TEXT: Designed by Adam J. Crockett 
  DEVELOPED BY ICOSA GAMEWORKS        
  THE AERONAUT 
   
   
   
   
  A ranger archetype, plus skyborne options for all characters. 
  
  The Aeronaut 
  There are some rangers unsatisfied by hunting on the 
  ground. This rare breed dons experimental flying 
  tech, taking to the sky at great risk. . The aeronauts 
  eschew mastery of terrain, instead focusing on 
  perfecting their flight. Their knack for tinkering 
  eventually grants them access to the gearhead’s 
  contraption building.  
   
  Class skills: An aeronaut adds Acrobatics, Fly, and 
  Knowledge (engineering) to her list of class skills and 
  removes Knowledge (dungeoneering), Spellcraft, and 
  Stealth from her list of class skills.  
   
  Novice Flyer: The aeronaut begins play with a 
  broken personal flying machine from Table A-1.  This 
  ability meets the special requirements of the Fly skill 
  and allows aeronauts to gain ranks in Fly at first level. 
  This ability replaces Track. 
   
  Adept Flyer (Ex): At 3rd level, and every 5 levels 
  thereafter, 
  the 
  aeronaut 
  may 
  increase 
  the 
  maneuverability of any flying machine one step. If its 
  maneuverability is already perfect, she gains +4 to fly 
  skill checks per additional maneuverability increase. 
  This ability replaces Favored Terrain. 
   
  Contraptions: Beginning at 4th level, an aeronaut 
  gains the ability to construct a small number of 
  contraptions, which are drawn from the Gearhead 
  contraption list presented in the Pure Steam 
  Campaign Setting.  
   
  To prepare or activate a contraption, an aeronaut 
  must have an Intelligence score equal to at least 10 + 
  the contraption level. The Difficulty Class for a saving 
  throw against an aeronaut’s contraption is     8 + the 
  contraption level + the aeronaut’s Intelligence 
  modifier. 
   
  Like other contraption 
  builders 
  (Pure 
  Steam 
  Campaign Setting, page 
  79), an aeronaut can 
  activate only a certain 
  number of contraptions 
  of each contraption level 
  per day. Her base daily 
  contraption allotment is 
  given on Table: A-2. In 
  addition, 
  she 
  receives 
  bonus contraptions per 
  day if she has a high 
  Intelligence score (see 
  Table: Ability Modifiers 
  and Bonus Spells). When 
  Table: A-2 indicates that 
  the 
  aeronaut 
  gets 
  0 
  contraptions per day of a 
  given contraption level, 
  she 
  gains 
  only 
  the 
  contraption she would be 
  entitled to based on her 
  Intelligence 
  score 
  for 
  that contraption level. 
   
  An aeronaut may prepare 
  and 
  activate 
  any 
  contraption 
  on 
  the 
  aeronaut schematic list, 
  provided that she can 
  activate contraptions of 
  that level. 
   
  An aeronaut’s constructor level is equal to her 
  aeronaut level - 3. 
   
  This ability replaces Spells. 
   
  Table A-1 Starting Flying Machines 
  Personal Flying Machine 
  Weight 
  Fly 
  Speed 
  Maneuverability 
  Special 
  Rocket Pack 
  12 lbs 
  20 ft 
  Clumsy 
  Uses 1 charge per round, 50 
  charges per day. 
  Wingsuit 
  8 lbs 
  30 ft 
  Glide 
  Average 
  Loses five feet of altitude per 
  round. 
  Clockwork Copter Harness 
  10 lbs 
  10 ft 
  Poor 
  Fly up to one minute. Takes one 
  full round to rewind between 
  flights. 
   
  
  An aeronaut gains access to all targeting schematics. 
   
  Aeronaut Effect Schematic List 
  accelerate, alacrity, beacon, burn, decelerate, 
  disappear, detect anomalistic creatures, detect 
  constructs, detect fauna or flora, detect humanoids, 
  detect  detect mystical creatures, paranormal, 
  dimensional hop, electromagnetic deflection, energy 
  resistance, fade, frigid cloud, hover, hydrate, 
  illuminate, kinetic burst, lift, scald, shatter, shock, 
  soak, soar, spark, suppress, time lapse      
   
  Table A-2: Aeronaut Contraptions per Day  
   
  Aeronaut 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  1 
  - 
  - 
  - 
  - 
  2 
  - 
  - 
  - 
  - 
  3 
  - 
  - 
  - 
  - 
  4 
  0 
  - 
  - 
  - 
  5 
  1 
  - 
  - 
  - 
  6 
  1 
  - 
  - 
  - 
  7 
  1 
  0 
  - 
  - 
  8 
  2 
  1 
  - 
  - 
  9 
  2 
  1 
  - 
  - 
  10 
  2 
  1 
  0 
  - 
  11 
  2 
  1 
  1 
  - 
  12 
  3 
  2 
  1 
  - 
  13 
  3 
  2 
  1 
  0 
  14 
  3 
  2 
  1 
  1 
  15 
  3 
  2 
  2 
  1 
  16 
  4 
  3 
  2 
  1 
  17 
  4 
  3 
  2 
  1 
  18 
  4 
  3 
  2 
  2 
  19 
  4 
  3 
  3 
  2 
  20 
  4 
  4 
  3 
  3 
   
   
   
   
  Table A-3: Aeronaut Activation  
  Charges per Day 
   
  Aeronaut 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  1 
  - 
  - 
  - 
  - 
  2 
  - 
  - 
  - 
  - 
  3 
  - 
  - 
  - 
  - 
  4 
  2 
  - 
  - 
  - 
  5 
  3 
  - 
  - 
  - 
  6 
  4 
  - 
  - 
  - 
  7 
  4 
  2 
  - 
  - 
  8 
  5 
  3 
  - 
  - 
  9 
  5 
  4 
  - 
  - 
  10 
  5 
  4 
  2 
  - 
  11 
  6 
  5 
  3 
  - 
  12 
  6 
  5 
  4 
  - 
  13 
  6 
  5 
  4 
  2 
  14 
  6 
  6 
  5 
  3 
  15 
  6 
  6 
  5 
  4 
  16 
  6 
  6 
  5 
  4 
  17 
  6 
  6 
  6 
  5 
  18 
  6 
  6 
  6 
  5 
  19 
  6 
  6 
  6 
  5 
  20 
  6 
  6 
  6 
  6 
   
  Never grounded (Ex): At level 7 the aeronaut has 
  mastered staying in flight. While flying 10 ft or higher, 
  any time an aeronaut fails a save against an effect that 
  would impede or prevent flight they may make an 
  immediate Fly check against the same DC to avoid the 
  effect. They may also make a fly check against any 
  attack or effect that targets their method of flight, if 
  the check exceeds the attack the effect is negated. This 
  includes but is not limited to effects that entangle, 
  paralyze, or sleep. This ability replaces Woodland 
  Stride.   
   
  
  Need for Speed (Ex):  Starting at 4th level and 
  every 4 levels thereafter, the aeronaut increases the 
  base fly speed by +10 ft of all flying technological 
  devices, including their own personal flying machine. 
  This replaces Swift Tracker.  
   
  Life on the Wing (Ex): At 12th level, the aeronaut 
  is so adept at flight that flying is as easy as walking. 
  The aeronaut may take 10 on any Fly check even when 
  in combat or distracted. Furthermore the aeronaut 
  may make a DC 15 reflex check after taking falling 
  damage to half the damage received. This replaces 
  Camouflage. 
   
  Strafing run (Ex): An aeronaut is a master of 
  fighting multiple opponents from above and can rain 
  death upon many at once. At 17th level, once per day, 
  the aeronaut may take a full round action to move at 
  twice her fly speed and make attacks. She may select 
  a number of targets equal to her total number of 
  attacks + 1, targeting any who start their round 10 or 
  more feet below her. This attack is calculated using 
  her full base attack bonus against each target. If a 
  ranged attack, she may choose where in her 
  movement she may make the attack, but must move 
  at least 5 ft between attacks. If a melee attack, she 
  must be within reach of the target. This movement 
  provokes attacks of opportunities as normal. This 
  replaces Hide in Plain Sight. 
  --------------- 
   
  New Combat Style: Aflight 
   
  You are adept at combat on the wing, having honed 
  your battle prowess while in the air. 
   
  At 2nd level, she may choose from the following feats: 
  Aerial Combat, Improved Bull Rush, Improved 
  Overrun, Improved Trip, Charge Through, Mobility 
   
  At 6th level, she adds the following feats to the list: 
  Greater Aerial Combat, Dive-bomb, Rhino Charge, 
  Power Charge, Flinging Charge, Wind Stance, 
  Sidestep, Flyby Attack 
   
  At 10th level, , she adds the following feats to the list: 
  Death From Above, Greater Dive-bomb, Lightning 
  Stance, Juke, Wingover, Hover 
   
   
   
   
   
   
   
  New Feats 
   
   
  Aerial Combat [Combat] 
  Prerequisites: Str 13, Dex 15 
  Benefit: You gain a +2 to attack rolls and a +1 dodge 
  bonus to armor class while flying. 
   
   
  Dive-Bomb [Combat] 
  Prerequisites: Fly 5 ranks, base attack bonus +5 
  Benefit: When charging while flying, if you move 
  downward at least 10ft, you add +5 to your attack roll, 
  instead of +2. 
   
   
  Greater Aerial Combat [Combat] 
  Prerequisites: Str 13, Dex 17, Aerial Combat 
  Benefit: You gain a +4 to attack rolls and a +2 dodge 
  bonus to armor class while flying. 
   
   
  Greater Dive-Bomb [Combat] 
  Prerequisites: Fly 10 ranks, base attack bonus +10 
  Benefit: When charging while flying, if you move 
  downward at least 10ft, you may deal double damage 
  on your attack.  
   
   
  Heavy Air Support [Animal Companion, General] 
  Prerequisite: Wingman, animal companion 
  Benefit: Your wingman animal companion may now 
  be size category large. 
  Normal:  Your wingman animal companion is limited 
  to medium or small size. 
   
   
  Wingman [Animal Companion, General] 
  Prerequisite: Aeronaut level 8, Animal Companion, 
  Animal companion without fly speed, Animal 
  companion medium or smaller 
  Benefit: Your animal companion gains a Flying 
  Machine as a first level aeronaut.  They add Flyby 
  Attack, Wingover, and Hover to their list of animal 
  companion feats. The animal companion also gains 
  Adept Flyer, Need for Speed and Never Grounded 
  equal to the aeronaut’s level - 4.  
   
   
  
  New Equipment 
  The fantastic ability of flight opens up all manner of  
  possibilities to characters. While on the wing, they 
  may also take advantage of new options for defense, 
  maneuvering, and lifesaving. Presented below are 
  relatively common items for sale across the continent 
  of Ullera.   
   
  Table A-4: Goods and Services 
  Item 
  Cost 
  Weight 
  Mothballs 
  $500 
  3 lbs. 
  Mothball control rod 
  $1500 
  0.5 lbs 
  Dart, styptic 
  $10 
  - 
  Dart, adrenaline 
  $25 
  - 
   
   
  Aeronautic Adventuring Boots: These well made 
  and well insulated boots feature a compass, are glow 
  in the dark, and have a small pocket to hold a map (or 
  other single sheet of paper), and feature star charts on 
  the inside of the lining. Their main feature is however 
  concealed along the sides of the tall boots: pair of 
  propellers on each side, compressed springs and 
  gyroscopes. When activated with a simple click of the 
  heels the propellers break away from the boot and 
  spin rapidly as the gyroscope rights the boots (and the 
  wearer). For a few moments the wearer is able to walk 
  on air, allowing them to make quick runs across the 
  nothingness between airships, or to get back safely to 
  their dirigible should they fall. All purchasers are 
  advised to read the instructions carefully and avoid 
  testing equipment without proper fall protection. 
   
  
  Once per day as an immediate action the wearer can 
  activate the Aeronautic Adventuring Boots and gain 
  the ability to move as per the air walk spell. This 
  effect lasts a single round after which the user 
  descends at 60 ft per round for 1d4+2 rounds before 
  the propellers cease to have any effect.  
   
  Science simple relativity; EL 4th; Slot Feet; 
  Weight 4 lbs; Price $2,000    
  Requirements Craft Revolutionary Item, Craft 
  (Leatherwork) 11, Cost $1,000  
   
   
  Control Rod, Mothball: This eight-inch rod 
  contains a lead-acid battery and radio frequency 
  transmitter. It can be attuned to a container of 
  mothballs with 1 hour of work. Thereafter, the 
  mothballs hover in an arc equidistant from the wand 
  when deployed. The wielder can move the mothball 
  swarm as a move action that does not provoke an 
  attack of opportunity. 
   
  Dart, Adrenaline: This dart is used by troopers who 
  are either sleep deprived or looking for a combat edge. 
  When applied, it grants the recipient 1d6 temporary 
  hit points. These hit points last 10 minutes. 
   
  Dart, Styptic: Favored by Ulleran combat medics 
  who cannot tend to every casualty at once, the styptic 
  dart is a mainstay in many military first aid kits. This 
  dart may be deployed by throwing or by any weapon 
  which deploys darts. Instead of doing damage, a 
  successful 
  hit 
  with 
  this 
  needle 
  releases 
  the 
  antihemorrhagic 
  substance 
  inside, 
  instantly 
  stabilizing a dying creature. After a successful attack 
  with a styptic dart, it cannot be used again.  
   
  Mothballs: 
  Mothballs 
  are 
  a 
  collection 
  of 
  approximately two hundred spheres in a single 
  compact container. Each sphere is actually a coiled 
  short-term automaton that takes on the eventual 
  form of a winged insect with a three-inch wingspan. A 
  character can deploy these items by opening their 
  spring-loaded case in any one square within 10 feet of 
  the character. When sprung from their container, 
  each mothball automatically deploys and hovers 
  approximately three inches from the others, forming 
  a  5-foot cube of ‘moths’. This field provides 
  concealment until the automatons are destroyed, 
  dispersed, or run out of energy (approximately 10 
  minutes), at which time the ‘moths’ fall lifeless. A 
  wind over 20 mph or 6 points of energy damage is 
  enough to scatter and/or destroy the field of 
  automatons at GM discretion. Spent mothballs can be 
  collected, rewound, and reloaded for future use, 
  which takes approximately 2 hours. 
   
  Grapple Launcher, Light 
  This weapon boasts a penetrating grappling hook 
  mounted in a crossbow-like frame. Whether an item 
  can attach/hook to an inanimate object is up to the 
  GM.  The grappling hook is connected to a coil of 
  light-weight high-strength cable which is mounted to 
  a tiny torque motor inside the frame of the weapon. 
  Firing the launcher is an attack action. Targeting an 
  inanimate object is treated as normal (i.e. AC 5 
  modified by size, and attack roll modified by range, if 
  at all). When fired against an opponent, the target’s 
  armor class applies as normal.) Activating the motor 
  retracts an unencumbered cable 50 ft as a move 
  action. 
   
  Secondly, the launcher can be affixed between two 
  anchor point to function as a zip-line. As a full-round 
  action, the butt of the launcher can detach along with 
  a length of line from the cable coil to anchor at a 
  nearby point, while the barrel is used to fire the 
  attached grappling hook at a distant point. The total 
  distance between the points is limited to 250 ft. The 
  grapple launcher can slide (any down angle greater 
  than 45 degrees) at 100 ft as a move action or, due to 
  the motor, move semi-horizontally 50 ft (any angle 
  less than 45 degrees) or up 25 ft (any up angle greater 
  than 45 degrees) as a move action.  
   
  The grappling hook can be disconnected as a free 
  action. The cable has a hardness of 5 and 15 hp with a 
  break strength of 30. It can support and move 500 lbs.  
   
  
  Science 
  moderate 
  combustion; 
  EL 
  8th; 
  Construction Craft Technological Arms & Armor; 
  Requirements 
  Craft 
  (firearms) 
  5 
  ranks; 
  Cost$4,000   
   
   
  Grapple 
  Launcher, 
  Greater: 
  This 
  weapon 
  functions as the light grapple launcher, except it 
  requires two hands to wield, and has twice the 
  effective distance. The retraction takes a move action 
  per 50ft feet of distance it is extended (round down, 
  to a minimum of one move action). Its cable has a 
  hardness of 8 and 30hp with a break DC of 35 and can 
  support 1,000lbs. 
   
  Science 
  moderate 
  combustion; 
  EL 
  8th; 
  Construction Craft Technological Arms & Armor; 
  Requirement Craft (firearms) 5 ranks; Cost 
  +$4,000   
   
   
  Ornisuit: An ornisuit a type of glider concealed 
  within a canvas coverall. The wings are released by a 
  pull cord stretch from wrist to ankle, and provide a 60 
  ft glide speed with average maneuverability dropping 
  one foot for every 5 foot traveled. Vigorous arm and 
  leg movement allows the wearer to gain altitude in 
  feet equal to the wearer’s STR score each round up to 
  a number of rounds equal to the wearer’s CON score 
  before the wearer becomes fatigued. 
  Science simple polymerization, EL 3rd 
  Slot Body, Price $6,000, Weight 8 lbs 
   
   
   
   
  Construction Requirements Craft Revolutionary 
  Item, Fly 3 ranks, Cost $3000  
   
   
   
  Rocket Pack: A rocket pack is provides flight 
  through a pair of alchemical rockets strapped the 
  wearer’s back. The rocket pack provides a 100ft max 
  fly speed with clumsy maneuverability. The wearer 
  halves this speed for a straight vertical climb and 
  doubles it for a dive. The rockets can also be used as 
  an improvised touch weapon against targets directly 
  behind the wearer inflicting 3d6 fire damage. The 
  endurance of the rocket pack is limited to 50 rounds 
  of flight per day. Traveling at maximum speed has a 
  cumulative 1% chance of detonating after the first 
  round destroying the pack and inflicting 6d6 fire 
  damage to the pilot. 
  Science moderate combustion, EL 5th 
  Slot Body, Price $30,000, Weight 12 lbs 
   
    
  Construction Requirements Craft Revolutionary 
  Item, Fly 5 ranks, Cost $15,000 
   
   
  ---- 
   
   
   
  Table A-5: Weapons 
  One-Handed Exotic Weapons 
  Cost 
  Dmg 
  (S) 
  Dmg 
  (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Grapple Launcher, Light 
   
  d4 
  d6 
  x2 
  25 
  6 lb 
  B/P 
  nonlethal, 
  grapple 
   
  Two-Handed Exotic Weapons Cost 
  Dmg 
  (S) 
  Dmg 
  (M) 
  Critical Range 
  Weight 
  Type 
  Special 
  Grapple Launcher, Heavy 
   
  d6 
  d8 
  x2 
  50 
  10 lb 
  B/P 
  nonlethal, 
  grapple 
   
  
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  of the Coast, Inc. Ecology of Wood Booger. Copyright 
  2018 ICOSA Entertainment, LLC; Author: Adam 
  Crockett. Developed by: Brennan Ashby, Davin Perry, 
  and L. James Wright. Pure Steam Campaign Setting. 
  Copyright 2012 ICOSA Entertainment, LLC; Authors: 
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  System 
  Reference 
  Document. 
  Copyright 2000, Wizards of the Coast, Inc.; Authors 
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  on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. 
  © 2011, Paizo Inc.; Author: Paizo Inc. Pathfinder 
  Roleplaying Game Core Rulebook. © 2009, Paizo 
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  supplements like this happen!  
   
   
  Patrons at the time of release: 
   
   
  Gearhead 
   
  Alastair Ephen 
  Ben Hutchings 
  Dave--De-Rocha 
  Joseph Zerfing 
  Kyle Catt 
  Oliver von Spreckelsen 
  Ronald G Paris 
  Jacob Grant 
  Jon Terry 
  Michael Molik 
  Kevin Cameron 
  Christopher Johnson 
  Dylan Farmer 
   
   
  Ructioneer 
   
  D. Wes Rist 
  Jeffrey Boman 
  Jeff  Jordan 
  John Rudd 
   
   
  Become a patron: patreon.com/icosa 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/ICOSA/Pure Steam - Aeronaut Playtest.pdf