeking the thrill of battle while perpetually perfecting the very armor keeping him alive. A retinue of bodgers, mechanils, and adventurers hang about seeking to share in the comnion glory of battle and maybe eam a few coins as well NOTABLE FIGHRES Adept Jeremiah “Bloody Murdec” Coventry (AMK10/IF145): Bor in Highgatea decade before the Scharde invasion, Jeremiah Coventry was orphaned. when a Cryxian war party daughtered hoth his parents, anda group ofrefugees heading inlandio fndtransport to Caspia. After growing up under the guidance of his uncle, Coventry begun studying the science of mechanika. Using his hard-earned knowledge, he became one of the first of the modern itonbeads with, a suit named Bloody Murdes The farnous spends his spare time with the Highgate Hellions, a ‘group of mercenaries and acventurersWwho specifically target Cryxian incursions along the Broken Coast. Base Atiack Bonus #1 @ +8 a 45 Special Battle ready, mechani, fll metal arn Merge ion, powersuain Power tactic Merge non, powersra Power tactic GAME RULE INFORMATION Hit Die: 48: Requirements To qualify © become a fulfill che following eriteria: Skills: Graft (tnechanika) 8 ranks Feats: Craft Steam Armor; Exotic Armor Proficiency (Steam Armor) (Class Skills The ironhead’s class skills (and the key ability for each) are Appraise (Int), Craft. (mechanika, steam engine) (Int), Disable Device (Int), intimidate (Cha), Jock Haneling (Ws), Knowledge Profession (Wis), Search (Int) (mechanika), ‘Skill Points a¢ Each Level 4 + Int modifier, Clase Features All of the following are ironhead class: features of the Weapon and Armar Proficiency: The iranhead {gains proficiency in martial weapons Baitle Ready (Ex): AV Ist Ievel an ironhead learns how to move in the armor he has built. The character adds his ironhead clas level 10 any Strength or Dexterity-based skill rolls made while wearing the Full Metal Arm (Ex): While wearing his armor, the ironhead gains the benefits ofthe power attack ‘Mechankal Adept (Ex): The irouiesd is a skilled mechanik continually learning the art of producing ‘mechanika, From istlevel onward, treat the ironbead!'s tas levels ar arcane mechanik levels when caleulating: his total fabrication score. For instance, a 5th level arcane mechanik, 5th level ironhead would have a fabrication score of 20% (the fabrication score for a 10th level arcane mechani). Merge Tron (Ex): At 2nd level and again at 4th level the ironhead learns true nuances of the armor and how to upgrade it The ironhead can add equipment slot to his armor in any location that does not already have one (either shoulder, back, or Tender Epes 17 tomd). Thie added equipment slot does not reduce the armor's bonus hit points Powerstrain: The ironhead has learned how to Push his armor to extremes that others would never dare. Powerstrain can only be used when wearing steam armor, Fach time an ifonhead uses powerstrui, abilivy, the steam-powered armor suffers 1d8 points of damage + 2 points for each use of the ability that day. ‘This damage ignores the aimor’shardnes. Ar 2nd and 4th level he may choose one of the following abilities which he may pertorm as a full round action while ‘wearing steam powered armor! Powercharge (Fx): The ironhead increases the armor's movement by 10 feet when charging. ‘Morhanihal Site (Ex): With a surge of powes, the ironead ditectshis armorto delivera powerful melee sik ‘against a single target. He must declare che mechanikal smite agninst the target. Ihe 3 successful, the ironhesd armor bestows an equipment bonus to damage equal to 5¢ the character's ironhead level. The ironhead may use this ability a number of es per day equal to his Intelligence modifies ck cols Hou (Ex): Using the power of the armor and its weight as leverage, the ironhead can perform incredible feats of strength. When using this ability he lronhead gains a 5 circumstance bonus on Srengih checks made while wearing the armor. This lass for a number of rounds equal to the ironheadts class level. Steam Wervion Stance (Rs):"The steam warrior gains #5 stability bonus to ability checks made to resist being bull rushed or tripped when standing on the ground, This lass for a number of rounds equal to the ironhead’s Intelligence modifier Power Tactic (Ex): The ironhead has learned to lise the powcr of his armor to the best ofits ability. By leveraging his armor’s brute strength, he can lay waste to those around him, The ironhead may leara any one if the following feats at 3rd or Sth level but may only lise them in combat while wearing his steam-powered armor: Grest Cleave, Improved Bull Rush, Improved (Overran, Improved Shield Bash, or Improved Sunder, PRECEPTOR OF CYRIST T know you were expecting a mon- strosity of metal and steam. I'm afraid I must disappoint you. The perceptions of the fearful twist the rumors surrounding our faith. The perfect form is for those who are ready to take the step beyond flesh, however before we ascend our bonds, we must perfect our minds. —Preceptor Andre Bellworth, acolyte of Gyriss, speaking co Professor Viktor Pendrake in a seeret chamber beneath Corvis. DESCRIPTION As the gears of knowledge tum progress evolves, and the precepor of Cyriss observes and records a invention and innovation move ever forward to. begin a revolution of technology and knowledge, ‘The preceptors of Cyrite are not simple clerical devotees of Her infinite mysteries; they are acolytes of invention, accomplished creators, and phenomenon’s of genius. Philosophers, scientists, wizards, priest, and alchemisss, the presepiors of Gyiss are so deeply dewoted 10 the Maiden of Gears they eventually seek. {0 evolve their minds beyond the reigns of the flesh, ‘Those truly devoted to Her enigma ean see no better ‘way to pursue endless knowiedge eternally. PRECEPTORS OF CYRISS IN THE TRON KINGDOMS AA preceptor is not simply a worshipper or cleric ‘of Gyriss. Preceptors arv the divine emisaiies of her Knowledge and often guide worship or act as liaisons, between the faithful and those outside the faith who. they seek to bring into the fold by revealing hidden. tnuths and knowledge to those in search of the reasons, Dehind the laws of nature Preceptors have a divine and monastic approach to the worship of Gyris, seeking infinite knowledge within the sciences, magic, and faith, While many different paths lead to the work af the preceptor, their function is to advance Her great work on Cxen and. move further toward the mest advanced of knowledge. Preceptors become witnesses to the incredibly advanced technology of Gyriss and learn how to facture it. With that come uiilize and eventually ma advances'in the preceptors' understanding of the faws. jy that e, and of the cosmos, manipulations of magical modern wirards and sorcerers can only imag the sccrets to eternal life. However The limits of the human form only allow the preceptor & limited frame of time within which he can gain understanding, A human life isa brie spark, shining onfy for a moment before its Hight fades. For thepreceptors, thisshort span of time isinsafficient. To, serve Cyriss nly, a preceptor must ascend beyond the flesh, By readying his mind a preceptor readies himself for a Vessel of Gyriss, preparing his conscience to leave: a body of frail fleeh, blood, and bone behind for an cexerlasting recepiade of clockwork and metal, This ascension of soul to machine mingles the preceptor's spirit with the energies of Gjris and allows him 10 preserve his knowledge for eternity and evolve beyond the restrictions of the enade clay of mortality NOTABLE FIGURES receptor Manalli DeBergenor (male Ryn Ari4/ Gri/PoC4): An asronomes, philosopher, and. former court noble of Llael, Manalli DeBergenor is ‘well known for speaking against Rynnish polities anc, the Ministry of Llael and decrying the erase nobilit’s impact on the lower classes. He is now a scientist in cexlle serving the acolytes of Oytis asa liaison co boih, the Fratemal Orderof Wizardry and exiled Free Orde of the Golden Grudble that have ken up residence in Convis. To what end he does this is unknown, but hhe makes it no mystery that he serves the Maiden of Gears. The fact he remains popular in scientific ercles speaks volumes about the truth of the cult of Cyriss ‘and its acceptance among the learned elite of Gygrar scientific and arcane community GAME RULE |HFORMATION Hit Dieslt Requirements To qualify 10 become a preceptor of Gyriss, a character must fulfill she following eriteria: Alignment: Any lawful or true neutral Religion: Cyrise, ‘Skills: Knowledge (religion) 8 ranks, Knowledge (arcane) § rinks, Knowledge (astronomy) 8 ranks, ft (any) 8 ranks, Gather Information 3 Ranks Spellas Must be able to cast divine or arcane spells (Class Sls ‘The preceptor of Criss class slills (and the key ability for each) are Bluif (Cha), Concentration (Con), Gralt (clockwork, (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (any) (Int), Listen (Wis), Profession (Wis), Spelleralt (Int), Spot (Int), mechanika, steam engine) ‘Skill Points at Bach Level: 2+ Iatmod Class Features All of the following are features of the preceptor Weapon and Armor Proficiencies: Preceptors of Gyrss gain no additional proficiency with weapons, aniuor, or shields. Spells per Day: At each level, the preceptor of yriss gains new spells per day as if he had gained a level in a disine or arcane spellcasting elassto which he belonged before entering this prestige class. He does not gain any other benefits of a member of that class except for increased spelicasting level I the character had more than one divine spelleasting class before becoming a preceptor of Cyriss, he must use the class ‘iat allows him access to spells from Oyriss Precept: The mysteries of the Maiden of Gears are only for those who seek the hidden clues and. Knowledge Cyriss conceals in the minutiae of formulations and divine prayer. The Prepis are revelations to the faithful and profound discoveries ‘Taste 1-5: Tue PRecertor oF Criss thatreveal inowledge 0 those who venerate Her and seek to join Her great work. ‘The character gains a single precept ability at Ist, 3rd, 5th, 7th, and Sth level. A preceptor of Cyriss may select a special ability from among those described below: Michonital Matey (Fx) Understanding the fundamentals of mechanika allows the preceptor te look at the inner workings of arcane science and engineering and the ways they can mele together in a union of synergy. Preceptors taking the mechanikal mastery spectal ability guin a competence bonus toidentify, repair, and maintain mechanikal devices equal to the char precepior of Gyriss level Paragon’: Expertise yacerstanding of his part The prezeptor's ararcas of study deepens, whether they relate to engineering, science, or the ‘suid of human behavior. Insights are gained that add depth to the knowledge and analysis of matters with ‘which the preceptor has concerned himsef. Preceptors gain @ competence banus to a single specific Intelligence- or Wisdom-based skill, The bonus is equal to the character's preceptor level. A precept ‘may take this special ability maltple times, choosing a different skill each time the special ability is selected, Dive Arcona (Es): The ideals of the study of both, arcane and divine magic grant a special knowledge to the preceptors of Cys. Each time this special bis gained, ‘an arcane casting precepior OF Gris may choose © leasn, Level Bare Attack Bonus Fort Save 1 0 2 0 2 a 8 40 3 a3 8 # 4 44 4 5 4 + 6 % a 7 6 2 8 6 & 9 6 +5 to 7 @ a RefSeve Wil Save Special 8 8 4 4 S 6 Spells Per Day. Precept +1 level of existing cass Enigma +1 level of existing lass Precept _ +1 level of existing class, Enigina +1 level of exising clas Precept 11 level of existing class Fnigona 41 level of existing clans Precept _ +1 level of existing class Enigma +1 level of existing class Precept +1 level of existing clas Enigma +1 level of existing elas Maxceod pene 19} 20 ier Mechanita two dyine spells ofa level he ean currently est from the domains of Cyissinstea ofthe normal two arcane spells hhe gains for aclvancing a level. The spells learned are treated ae arcane spells for purposes of the cater: Divine casting preceptors of Gyris who select this ability may choose to learn two arcane spells and add them to the spels they can gain through prayer. These spells ate treated as divine spells for purposes of the ‘caster, Sach spells may never be faithcest [A preceptor may take this special ability multiple times, choosing different spells each time the special ability isselected. ‘Baty Control (Su) The preceptor’ discipline allows him to enter a state similar t a trance that bestows, absolute control over the body’s regulatory systems. ‘Once per day, the preceptor cm make a DC Concentration skill check in omer to activate one of the following abilities: Gain a bonus 10 a Fortinide saving throw equal to his preceptor class level. This lasts for a number of rounds equal to the preceptar’s character level Convert 244 times his preceptor class level in damage he currently has from lethal to nonlethal Enigma: Dwelling within the esoteric and highest Of scientific and arcane theories is power extending, beyond the realm of wizardry and sorcery. The understanding of these principles first led to the creation of Gyriseiech, Now the understanding. of these fields of knowledge surpasses normal exper and the preceptor leams secrets of mechanikal and lareane scieace that bend the very matter of Caen to the will ofthe machine. A preceptor gains the opportunity to select a special ability from among those described below. The character gains an enigma every 2nd level beginning ‘at 2nd Jevel and ending at 10th level. Astrometry (Su) The precepter has gained command over the planetary energies of the cosmios and may affect any arcane or divine spell he casts vith one of the following effects. The effects are applied at the time of casting and may not be app! hhas already been cast. Astrometry may be used up to three times per cay, 1 t0 a spell hat A preceptor may take this special ability multiple times, choosing a different Asirometry effect each time the special ability is selected. Laris’ Bane: Ranged and touch attack spells cast by the preceptor have their saving throw DC'sinereased by +4. Calder’: Boons Healing spells heal an. acklitional +4 points of damage, whic do not count toward the pain of healing, Charm spells gain a +4 bonus to their saving throw DCs ‘when cast wit Galder’s Boon. Lucant Aegis: Spells educing damage from fine or cold energy types have their durations and effects doubled. Wanderer’s Shadow: A spell cast uncer the wanderer’s shadow succeeds regardless of any arcane spell failure chance, and it gains the benefits of the Silent Spell and Still Spell feats Warn’: Wroths 3 caster using the Warm’s wroth casts ranged and touch attack spells fat one level higher than the casters effective spelleasting level Gongguss of Gris (Sp): The Preceptor of Gyriss may 1¢ spell summon sercitor (page 88) a number of times per day equal to half his preceptor of Cyriss of half his level. He may control servitors as cer preceptor evel Bionetry(Su} The precepror'sknowledge ofanatomy and physiology allows him to interface with other living, systemsin order to regulate body fun being’s health, and analyze potential problems with a ‘ereauure’s metabotisn The preceptor of Cyriss may use his body contro! abilities them on anyone he touches 2s long as he makes a DC 25 Conceniration check prior 10 exerting the Alternatively, the preceptor may use this ability to gain a +20 competence bonus on Heal checks without raving to make a Concenteation skill check. p to thrce times per das, and he may use Gyisstech (Ex): Within the vast store of kaiowledge available to the acolytes of Cyriss are secrets that evade even the receptors. The knowledge of producing ‘Gyriss tech isa rare and valuable gift. The preceptor of yriss gains the Graft Gyriss-tech feat, MECHARIST Look, the last time you wanted me to send one of my clockworks into a heist, it ended up full of bullet holes and I ended up with a headache bigger than a Gorax’s arse. I know you think my clockworks are bloody toys, but do you have any idea what I have to put into building one? —Mechanist Jenwell Boyle talking 10 ‘master thlef August Merdinell. DESCRIPTION Mechanists form uncanny bonds with mechanika, While bonded to a servitor, a powerful mechanist mechanisis are valued by those who recognize their considerable talents. MEGUNISTS IN THE [ROH KINGDOMS Most practicing mechaniks see tinkering and gadgetry as the foundations of apprenticeship in the far of mechanika, Mechanists are mocked for being, incapable of seeing beyond the fundamentals of fabrication and construction, and their own creations: are discounted as nothing more than mere affirmations, of accomplishment made long ago. Most arcane mechaniks éeoff at them for vasting their time on clockwork toys, yet once they demonstrate their skills, few can deny the mechanist’s ability to control useful servitors and clockwork servants. The mechanist’s ability to control his own manufactured clockwork ‘Tante 1-6: Tae MrcHanisr er Maps eprene 21 servitors borders on the level of control a wartaster Tiss over his massive 9-ton warjacks. Most earn theirrespect ‘not by creating but by actually using their servants for various purposes. HOTABLE FIGERES Dame Trazo Omandra, (female Tordoran Exp3/ AMK5 /Mecs): Not many are famous for their abilities swith what most regardas clockwork toys, yet Dame Trazo, ‘Omandra has made iter life’s work building creations. ‘of mechanial genius and using them to entertain and thrill. Dame Omandra’s Mechanikal Menageri is one ‘of the most incrediibie circus aétsin western Iinmoren. ‘Thao herself direct several apprentices to produce the show, and with an ensemble of trollkin chanters ‘and talented musicians, she provides a surreal and moving performance many have described as the most, amazing thing they have ever seen GAME RULE INFORMATION Hit Die: db Requirements ‘To qualify o becomea mechanist, 2 character must fulfil the following criteria: Skille: Craft (mechanika) 8 ranks Feats: Craft Mechanikal Construct, Graft Cerebral Mavi Special: Must hare a mechanikal familiar: Class Skills. ‘The mechanist’s class skills (and the Key ability for each) are Appraise (Int), Concentration (Con), ralt (mechanika, clockwork), ‘Jack Handling. (Wis), Knowledge (mechanika), Listen (Wis), Profession (Wis), Search (Wis), Spot (In). Skill Points at Each Level: 4 ~ Int modifier ‘Lorel Base Attack Bonus Fort Save Ref Seve 140 0 +0 2 a o wi a 2 41 4 a ase wi a a 8 4 4 ‘Will Save Special ‘Spells Pex Day, Bond servitor (1) +H level of existing elas familiar advancement, Skill wansfevence “Heel oF existing class Bond sersitor (2) =H evel of existing class ‘Onnipresence Alevel of existing class Bond servitor (8) “evel of existing class 22) Liter Mechanita (Class Features All of the following are mechanist class: features of the Weapon and Armor Proficiency: gains no additional weapon or armor proficiencies Spells per Day: Each level the mechanisc gains new spells per day as if he hael gained a ler areane spelicasting class to which he belonged before entering this prestige class. He does not gain any other benefis ofa member of that class except for increased spelicasting level Ifthe character had mose than one areane spelleasting clas belore becominga mechanist, he may choose which class provides his spells per day. Bond. Servitor (Su): Mechanisis can bond mechanikal servitors as familiars in addition to the mechanikal familiars he has. The mechanist can build or bond another servitor in the same fashion as he ‘would bond or build another mechanikal familiar but without any associated cost for the actual forming of the bond. The mechanist dl inan The bondet purpores of determining the benefits each servitor receives, the mechani’ effective level drops by 1 for each bonded servitor the mechanist has. For instance, 5th level arcane mechanik/th level mechanist with 3 cervitors would have an effective level of 7 for determining the benefits his servitors receive Bonded sersitors do not impose any negative effect on the mechanist when they are destroyed ordismised. ‘A mechanist can have one, two, or three additional servitors bonded to him as indicated by his le Familiar Advancement: The mechanist’s levels are considered caster level for determining the benefits that mechanikal familiars or servitors receive while bonded to him. ‘Skill Transference (Su): As long as the mechanist is able to wimess the actions of a bonded servtor, he may attempt to use askill through the i For instance, a mechanist might want to atterapt a Disable Device check through his servitor ata distance, Such actions always receive a “penal (© shill checks, and the servitor must havest least one functioning man and the right sort of toolsfor the task when pecforming skills requising them. Bonded servitors may be used to perform the following skil checks with skill wansference: Disable Device, Heal, Hide, Move Silently, Open Lock, and Use Rope. ‘Omnipresence (Su): The meciianist may project his awarcnies to the location of one of hisbondedl servitors, allowing him to see and hear everything occurring within a 20-footarea around the sersitor. The mechanist can keep omnipresence active fora numberof minutes equal (o7his intelligence bonus + his mechanist level ‘The secvitor must still be within 1 mile of the mechanist Disconnecting from a servitor or switching from one setvitor © another isa fll round action and requires a DG 20 Concentration skill check While using omnipresence the mechanist will saffer phantom damage if the servitor he is viewing suffers damage, This manifesis as nondethal damage equal to half of the damage the servitor suffers when struck Ifa bonded servitor is destroyed while a mechanist is using omnipresence through it, uhe mechanist must make a DG 25 Will saving throw or suffer the entire amount of damage done to the servitor as nowleuial damage and immediately he knocked unconscious for 1d5 minutes. « FEATS » ‘The following section details new and revised feats used in the Iron Kingdoms campaign setting ‘The feats from the Iron Kingdoms Charseter guide pertaining to arcane mechaniks and aspects of the use fof arcane mechonika are included here for the sake of completeness. Some of the feats originally printed a the IKGG have been revised to bring them in tine with changes that now pervade the niles surrounding. arcane mechaniks and thelr eraft. The rules for the feats here supersede the rules in the IKCC. LOUSED HANDS [GENERAL] Prerequisite: Strength 13, 6 ranks in Craft (mechanika) or Graft (team engine) Benefits: A good steamo does not need & wrench oF tool to make basic repairs to a piece of mechstufl: Instead) the character can use his bare hands if he has too, yet even with tough calloused hands, messing with bolts can tear up a man’s hands. The mechanik can make repairs without wools by using his bare hands to tuam bolts, shake loose parts, and vrestle with sharp gears and components After doing so. the steamo must seak his hands in cool water for two ows or suffer a4 penalty on all stall checks req) the next24 hours, ing the use of the seamo’s hands for Specials The character gainsa#2 competency bonus when attempting a feat of srengih requiring the use of hhis hands, This includes attempting t bend bars or break chains with his hands and even combat actions. such as grappling, but it does not include contested Strength checks for actions like Bull Rush atempts or breaking down doors. CRAFT CEREBRAL MATRIX CITEM (REATIONY Primitive precumor to the cortex, the cerebral ‘matrix sill finds its use in various constructs in the Iron Kingdoms. With current technology the cerebral matrix makes for a rudimentary substitute for the cortex and often finds use Prerequistt Rune Plate aft (mechanika) 6 ranks, Etch Benefit: Any chameter with this feat may build cerebral matrix. A cerebral matrix provides a construct with an intelligence score of 2 and bestows. an animallike intelligence allowing the construct 10, respond (0 ‘jack handling skill cheeks. A cerebral matrix kes 1 week to manufactire and costs 10. XP. and 250 GP to produce, As an object it has.a hardness of Sand 2 hit points, CRAFT CORTEE LITEM CREATION] One of the greatest mnovations of all time, the cortex is an arcane technology that allows a construct to operate with a rudimentary to advanced intelligence depending on the grade of cortex created and placed within, Ic imbues the construct with decision-making, and discretionary abilities beyond those seen in magically created constructs. This echnology has. Found applications in industry, labor: and warfare, and itetrite effects are only now cominginto understanding. as use of cortex-criven constructs has become more pervasive over the recent years, Prerequibiie: Craft Cerebral Matrix, Graft (mechanika) 13 ranks, Craft (alchemy) 18 ranks, Fteh Rune Plate, Renefit: A charicter with this feat may attempt to build a corex of any grade. Constructing a cortex. takes | week for every 1,000 gp of vale The b of a cortex must pay 1/25th of its market cost in XP. nd pay half ofits masket cost in gp for the materials necessary tobuildi —~ CRAFT CYRISS-TECH [ITEM CREATIONT The secret sciences of the acolytes of Cyriss are potent mysteries holding teemendous esoteric power The creation of Cyrisstech isan almost unfathomable L except to those who have heard the voice of the Maiden or watched Her eress the skies of Caen vith reverence for Her umbral embodiment To these chosen, the subile arts of building Cyris-zech in Her name become rapidly apparent allowing them 1 create mechanikal devices withor Prerequisite: Graft Wondrous: (Clockwork) 6 ranks, Cleric of Gyriss lem, Graft Benefit: Any characier with this feat can creat Cyrisstech or devices that incorporate Cyrisetech components. To build a piece of Gyrsstech, an idual must use an amount of raw material equal invalue to one half ofthe component or item's market cost and expend a number of experience poit 101/5th of the item’s market value, CRAFT MECHRMIKAL PROSTHETIC TITEM CREATIONT In battle there are many who have had limbs cruelly severed by an opponent’ blade or crushed under the hhulking body of a warjack. There is enough demand. that mechanis have devised a type of mechanika replace a lost limb with a mechanikal equivalent. This Feat allows mechaniks to build prosthetic appendages that function as well (or better) as their flesh and blood counterparts, equal Prerequisites: Graft (mechanika) 8 ranks, Graft (clockwork) 8 ranks, Graft Wondrous Item. Hants on Experience 23 Benefit A character with this feat can create a mechanikal appendage (arm or eg). Building ‘a mechanikal appendage takes one day for each 1,000 gp of its market price. To build a mechanikal appendage, the builder must spend 1/23. of the appendage's price in XP and use up raw materials costing half of this price, Special Only characters with this feat may repair and muintain mechanikal prosthetics, (RAET MEGHNTKAL CONSTRUCT THEM CREATION ‘Steamjacks and warjacks, among other mechanikal creations, are the result of artifice and only artifice. ‘Their bedicsare fullymechanikalinnature,funetio ‘on principals of science and engineering proven in the vars against the Orgoth aver six hnundred years ago, Perfected by hundreds of years of research, the bodies of these constructs are marvels of brass, iron, and copper, built to endure the hardiest impacts and the most rigorous uses. Prorequt raft (mechanika) 8 ranks, Craft Wondrous tem Renefit: A character with this feat can create any mechanikal construct whose prerequisites it ‘meets. Building 2 mechanikal construct takes one day for each 1,000 gp in its market price, Yo build a Imechanikal construct, the builder must spend 1/25 the mechanikal construct’s price in XPand use up raw’ materials costing halt ofthis price, A newly ereaced mechanikal construct has average hit pois for its Hit Dice, A character with this feat can repair mechanikal constructs that hae taken damage. In one day of work, the character can repair up o 20 points of damage by expending 5 gp per point of damage repair: Special: Mechanikal constructs are useless without cortex or cerebral matris to guide them cerebral matrix or cortex, a mechanikal construct is in an expensive assembly of armor plates, hydraulics, and turbines ithout a MECHANIKAL Construct TRAtS A Miran. COSSTRUC SAS ANURTED OMPET OR ARTEL le ro mnt, MiCIAOOR GONTRECIS AREA SUE GF cesermner mes 1 Mont ots. c:Nsr cs ML ND CAINS SL ‘Dug A seowsint. NSTILET FESSSES, THE FOUN ar (sca car NOTED Ww ACHAT Re: ‘psa chy, As OF TROON THE Um: OF THE CHAE Mussa Consmer Nor savior 40 ome, ths soMteTIAL mA, SE + Muunmonow Dauce Wins 4 rank. constmocr Sienss 50 POISTSOF MAGE Cm MORE MOMLA BNE ATES, {Wie nun occs, 4 NATE Om SEAL AY Ub TT ‘Gonsic Sconac SY MULUNETINOR HE Lest REST ‘Tamu 1-7; Mrcuanmat, Consrrucr Mauruncrioy Dawace. Roll @d6) Result 2 Cprex/Matin Disabled: Th connection 10 the constructs smechanikal control center as been damaged. The constrict can no longer receive foes fom a wareaster, wor can itperfomm ‘Jack Handling tasks with a DChigher than 10, Knocked Down: The mechanikal ‘construct has been knocked prone: Hull Damaged: The damage dealt tars armor and protective plating from the ‘mechanikal construe’ outer beds The construct’s malfunction damage threshold drops by 10 (for example, from 50 to 40, and on a subsequent hit tat deals hull damage, ftom 40 t0 20). ‘Aun Destioyed: Rell 146 to determine ‘which arm is destroyed. Ona 1-$ the Left ‘anm is destroyed and ona 46 the right farm ie destroyed. Any systems oF special abilities ied to the use of hedestoyed amare lost. Any weapons held by the arm are dropped zg a0 Movement System Damage: The movement of the mechanikal construct, is meduced t0 5 ft (I square). and itmay no longer run or make dowble moves, “The mechanikal consuuctsulfersa-6 penalty to armor das, i Contes/ Mauris Destroyed: The ceniral command system ofthe construct is destroyed, and the mechanilal eration ceases to function, CRAFT STEAM ARMOR [ITEM CREATION] Building a reliable and sturdy suit of steam armor is a technical undertaking relying on the mastery of the mechanikal sciences combined with good old armorer’s expertise: The resulting combination is a powerhouse of cechnology at the fingertips of the well trainedl and well armed. A chacacter with this feat ean repair steam armor that has taken damage. In one day of work, the character cin repair up w 20 points of damage by expending 5 gp per point of damage repaired. Prerequisites: Graft (mechanika) 6 ranks, Graft (armorsmithing) 6 ranks, Benefit: A character with this feat can ereate a suit of steam armor. Building steam armor takes one cay for each 1,000 gp of ts marke: price. The builder must spend 1/25 of the armor's price in XP and use up raw materials costing halfof this price. EIQU RUNE PLATE LITEM (REATIONT Vital components of all mechanikal devices, rune platec are crafted ina complex procecire involving the ‘etching of scroll glyphs, alchemical treatments, and series of washes af specific magically reated solutions that lock arcane glyph patterns intoa plate of specially treated brass, copper, or alchemical aru, The result of this process isarune plate, and several mechanikal components eannot be created the use of this feat Scribe Serell Prerequisite Craft (alchemy) ranks feat can create Benefit: A character with ‘mechanikal rune plates using spells from scrolls or spells the character knows. The base price of a rune plate is the spell level x the easter level « 275 gp. Eiching a standard rine plate of the som used in smechanikal sands or arcantrik convergence engines takes one day for each 1,000 gp in its market price (oninimum 1 day). The character must pay 1/25th of therune plate’s market cost. For example, the Thur cl Jedediah Strom ‘wantsto etch a magic misslerane plate for amechanikal ‘wand he is creating He decides he wants the wand t0 operate at the Sth level caster level, Being a 7th level wizard, this is no problem. The spell magic missle is a Ist level spell, Jadediah creates ivat ih level, and the price is equal to 1 (spell level) x8 (caster level) x 275 fora total of 1,375 gp. The market price of the nine plate is double its base price for creation, for a total of 2.750 gp. Jodediah must also pay 1/25th of dhe market price in XP, fora total of 119 XP. EXOTIC ARMOR PROFICIENCY (STEAM ARMOR) The character has learned how to pilot a suit of to combat. This includes the basies of operation and moving in the armor. Prerequisite: Craft (mechanika) 4 ranks, Armor Proficiency (Heavy) Benefit: Having leaned how to function in bulky plate, manage controls, and work the operations of a rcly it of steam powered armor, the character may ‘now move about and operate a suit of steam armor gaining the benefits of the armorand its abilities. MECUONTKAL APTITUDE CERERALT ‘The character has a knack for working with mechanika, Benefits The character gains +2 bonus on all Craft (mechanika) and ‘Jack Handling checks. MECHANTKAL SECRITS CYOCIETYI The character has become sich a skilled mechanik that he can build a construct more quickly and efficiently than others Prerequisite: Craft {mechanika) 12 Knowledge (mechanika) § ranks, Craft Mechanital Construct, Union Steamo, ranks, Benefit: Due tw his extensive res experience with building mechanikal constructs, the character can recluce the base cost to create any mechanikal construct by 20%. This also reduces the amountof experience points expended when creating the construct. Special: The effects of this feat stack with an arcane ‘mechanik’s fabrications score. MECHONTKGL SPECHRLTY [GENERAL] ‘The character has specialized in manufacturing a specific ype of arcane mechanial item, Prerequisite:Cralt (mechanika) Sranks, Knowledge (mechanika) 8 ranks, Craft Wondrous Item Benefit: The character gains a 13 bonus to all skill checks related to crafting or repairing a certain lype of mechanika. The mechanika types that can be chosen for this feat include: accumulators, arcantrik convergence engines, amor, rods, staves, wands, steamjacks, and weapons, Spedal: This feat may be tken multiple dimes. Each time the character must choose a different type of item asa specialization. Note: An arcane mechanik may select Mechanikal Specialty as one of his arcane mechranik bonus feats QUICK FLY [SocteTYT ‘Things break down, for certain, but son rmechanik just loes not have the time to dova thorough repair In order to get something up and running due to the demands of pressure and time, a canny steamo an get things to work quickly. Prerequisites: Craft Union Steamo (mecharil Benefits: The character can take 10-as.a st action to repairany broken mechanika, However, the repair is temporary at best and lats for a number of minates equal to the mechanit’s Intelligence modifier + the number of his ranks in Craft (mechaniba) Repairs made with Quick Fix cannot be repaired with consequent uses of the feat and require a fall repair job witha +5 DC motifer. RUGGED MECHANIKA [CEREAL] The character knows how (© build mechanikal more durable, constructs that are sturdier and far ; Thic inerdises the smount of damage a mechanikal constract built by the character i able to withstand. Prerequi Benefits Any construct built by the ehay an additional 2 hit points per hit die and a +2 bonus oils armor class. THON STEMMO [SOCIETY ‘Through dedication and talent, the character hhas proven 1o warrant membership in a fellowship of crafismen dedicated t protecting and fostering the wellbeing of its members. As a member of the Steam and Ironworkers Union, the character will never want For hard work or good pay. Mechanital Seerets feat at (anechanika) 4 ranks, Skill Benefits: A member of dhe Steam and Iron Workers Union gains the fallowing benefits. ‘The character may register with anySteam and Iron Workers local in order to find work in a city or town, During hacdine, forabillet he character can pedi consisting of a small cot andl three meals dy 10 keep /him fed. Billeted members often have to perform tasks or jobs for the union while they stay in union billet: ‘The character gains a 25% discount on the purchase of mechanikal components and mechai From union certified shops, If union members not paid for a contracted job or is refused paybya client, he may petition the union toarbitrate matters of payment. Ifthe payment exceeds 5,000 gp, the Union may send in a special negotiator toarbitrate collections. Such collections require @ 10% commission to be paid to the union arbitrater. Fachunionmemberhasavoteinthe fiveyear director elecionsas well asthe yearly board memberelections Obligations: Union members are obligated to represent their work In a professional and courteous manner as well as perform any job to the best of their ability. Legitimate complaints usually result in censure of members by penalty of dutes and demand of reparations, Neglect of union duties can lead a rewxation of membership and a permanent blacklisting of offending union members. « FOUIPMENT »» ‘Steam -powered armor has existed in one form or another for centuries, In terms of impact on military design, the fundamental mechanies of steam-powered, amor parallel the development of warcaster armor, ‘When the first mas produced suitofsieam armor std ‘ont offachemir Venianminoy’s formdryin Khonsk, ita, simply an affirmation of the usefulness ane durabiltyot such devices. Though the Khadoran Empire's distinet shortage of eortex technology demands that steam- poneied armored infantry replace the role of the light Wwarjack, other nations in western Immoren do not sufler such a shorage of tedmolo does not, however, discourage them from seeing the ‘obvious uses of armored shells guided by the hands of jal resources. This ‘men. Unlike the elite wai rd by a warcaster and the demands of a warjack battlegroup, steam powered warriors require les investment of resour ‘with effectively the same type of return, Steam powered armor hat found prevalent use in mercenary companies or militia not readily able {o afford the use of warjacks, for the armor has a reputation for being, able to dole out and receive punishment on almost the same scale asa light warjack. ‘The Man-O-War—the most commonly known type of steam-powered armor—is a prime example of a mass producedversion. BuiltonsturdyKhadoranmecharikal design, the Man-O-War is often the suit of steam armor Mechaniks cobble most suits of steam armor together Some are retrofit models wingsalvaged parts and customized armor, and others are unique and Duilt entirely from seratch with signature styles. The individuality and builsin idiogyncrasies of such armor often requite the builder 10 be the one w operate it ‘Tanue 1-8: Basic Steam Arwor ee Handcon Experience 27- though Man-O-War armors byiltwith a standlan series of controls an elite solider ean be trained 1 use. Most steam-powered armors siand from 6 1 tea feet in height. Uniformly the design calle for a ste based power plant—ihe boller—to be mounted on the rear of the armor. ts external positioning Keeps the hheat of the boiler away from the operator inside and prevents the boiler from steaming him alive, Most suits are bully, heavily armored, and have any number of ‘medhanikal auachments, ‘The operator's space, aptly called the cof heavily insulated and armored caviyy in the a the armor. The operatorsitsin the coffin, and hisarms and legs extend into the arms and legs of the suit the arms of the armor are grasp manipulators and various controls that fit in and around the operator's, hands, The coffin only partially covers the operator, A hinged armored cowling, much like the visor on a kknigh’s licln, typically covers the operator's head. This cowling is often folded up for venation and. to let fresh air into the armor's intertor. In bade, the cowling folds down to feil the efforss of snipers or protect against the odd stray shard of shrapnel. BUILDING STEAM ARMOR ‘The following section details dhe creation and customisation ofateam powered armor: Theconventions ‘of designing such amor give them common attributes lowing for'a brosd varinGon in appearance and construction. The customiration of steam armor is also, covered in the enhances types of rigs and various weaponry and mechanika that ean be attached to a suit of sea survival on the batlefield and give ita unique varie while nis section which details the roles it ean fulfil foradventurers, ‘Light Steam Armor Combat Statistics The following are the combat statistics of light ‘Type HitPoinis Bese Speed Height Weight Ligh 30 208. 07m, 300-8001, Heay 100 208 8108 490-6001 Space Reach Build DG Base Cost ah 58. 20 8,000 xp wh 108 5 12.000 gp ‘The ll DC ie Craft (Mecha) DE bl he “ee * Asuitoflight steam armor has Strength score of 20. ‘© A suit of light steam armor hat an AC of 18 (48 armor bonus) + The operator has a maximum Dexterity bonus of 0 ‘while wearing the armor. ‘+ The operator of the armor rakes a 4 armor check penalty while wearing the steam armox * The armor’s effective reach speed is 20 feet is 5 feet, and its base + Unarmed light steam armor hasa single slam attack that deals 106 points of damage (plus the armor’s ‘Serengih modifier). ‘Heavy Steam Armor Combat Statistics ‘The following are the combat statisies of heavy + A suit of heavy steam armor has a Strength score of + Asuitor heavy seam armorhas an AGOf17 (-Isize, 48 armor bonus) + ‘The operator suffers a =I size penalty on melee aitack rolls while wearing the armor and is treated ‘asa large creature for purposes of strength. + The operator hasa maximum Dexterity bonus of 0 while wearing die armor, * ‘The operator of the armor takes a -6 armor check penalty while wearing the steam armor. + ‘The armor’s effective reach is 10 feet, and its base speed is 20 feet. + Unarmed heavy steam armor has a single slam, attack that deals 148 points of damage (plus she armor’s Strength modifier) ‘Steam Armor Properties Damage Reduction: All steam armors have a damage reduction of 5/Serricsieel. This represents the superstructure of the steam frame and the internal chassis upon which the bulk ofthe armor is built, Hilt Points: Any damage dealt to the character is subtracted fiom the armor's hit points first. When steam armorhas been reduced to 0 hit points it ceases im ae nt a iCaiTanS {0 operateor provide protection to the wearer, and all “stems shut down, Kquipment: The armor is essentially a highly complicated piece of equipment. The operator makes all saving throws against effecis directed against the 1c such effeeis are aimed at hima. Arcane Interference: It is impossible 10 cast spells with a somatic component while earing: steam armor Mancuverability: The bulk snd weight of thearmor 's prohibitive to swift movement. Steam armor may make doable moves, butt may never run. Other Features ‘The following are other features of steam powered armor: Power Plant: The fuel load of light steam armor is 10 pounds of coal and 5 gallons of water, wach allows for roughly five hours of general labor or one hour of conibat time. Heavy armor requires 20 pounds of ‘coal and § gallons of water. Operating at full steam implies the armor is running its boiler under combat conditions—one minute at full steam is equal t five minutes at normal power. The power plant shares the same weaknessesas a steamjack (see page 112) when it comes to exposureto water Equipment Slots Heavy Steam armor has one equipment slot available. The slot ean be located on the right or left shoulder, om the back, or inside the torso, Note that 100m for an operator hasaeady been set aside, and any additional equipment slots are in ‘addition to the space taken up by the opecaior and the steam plant. Lightsteamaninor« nally haveequipment slots (ironheads can modify their light steam armor) Shoulder dots are mounted to the frame just behind the shoulders usually to the eeinforeed frame securing the steamn boiler Additional equipment slots can be added to the armor during constrvction, but for each equipment dot added, reduce the amount of hit points provided by the armor by 10. A sult of steam-powered armor can haye a maximum of 4 equipment dlots—one in the torso (interna) ,on the back, and one on either shoulder Ee Hasileon Espricsce 29 Build DG: Thisis the DGfor the Graft (mechanika) ‘heck required to build a suit ofarmor. Building suit fof steam armor costs the base cost of the suitand takes: T week for every 1000 gp of the steam annoy’s market price, The mechanik building the armor must alo. have the Graft Steam Armor feat. Base Cost: This is the base cost in gold pieces for the marerials necessary 10 build the acwal armor Shoulda suit of te it to market, it wil ‘earn double the base cost in gold pieces. Power: All suits of steam armor nin off a steam boiler mounted on the back of the armor itself The boiler might have any number of origins, but the required outpatof pressure and power usually calls for rad a sdcitherfrom anineustrial forgeorfrom a salvaged steamjack. The boiler is alvars included in the base cost and Build DC of the teqm armor. SeaM AnwoR: CerTHG It Getting in and out of the armor is 3 complicated process. Getting into the armor akes@ fullhalfhour with, ‘assistance, First, the operator has to get into the coffin and secure himself with a webbing of belts and straps ‘Then the armor plating around the coffin is folded in anda edger locks the armored plates in phice Getting out of the snot is simpler. Lock releases can be triggered a tion, and the armor opens automaticaly. Ext ating oneself from the coffin takes a full round action however since the operator of the armor is ustally strapped in securely: These systems are purely mechanical and do not require the steam boiler to he functioning, The steam boiler takes fifteen minntesto tearm up and get enough pressure into the pneumatics for the ‘armor to moye. While the boiler is inert o warming. up, the armor is a stationary (and helpless) target. ‘The steam boiler must be started on the outside and requitera DCIS atl (steam engine) cheek to do 40. An operator can move the armor around even if the armor plates are not secured. This reduces the armors AC w 4. Wearing a suit of steampowered armor requives specific taining, and an armor operator must have Exotic Armor Proficengy (Steam Armor) 10 be able to wear ‘The bulk of the armor prevents the use of skils such as Fseape Artist and Tumble though the wearer may use Balance, Climb, Hide, and Jump with an armor penalty, The armor is cension of the operator. Any spells or effects that target the armor target the operator. THM ARMOR: CRITICAL HITS A solid critical hit can stil rock a massive suit of steam-powered armor. Whenever st struck in combat and a critical hit is confira on the following table. Mei nd Fraction in au roll welee weapons receive a penalty to critical rolls according to their size. Medium melee weapons suttera ~6 penalty to critical result rolls when confirming a critical on steam armor, and a small melee weapon receives 4-12 ‘penalty to critical result voll (miniuauin result 1). Tiny ‘weapons may only gain a critical real of 1, ‘Tame 1-9: Sreawt Anwor Crenicat Hrs 20 Koll Effeet(s) msizedor smaller 1-3 Notmal damage, operator dared. 127 Nowa extent ht operator dave $9 Normal critical hit steam armor knocked ee 10) Seve ete iy peator ded sear armor prone 11 Severe ertical hit, steam armor pron 12° Operator hit Guorial damage) 13-14 Normal dsmage, equipment damaged 1516 Nomal danige, equipment destroyed ra 19-90 Normal ertical hit, slot damaged [Normal critical it, slot desteeyed Normal Damage: The attack desls normal damage (do not apply critical hit multipliers), 1 ‘Operator Dazed: The operator must succeed on a DG 15 Fortitude save or be dazed for one round. ‘Normal Critical Hit Roll critical hit damage normally ‘Steam Armor Knocked back: The steam armor automatically drops what it is holding and is knocked: back Iddxé feet. Itean take no attack or move actions forone round. ‘Steam Armor Prone: The force ofthe attack knocks the steam armor prone. The operator takes 1d6 points of bludgeoning damage as he is knocked about the coffin. Prone steam atmor suffers a ~4 penlty on melee atiack rolls, The steam armor gains a = ba fo AG agains ranged attacks but takes a ~4 penalty 0 AC against melee attacks Standing up fom prone is a move action that provokes attaels oF opportunity ‘Severe Critical Hit: Roll critical hit damage using 2 x5 multiplier instead of the weapon's normal smuluplier ‘Operator Hit: The attack bypastes the stit's armor and hardness. Apply normal damage to the operaior ignoring the armor's honus hit points. Equipment Damaged: A piece of equipm {atracker's choice) ig damaged and ceases to functi until repaired. Ik can be a weapon (handheld or integrated), shield, or rig. Repairing a damaged sistem requires one hour of work and a successful Graft (mechanika) check (DC 20). Equipment Destroyed: One piece of equipment (attacker's choice) s destroyerl and cases to function. Ic can be a weapon (handheld or integrated), shield, fo tig. A destroyed system cannot be repaited, only replaced, SlotDamaged: slots (attacker’s choice) is da equipment wholly or partially will not function until the slot is repaired. Repairing a dlamaged equipment slot requires one hour of work. and a successful Repair check (DC 35) ne of thesteam armor's equipment waged. Any piece of valled in that slot Slot Destroyed: Onc of the steam armor’ ‘equipment slots (atiacker’s choice) is destroyed along. ‘with any piece ofequipmentwholly or partially mstallec it Rebuilding 4 destroyed equipment dot requines 12 hours of work and a successfl Craft (mechani) check (DC 20). STEAM ARMOR ENHANCEMENTS @ EQUIPMENT ‘Almost everything bullt forsteam armor is custom ‘made, from the handheld customized heavy Firearms: they wield to the cleavers and swords they swing. ‘The following are a few examples of the wpes of equipment and enhancements that can be installed in steam armor. Note that these have an approximate market pice although itis offen easier for the steam armor's mechani to fabricate and install enbancements and. equipment. Somedimes the rigs can be bought from a ‘mechanik or fellow ironhead seeking to make 2 profi, Installing a piece of equipment on a suit of steam. armor—be ita weapon or some other enhancement — requires a DG 20 Graft (mechanika) check and access to a mechanika foundry: The check is made after investing three hours of time. Ifthe weapon or system, ‘occupies more than one equipment slot on the steam ‘armor, multiply the installation time by the number of | slot it takes up, An integrated weapon oF system can bbe removed in half the time with a suecessiul DC 20 Graft (mechanika) cheek. ‘WEAPONS Heacy steam armor can be equipped with any handheld weapon that can be wied by a large sized creature, Integrated weaponry—weaponry directly aitached co the steam armor—is treated the same as ‘a mounted warjack weapon (see page 118). However, {in this ease the weapons can be mounted only on the shoulder equipment slots of heavy steam armor using weapon mount. A person ina anit of steam armor may use firearms Dut may not use ranged projectile weapons such as bows or thrown weapons sich as spears or throwing, knives, The flexibility of the armor and the manval deaterity of the armored gauntlets are prohibitive 10 the nte of sich weapons. ARMOR QHD SHIELDS ‘The armored plates attached to steam armor ‘are usually enough to protect the operator inside safficiently, but there is something to be said foradded protection. Armor 2 Armor enhancements offeran equipment bonus to the AC of the steam armor that stacks with the regula equipment armor bonus. Armor enhancements also {end to weigh 2 lot, and they reduce the sicam armnor's pase speed and load capacity while increasing its weight For each +2 added to the base equipment bonus of the armor, reduce the base speed of the steam armor by 5 feet, and increase its operator's armor penalty by ne. For every +1 of armor bonus added, the steam ‘armor’ weight increases by 10%. For example, adding 42 to the armor bonus of the armor (for a total of a +10 armor bonus 10 AC) would increase the weight of the armorby 10% reduce its base speed t0 25 feet, and inerease the operator's armor check penalty (0-6. Installing armor requiresaDC20 Craft (mechanika) check, It takes one day 9 Install for each point of armor bonus granted by the armor. ‘Taste 1-10: Sream Anmon ENHANCEMENT Armor Armor mer speed Peony Ot 1 30 + 250 gp ee ees 6 500 gp B 45% 6 1000 gp Ho He a 2000 gp ® 1 BK 7 4000 xp “Inecasc the weight ofthe Sear armor ea ye percacgeatisbee cei Shields Shields are much more common than armor cenbancements. The use of a shield requires 2 tree hand or arin stem to hold the shield. Shields provide a shield honus 10 the steam armor’s AC. Shields also make good improvised melee: weapons, anc some hhave additional uses in order to make them more elfective as both a defensive and offensive measite in. ‘lose combat, For example, Man-O-War shields have special short ranged cannon placed within them. A. lange sized sh anormal shield homus to its AC and may be used for Dash attacks Jd used by the steam armor provides -y LE | Hancean Fspervace BI Steam armor can draw power from many different types of steam engines. Having a larger steam engine notonly grants more power and motility, bat the larger volume of steam vented through the armors pneumatic, pistons and power conduiis alo give it moze power for Ting and stiking. Macy ironlveads or steamarmored mercenaries have armors with custom built ower pants to increase the speed and mobility of the armon, ‘Taste I-11: Power PLAN ENHANCEMENTS "aye Scag Speed Wah ca Nomat = — = 720 gp Performanes Asie 1 gs Oversized 12 Rines S80 gD Supeiheay 43 HHO Feet 2088 00 eo "Yoces the weight ofthe Seanannce cha ye erceatae ois base weight Ris ‘A tig & an extemal or internal mechanikal tem mounted or installed on steam armor, Sor are designed to provide defen measures for the operator or serve the purpose of utility. Rigs can he ‘mounted on the back, on the shoulders, oF in the torso, Ifa rig mast be mounted in a spe: isnoted in the description. Each enhancement or piece of equi {eludes the following information in addition to the deseription of the item: Equipment Slots: The number of equipment slows needed to install the equipment. Some pieces of ‘equipment are limited to specific body slo, Activation: Rigs usually require a DC 10 Craft (mechanika) check to use or activate: some systems are more difficult to use or activate and have a higher DG for activation. Systemswithoutan activation DC do not require any special use of the Craft (mechanika) skill t0 use, Installation DC: The DC for the Craft (mechanika) check to build the equipmeat Base Cost:'The cost of materials to build the item eetticeakeees The largest weakness of the steam armor is that the boilers sill susceptible to the problemsof moststeam, boilem—it must be in open air to operate properly IE thesteam armor is submerged, not only will itsink like load of ron ingots, but the operator will also have to ‘abandon the armor to keep from drowning, Anamphibianadaptation rigallowsthe steam armor to maintain positive, negative, or neutral buoyaney in deep water allowing it to sink, float, or rest ata depth, Ccontrofted by the steam armor’s operator (up to S0 Feet ‘below the surface). A system of tanks provides enough breathable air for 20 minutes andl sufficient aie for the steam engine for 20 minutes of complete submersion. A waterproof sealskin- membrane and hard waxen sguskels renders the entire suitairtight. The amphibian. adaptation can also be used to seal the armor against gashased effects, ‘The helm contains a thick armored gas portal through which the wearer can observe his underwater surroundings Activating the system and controlling the buoyancy of the armor isa DG 20 Graft (mechanika) skill check. Ifthe sill check falls, the boiler quenched andl the imply floats using the buoyancy of the breathing. tanks. Steam armors cannot swim, but they ean move along at a rate of 10 feet per round in water using vented steam from the boiler. Equipment Slots 2 (oro al buck) Activation: 9 Installation DG: 25 Base Cost: 2000 gp. Cargo Rig Te eigen arene een ere on the back of the steam anor thas room to sore 200 pound of dighitypackel gear and extemal webbing capable otholdiaganather 100 pound. The webbing canbe installed on the tick by set for one eather tee ei ag ac ence take up an equipment slot although it does prevent the ute ofan spateras that open through the beck Cike a servitor ay for example). Equipment Slots: 1 (back) Activati Installation DC: Base Cost: 500.9,

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