TEXT: 1
  1
  By Rodney Sloan
  
  1
  1
  Credits
  Author: Rodney Sloan
  Editor: Kim Frandsen
  Layout & Design: Bob Greyvenstein
  ARTWORKS: Cover of Collier’s National Weekly January 1918 by J. C. Leyendecker; Henry Howard 
  Houston Woodward, by Violet Oakley; Unfinished portrait of David Beatty by William Orpen; 
  Lunchtime by Frank Xavier Leyendecker; Ready for Thanksgiving Feast - by Joseph Christian 
  Leyendecker; Title Unknown by J.C. Leyendecker; with respect, Various Victorian Photographs by 
  various photographers, the names of which are near impossible to find.
  Chat about d20pfsrd.com, 
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  2
  Compatability
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from 
  Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game 
  and the Pathfinder Roleplaying  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/
  pathfinderRPG/compatibility for more information on the compatibility license.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, 
  artworks, and trade dress. (Elements that have previously been designated as Open Game Content 
  are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics 
  of this Paizo Publishing game product are Open Game Content, as defined in the Open Game 
  License version 1.0a Section 1(d). No portion of this work other than the material designated as 
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  References
  This book refers to several Pathfinder Roleplaying Game  
  books and uses the following abbreviations:
  APG Pathfinder Roleplaying Game Advanced Player’s Guide.
  UC Pathfinder Roleplaying Game Ultimate Combat.
  UM Pathfinder Roleplaying Game Ultimate Magic
  
  3
  3
  Contents
  Introduction  
  6
  Steam Powered Equipment 
  6
  Gear  
  7
  Autograpnel 
  9
  Dart Gun  
  10
  Flare Gun 
  10
  Grapnel Cable Spool 
  11
  Grapnel Gauntlet 
  11
  Gyro-Glider 
  12
  Irontide Armor 
  12
  Tesla Pistol 
  12
  Tesla Rifle 
  13
  Steamsaw  
  13
  Stun Cane 
  14
  Alchemical Substances and Energy 
  17
  Steam Powered Archetypes 
  18
  Gear Head  
  (Alchemist Archetype) 
  18
  Arc Shocker  
  (Alchemist Archetype) 
  21
  Cleric Domains 
  22
  Irontide Charger  
  (Fighter Archetype) 
  25
  Skyline Enforcer (Monk Archetype) 
  26
  Gadget Guardian  
  (Cavalier Archetype) 
  30
  Order of Just Vengeance 
  34
  Shield of Liberty  
  (Paladin Archetype) 
  36
  Big Game Hunter  
  (Ranger Archetype) 
  39
  New Ranger Combat Style 
  39
  Phantom Thief  
  (Rogue Archetype) 
  41
  Gyro-Wing Rascal  
  (Rogue Archetype) 
  43
  Lincensing  
  47
  
  4
  Steam Powered 
  Heroes of the Age 
  of Steam
  “Ladies and gentlemen, boys and girls, automata of all kinds, do step forward and 
  behold the spectacular feats of bravery made possible with our newest, top quality 
  products.” Doctor Cuthbert N. Osborn whipped off his hat and shot a hand skywards.
  High above the crowded street, Reginald pulled his bowler hat down firmly over his 
  ears, cocked the bolts of his grapnel gauntlets, and stepped off the gargoyle.
  It was a hundred foot drop.
  The whistling air tugged angrily at his bowler as he plummeted down towards the 
  crowd.
  A blue, crackling sphere of energy punched through the early morning smog, 
  hurtling straight for him. 
  Reginald fired a gauntlet.
  The cable snapped taught, his momentum and the angle of his line altering his 
  trajectory into a graceful swing. That was the mathematics of it, but Reginald’s mind 
  wasn’t on angles and velocity. He’d dodge the bolt, but another string of them came 
  at him like angry wasps. 
  Reggi fired his second gauntlet as he cut the first line, the combined action arcing 
  him out of danger, just as electricity exploded off a lamp post, sending up a shower 
  of sparks. The crowd gasped.
  “I’ll get you, Rascal Reggi!” Nicholai ‘the Spark’ Sokolov shouted as he appeared 
  on a balcony. 
  Reginald grinned, and stuck out his tongue. 
  The crowd cheered. 
  Doctor Cuthbert N. Osborn smiled.
  
  5
  5
  
  6
  Introduction
  In the age of steam, it’s those who go against convention, who devise 
  daredevil schemes, and who invent harebrained inventions that truly make a 
  name for themselves. These heroes — and villains — are the renegades and 
  outcasts who put the “punk” in steampunk. They’re the ones who walk the 
  fine line at the edge of steam technology, who put their lives on the line in 
  the unending quest to understand and harness the power of aether.
  Steam Powered: Heroes of the Age of Steam presents a diverse selection 
  of archetypes, covering a range of classes, each with their own quirks and 
  strengths. It also includes a short equipment section, which builds on the 
  previous two Steam Powered books, published by d20pfsrd.com Publishing. 
  Those publications are not required to make the most of this book, but 
  do contain additional information that will be most useful for your own 
  steampunk campaign.
  Steam Powered 
  Equipment
  Steampowered suits of armor, clockwork 
  gizmos whirring through the air, weapons 
  firing bolts of static electricity — these are the 
  creations of the fantastical age of Steampunk. 
  Many of the archetypes listed in this book rely 
  on specific items that represent the cutting 
  edge of steamwork, clockwork, aetherwork, or 
  electrical invention. Such items are complicated 
  and highly volatile contraptions — inventions 
  so dangerous that only those who created them 
  and have spent years training in their use would 
  ever dare to wield them. However, some of 
  these items have simpler versions which can be 
  used by a wider range of characters, regardless 
  of their archetype. These items are listed below 
  in this section. Included with these is a selection 
  of items from the Technology Reference Guide 
  appropriately rethemed to fit into your Steampunk 
  campaign.
  
  7
  7
  Martial 
  Weapons
  Price
  Dmg (s)
  Dmg (M)
  Critical
  Range
  Capacity
  Usage
  Weight
  Type
  Special
  One-handed Melee Weapons
  Stun 
  Cane
  5,000gp
  Special
  Special
  x2
  —
  10
  1 
  charge/
  round
  2 lbs
  B and E 
  (special)
  Touch
  Heavy 
  Armor
  Cost
  Armor 
  Bonus
  Maximum
  Dexterity 
  Bonus
  Armor 
  Check 
  Penalty
  Arcane 
  Spell 
  Failure
  Chance
  Speed 
  (30ft)
  Speed 
  (20ft)
  Weight
  Special
  Heavy Armor
  Irontide
  3,300gp
  +11
  +0
  -8
  50%
  15ft
  10ft
  100lbs
  Cannot 
  Wield 
  Weapons
  Exotic 
  Weapons
  Price
  Dmg (s)
  Dmg (M)
  Critical
  Range
  Capacity
  Usage
  Weight
  Type
  Special
  Two-handed Melee Weapons
  Steam-
  saw
  2,700gp
  1d12
  3d6
  18-20
  —
  10
  1 
  charge/
  hour
  10 lbs
  S
  Deadly
  Exotic 
  Weapons
  Price
  Dmg (s)
  Dmg (M)
  Critical
  Range
  Capacity
  Usage
  Weight
  Type
  Special
  One-Handed Ranged Weapon (Firearms)
  Dart 
  Gun
  3,000 
  gp
  1d3
  1d4
  x2
  30ft
  1 dose 
  cannister
  1 
  charge
  2 lbs
  P
  —
  Flare 
  Gun
  300 gp
  1d6
  1D8
  x3
  240ft
  1
  dispos-
  able
  1 lbs
  F
  Slow-
  firing, 
  touch
  Grapnel 
  Gauntlet
  270 gp
  1d3
  1D4
  19-20/
  x2
  30 ft
  5
  1 
  charge
  2 lbs
  E
  semi-
  auto-
  matic, 
  touch
  Exotic 
  Weapons
  Price
  Dmg (s)
  Dmg (M)
  Critical
  Range
  Capacity
  Usage
  Weight
  Type
  Special
  Two-Handed Ranged Weapon (Firearms)
  Auto-
  Grap-
  nel
  4,000 
  gp
  1d6+6 
  piercing
  1d8+6 
  piercing
  x3
  30ft
  20
  1 
  charge
  6 lbs
  E
  Auto-
  matic, 
  touch
  Gear
  
  8
  
  9
  9
  Exotic 
  Weapons
  Price
  Dmg (s)
  Dmg (M)
  Critical
  Range
  Capacity
  Usage
  Weight
  Type
  Special
  Two-Handed Ranged Weapon (Firearms)
  Tesla 
  Rifle
  20,000 
  gp
  1d10 
  elec.
  2d6 
  elec.
  x2
  150ft
  20
  1 
  charge
  6 lbs
  E
  Auto-
  matic, 
  touch
  Autograpnel
  “A truly fine item this, let me tell you. Capable 
  of reaching a towering three hundred feet and 
  then retracting the cable to pull yourself up 
  the same distance. Every sky captain will find a 
  hundred uses for it.” 
  An autograpnel looks like a rifle with a small steel 
  spike protruding from its barrel. When fired, an 
  autograpnel launches the spike with a muffled 
  bang. The spike trails an incredibly strong and 
  thin metal cable behind it. An instant after the 
  spike punches into a solid target, tiny spurs 
  lance out of it, anchoring the spike in place. An 
  autograpnel’s cord is long enough to allow 
  the grapnel to reach its maximum range of 
  300 feet, and the internal retraction gearing 
  is strong enough to hold up to 500 pounds 
  of weight. If the grapnel misses its target, it 
  can be rewound into the gun as a standard 
  action; reattaching the grapnel to the gun 
  barrel is a move action. An autograpnel strikes 
  with an effective Strength score of 22 for the 
  purposes of determining damage. If it strikes 
  a creature, it remains lodged in the target and 
  connected to the rifle and its wielder by the 
  metal cord. This cord has AC 12, hardness 
  10, and 20 hp. A successful DC 32 Strength 
  check is required to snap the cord. If the 
  wielder retracts the cord while it’s attached 
  to a creature, the autograpnel attempts a 
  pull combat maneuver check with a CMB of 
  +16. If used against objects, an autograpnel 
  can pull an item that weighs 25 pounds or 
  less back to the user as a full-round action, 
  or it can pull a heavier object that weighs no 
  more than 100 pounds back to the user at a 
  speed of 20 feet. When attached to a solid 
  object, the gun’s retraction rate can be set to 
  maintain a taut line while the gun is attached 
  to a harness worn to aid climbing checks. 
  CONSTRUCTION
  Craft DC 20; Cost 2,000 gp; Craft Technological 
  Arms and Armor, Craft (mechanical device), 
  military lab
  
  10
  Dart Gun 
  “Bring down an elephant or deliver antivenom 
  to a patient, at range. It all depends on what 
  you put into this little beauty.”
  A dart gun fires a small hollow needle that 
  does minimal damage on its own. Instead, a 
  dart gun contains a small reservoir above its 
  handle into which a single dose of a drug, 
  poison, or even potion can be poured as a 
  standard action. The next dart fired from the 
  dart gun delivers that liquid into the target 
  immediately upon a hit.
  CONSTRUCTION
  Craft 
  DC 
  24; 
  Cost 
  1,500 
  gp; 
  Craft 
  Technological Item, Craft (mechanical device), 
  production lab
  Flare Gun
  “A simple device for illuminating the night sky, 
  and easily carried in your waistcoat pocket, 
  like so.” 
  A flare gun looks like a wide-barreled pistol, 
  and although it can be used in combat, the 
  item’s primary use is to send signals. A flare 
  gun and its ammunition (a small, rocket-
  propelled magnesium charge) are completely 
  self-contained and disposable—once fired, 
  a flare gun is useless. While a flare gun has 
  excellent range, the flare tends to wobble and 
  spiral in flight, incurring a 20% miss chance if 
  it’s being used to target a specific point. The 
  flare detonates once it hits a target or reaches 
  its maximum range of 1,200 feet, bursting into 
  a sphere of fire that illuminates a 120-foot-
  radius area for 1 minute as it drifts slowly back 
  to the ground. Any creatures within 20 feet of 
  the flare must succeed at a DC 12 Fortitude 
  saving throw each round or be dazzled by the 
  intense light for as long as they remain in the area. 
  Creatures adjacent to a lit flare are also blinded 
  for 1d4 rounds on a failed save. A creature struck 
  by a flare takes 1d8 points of fire damage (1d6 
  points of fire damage from Small flare guns), and 
  continues to take the same amount of fire damage 
  each round until the flare is removed. Removing a 
  flare is a full-round action.
  CONSTRUCTION
  Craft DC 18; Cost 150 gp; Craft Technological 
  Arms and Armor, Craft (alchemy), production lab
  
  11
  11
  Grapnel Cable Spool
  “Additional grapnel cable, sold by the spool. And 
  may I add, you can never have enough grapnel 
  cable.”
  A grapnel cable spool holds 5 grapnel cables for 
  a grapnel gauntlet. A grapnel cable spool costs 
  62 gp and weighs 2 lbs.
  CONSTRUCTION
  Craft DC 18; Cost 31 gp; Craft Technological 
  Arms and Armor, Craft (mechanical device), 
  production lab
  Grapnel Gauntlet
  “This little beauty is easily concealed up a 
  sleeve. It’ll save your life from a bad fall, but 
  I’m sure you can think of other uses, eh?” 
  A grapnel gauntlet fires an iron spike attached 
  to a length of thin cable held in a wrist spool. 
  The gauntlet can fire 1 of 5 cables per round 
  as a standard action. Each cable is 30-feet 
  long, has 2 hit points and AC 10. The cable 
  requires a 23 Strength check to break it. The 
  cable can be detached at the gauntlet as a 
  free action. The gauntlet must be cocked 
  between firings, which requires a swift action. 
  The gauntlet cannot be used while anything is 
  held in the hand.
  A grapnel gauntlet counts as a hand crossbow 
  (see the Equipment chapter in the Pathfinder 
  Roleplaying Game Core Rulebook) for the 
  purposes of determining proficiencies and 
  damage, except that it has a maximum range 
  of 30 feet. If the cable is detached on firing, 
  you can entangle a foe like you would using 
  a net. The DC to cast a spell while entangled 
  with a cable is 10 + the spell level being cast. 
  An entangled creature can slip free with a DC 
  15 Escape Artist check as a full-round action. 
  Replacing a grapnel cable spool is a standard 
  action that provokes attacks of opportunity. 
  Rewinding the spool requires both hands and 
  takes 1 minute.
  A grapnel gauntlet costs 270 gp and weighs 
  1 lb.
  CONSTRUCTION
  Craft DC 18; Cost 150 gp; Craft Technological 
  Arms and Armor, Craft (mechanical device), 
  production lab
  
  12
  Gyro-Glider
  “The gyro-glider is the height of fashion among 
  skyfarers. It’s a soaring marvel of engineering. It’s 
  rising in popularity. Did I mention that it flies?”
  A gyro-glider is a canvas-wrapped metal 
  frame, worn on the back, that can be snapped 
  taught to form a pair of gliding wings. A gyro 
  stabilizer built into the frame gives the gyro-
  glider a great degree of stability. Anyone 
  using a gyro-glider can make a DC 15 Fly 
  check to fall safely from any height without 
  taking falling damage, as if using feather fall. 
  When falling safely, a character may make an 
  additional DC 15 Fly check to glide, moving 
  5 feet laterally for every 20 feet he falls. 
  A gyro-glide costs 2,200 gp and weighs 10 lbs.
  CONSTRUCTION
  Craft DC 18; Cost 1,100 gp; Craft 
  Technological Arms and Armor, Craft 
  (mechanical device), production lab
  Irontide Armor
  “Don’t let its size intimidate you. Although 
  massive, this armor will stop a bullet—step inside 
  and I’ll show you.” 
  This particularly heavy armor is powered by a 
  small steam driven engine with a steam cell. The 
  suit consumes 4 energy points per hour of use. 
  Irontide armor costs 3,300 gp and weighs 100 lbs.
  CONSTRUCTION
  Craft DC 16; Cost 1,650 gp; Craft Technological 
  Arms and Armor, Craft (mechanical device), 
  production lab
  Tesla Pistol
  “Lightning in a bottle, this is. Simply point the 
  device at your intended target and pull the trigger. 
  I do recommend purchasing tinted goggles too.”  
  A tesla pistol emits bolts of electricity that arc 
  between the weapon and its target, creating a 
  crackling beam of electricity. Tesla pistols gain 
  
  13
  13
  a +2 circumstance bonus on attack rolls against 
  targets that are metal or are wearing medium or 
  heavy metal armor. 
  CONSTRUCTION 
  Craft DC 23; Cost 5,000 gp; Craft Technological 
  Arms and Armor, Craft (mechanical device), 
  military lab 
  Tesla Rifle
  “You’ll definitely need those tinted goggles with 
  this, the tesla pistol’s bigger brother.”
  A tesla rifle is a larger, more powerful version of a 
  tesla pistol, and functions as such except for the 
  differences listed here. 
  CONSTRUCTION 
  Craft DC 27; Cost 10,000 gp; Craft Technological 
  Arms and Armor, Craft (mechanical device), 
  military lab
  Steamsaw 
  “A less… gentlemanly weapon, this one. Effective, 
  though, there’s no doubt of that. Cuts through, 
  well, just about anything.”
  Originally developed for use as tools, steamsaws 
  work remarkably well as weapons and are often 
  used by lunatics or those who want to intimidate 
  their enemies. A steamsaw consists of a weighty 
  housing for the steam-driven engine and a 
  compact boiler that is fitted with two handles, and 
  a 2- to 3-foot-long blade extending from the front, 
  around which a whirring, buzzing chain of razor-
  sharp cutting links spins at blinding speed when 
  the weapon is activated. It’s a standard action 
  to activate a steamsaw, and doing so consumes 
  a charge of power. The steamsaw continues to 
  
  14
  run constantly after activation, draining an 
  additional charge every 10 minutes. A dropped 
  steamsaw automatically turns off unless it is set 
  down carefully as a move action. The buzzing 
  of a steamsaw’s blade is loud and distracting 
  (but not deafening), causing anyone carrying 
  an activated steamsaw to take a –10 penalty 
  on Stealth checks. An activated steamsaw 
  grants a proficient user a +2 morale bonus on 
  Intimidate checks.
  CONSTRUCTION
  Craft DC 20; Cost 1,350 gp; Craft Technological 
  Arms and Armor, Craft (mechanical device), 
  military lab
  Stun Cane
  “Now this, this is a weapon for the genteel 
  individual. Sure to dazzle friends and foes 
  alike. It’s a knockout hit, if you know what I 
  mean.”
  This slender walking cane has an insulated grip 
  and a conductive tip. All bludgeoning damage 
  dealt by an active stun cane is nonlethal, while 
  the electrical charge can be either nonlethal or 
  lethal. By activating a control in the handle as 
  a swift action, the wielder can switch the attack 
  between a nonlethal jolt and a lethal shock. 
  On a confirmed critical hit, a target must 
  succeed at a Fortitude saving throw (DC = 10 
  + the damage dealt by the critical hit) or be 
  staggered for 1 round. When it’s not activated, 
  a stun cane functions as a light mace that deals 
  damage as if it were one size category smaller. 
  A character who is proficient with a light mace 
  is proficient with a stun cane. A stun cane costs 
  5,000 gp and weighs 2 lbs.
  
  15
  15
  
  16
  
  17
  17
  CONSTRUCTION
  Craft DC 24; Cost 2,500 gp; Craft Technological 
  Arms and Armor, Craft (mechanical device), 
  military lab
  Alchemical Substances and 
  Energy
  Some of the archetypes described in this book 
  require power sources, like steam cells, or an 
  alchemical substance, like aether, in order to 
  function. 
  Aether: Also known as quintessence, aether is, 
  in its unmodified state, a harmless, weightless, 
  odorless substance that affects light. There are 
  two known types of aether: luminiferous aether, 
  which sheds light, and umbrageous aether, 
  with absorbs light. See Steam Powered: 
  Illustrated Catalog & Guide for more uses of 
  aether.
  A pint of aether in a 1 lb. stainless steel flask 
  costs 200 gp. 
  Steam Cell: A steam cell is a small canister, 
  usually of metal, that can store compressed 
  steam. It can hold 25 energy points (EP) for up 
  to 24 hours. Recharging a steam cell takes 1 
  minute per EP. A steam cell can be recharged 
  from any boiler using its integrated nozzle. See 
  Steam Powered: Illustrated Catalog & Guide, 
  for more on energy and steam.
  A steam cell costs 100 gp and weighs 10 lbs.
  
  18
  Steam Powered 
  Archetypes
  The following archetypes are sorted alphabetically, first by the class to which they belong, and then 
  by the name of the archetype. Please seek your GM’s permission before selecting one of these 
  archetypes for your character.
  Gear Head  
  (Alchemist Archetype)
  “Presenting the greatest synergy of man 
  and machine folks. It’s as if Mr. Sanderson’s 
  armor were more than a second skin, an 
  augmentation that makes him truly invincible.”
  Some alchemists spurn the study of mind-
  numbing mutagens in favor of harnessing 
  the technologies of the age. By creating an 
  electrically powered suit of geared armor, they 
  become the perfect amalgamation of man and 
  machine, able to withstand any onslaught or 
  take down their foes with powerful bolts of 
  aether-enhanced static energy.
  Weapon and Armor Proficiency: Gear 
  heads are proficient with all simple weapons, 
  hand crossbows, repeating crossbows, nets, 
  shuriken, spiked armor, all firearms, and bombs. 
  They are also proficient with light, medium, 
  and heavy armor, but not with shields.
  Power Armor (Ex): At 1st level, a gear head 
  discovers the means to create powered suits 
  of armor. The suit is powered by a dynamo 
  that charges as the gear head moves. The gear 
  head can modify any suit of metal medium or 
  heavy metal armor to be powered. The armor 
  bonus of powered armor increases by +2. It 
  
  19
  19
  takes 8 hours and a workshop to modify the suit 
  of armor in this way. During the process the gear 
  head adds countermeasures that make it difficult 
  for others to use the suit, such as a complicated 
  systems of locks and latches. Another creature 
  attempting to use the suit can only do so if they 
  are the same size category as the gear head. 
  They must then succeed on a Disable Device skill 
  check with a DC equal to 10 + the gear head’s 
  Intelligence modifier + the gear head’s level. 
  The gear head may only maintain 1 suit of power 
  armor at a time. 
  The gear head can, as a standard action, activate 
  the power armor. The gear head gains a +2 
  enhancement bonus to Strength for 3 rounds per 
  alchemist level per day. Alternatively, the gear 
  head can choose to unleash the suit’s full power, 
  gaining a +4 enhancement bonus to Strength 
  for 1 round per alchemist level, per day. These 
  rounds do not need to be used consecutively and 
  the gear head can deactivate the power armor as 
  a swift action. 
  This ability replaces the alchemist’s mutagen 
  ability at 1st level.
  Empowered Reflexes (Ex): At 14th level, 
  activated power armor grants the gear head 
  a +2 enhancement bonus to Dexterity, or a +4 
  enhancement bonus when unleashing the suit’s 
  full power. This ability replaces the alchemist’s 
  persistent mutagen at 14th level.
  Discoveries
  A gear head may choose from the following list 
  of discoveries:
  Combat Gauntlets: Whenever the gear head 
  activates power armor, the gear head gains two 
  slam attacks. These are primary attacks and are 
  made using the gear head’s full base attack bonus. 
  The attacks deal 1d6 points of damage (1d4 
  if the gear head is Small). 
  At 8th level these attacks deal 1d6 electricity 
  damage in addition to their normal damage. 
  At 14th level, the electricity damage increases 
  to 2d6 electricity damage. The gear head can 
  fire bolts of electricity at a target within 30 
  feet by succeeding at a ranged touch attack. 
  These bolts deal 3d6 electricity damage.  
  Flight Configuration: Upgraded power 
  armor enables the gear head to fly. As a 
  standard action, the gear head enables flight 
  mode. While flight mode is enabled, the gear 
  head’s power armor loses its additional armor 
  bonus but grants the gear head a fly speed 
  of 40 feet with clumsy maneuverability. The 
  gear head can disengage flight mode and 
  regain the suit’s additional armor bonus as a 
  standard action. 
  Greater Upgrade: The gear head’s power 
  armor armor bonus increases to +4 and the 
  gear head’s speed increases by 5 feet while 
  wearing power armor. In addition, the power 
  armor grants the gear head resist electricity 
  5. A gear head must be at least 12th level 
  before selecting this discovery.
  Grand Upgrade: The gear head’s power 
  armor armor bonus increases to +6 and the 
  armor grants the gear head resist electricity 
  10. In addition, when the gear head moves at 
  least 10 feet while wearing power armor the 
  gear head gains a +4 equipment bonus to 
  Acrobatics skill checks until the beginning of 
  the gear head’s next turn. A gear head must 
  be at least 16th level and must possess the 
  greater upgrade discovery before selecting 
  this discovery.
  
  20
  
  21
  21
  Arc Shocker  
  (Alchemist Archetype)
  “Harnessing the awesome power of electricity, 
  Mr. Schmeltz will now demonstrate his ability to 
  throw this iron train wheel across the stage. Please 
  secure any metallic objects on your person before 
  the demonstration commences.”
  A arc shocker crafts sophisticated gauntlets 
  through which to focus their inner magical 
  potential, 
  empowering 
  it 
  with 
  dangerous 
  electrostatic energy with which to blast their foes.
  Electrostatic Bomb (Su): An arc shocker’s bombs 
  deal electricity damage instead of fire damage. 
  The arc shoker does not use liquid catalyst to 
  create bombs, but a charge directed through 
  a pair of matching gauntlets attuned to the arc 
  shoker’s magical essence. The arc shoker must take 
  10 minutes each day to power up the gauntlets, 
  which can only be activated by the arc shocker 
  who built them. An arc shoker who selects the 
  shock bomb alchemist discovery replaces their d6 
  damage dice with d8 damage dice on a direct hit, 
  and their shock bombs dazzle the target for 1d4 
  + 1 rounds. In all other ways, this ability functions 
  like the alchemist’s bomb ability. 
  This ability modifies the alchemist’s bomb ability 
  at 1st level. 
  Electromagnetic Field (Su): A arc shocker’s 
  gauntlets generate a protective electromagnetic 
  field around the arc shocker. The arc shocker 
  gains a +2 equipment bonus to Armor Class 
  against metallic weapons, including magical 
  ones. In addition, an arc shocker with a Dexterity 
  of 13 or higher gains the Deflect Arrows feat 
  against projectiles that are metallic or contain 
  metallic parts. 
  This ability replaces the alchemist’s mutagen ability 
  at 1st level.
  Electromagnetic Force (Su): At 2nd level, 
  an arc shocker can use the magnetic energy 
  within their gauntlets to throw metallic objects 
  within 10 feet. The arc shocker can throw a 
  Tiny object containing 20% or more metal. The 
  object is thrown in an arc, and takes 1d6 falling 
  damage for every 20 feet of the distance it 
  was thrown. The arc shocker does not require 
  a Strength check to throw the object, but 
  adds the arc shocker’s Strength modifier to 
  the damage result against any target struck by 
  the thrown object. The arc shocker is able to 
  throw an object of one size category larger at 
  every 4 levels beyond 2nd level, up to a Huge 
  object at 18th level (Small at 6th level, Medium 
  at 10th level, Large at 14th level, and Huge at 
  18th level). The distance the arc shocker can 
  throw an object is 30 feet at 2nd level, plus 10 
  feet at every 4 levels beyond 2nd level, to a 
  maximum distance of 60 feet at 14th level. The 
  distance the arc shocker can throw an object is 
  not dependant on the object’s size.
  This ability replaces the alchemist’s poison 
  resistance at 2nd level.
  Electrical Resistance (Ex): At 5th level, the arc 
  shocker gains resist electricity 5. This increases 
  to resist electricity 10 at 8th level and to resist 
  electricity 15 at 10th level. At 15th level the 
  arc shocker becomes immune to electricity 
  damage. This ability replaces the alchemist’s 
  poison resistance at 5th and 8th level and the 
  alchemist’s poison immunity at 10th level.
  Static 
  Field 
  (Su): At 14th level, the 
  electromagnetic field around the arc shocker 
  becomes deadly. A creature that hits the arc 
  shocker with a melee attack made with a 
  mostly metallic weapon or a natural weapon 
  takes electricity damage equal to half the arc 
  shocker’s bomb damage. 
  
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  This ability replaces the alchemist’s persistent 
  mutagen at 14th level.
  Discoveries
  An arc shocker may choose from the following 
  list of discoveries: 
  Lightning bolt: The arc shocker can unleash 
  a deadly bolt of lightning which functions 
  as the lightning bolt spell. The arc shocker’s 
  caster level is equal to half the total alchemist 
  levels the arc shocker has obtained, minimum 
  1 and rounded down.
  Cleric Domains
  “Be amazed, as these three demonstrate their 
  spiritual powers over electricity, steam, and 
  gunpowder.”
  The following three domains are included 
  to help you create an appropriately themed 
  cleric to fit within a steampunk campaign. 
  Of the domains listed in the Pathfinder 
  Roleplaying Game Core Rulebook, the air, 
  artifice, destruction, fire, travel, war, and water 
  domains have the best fit for such a campaign. 
  However, that doesn’t exclude any of the core 
  domains, which can fit well depending on your 
  character’s concept and the details of your 
  own campaign.  
  Electricity Domain
  Granted Powers: You can call forth bolts 
  of 
  electricity 
  and 
  withstand 
  electricity’s 
  destructive force.
  Arcing Bolt (Sp): As a standard action, you can 
  unleash a bolt of electricity targeting any foe 
  within 30 feet as a ranged touch attack. This 
  bolt of electricity deals 1d6 points of electricity 
  damage +1 point for every two cleric levels you 
  possess. You can use this ability a number of times 
  per day equal to 3 + your Wisdom modifier.
  Electricity Resistance (Ex): At 6th level, you gain 
  resist electricity 10. This resistance increases to 20 
  at 12th level. At 20th level, you gain immunity to 
  electricity. 
  Domain Spells: 1st—shocking grasp, 2nd—resist 
  energy (electricity only), 3rd—call lightning, 4th—
  rainbow pattern, 5th—call lightning storm, 6th—
  chain lightning, 7th—prismatic spray (results 1–7 
  indicates a yellow beam), 8th—storm boltsAPG, 
  9th—ride the lightningUM
  Gunpowder Domain
  Granted Powers: You are able to control the 
  explosive potential of gunpowder and black 
  powder, causing it to explode spectacularly or to 
  fizzle harmlessly.
  Explosive Trap (Sp): As a standard action, you can 
  create an explosive trap in any adjacent square. 
  Any creature entering this square takes 1d6 points 
  of fire damage +1 point for every two cleric levels 
  you possess. You can trigger the explosive trap as 
  a free action if you are within 30 feet of it. The trap 
  is invisible and lasts a number of rounds equal to 
  your cleric level or until discharged. You cannot 
  create an explosive trap in a square occupied by 
  another creature. This explosive trap counts as a 
  1st-level spell for the purpose of dispelling. It can 
  be discovered with a DC 26 Perception skill check 
  and disarmed with a DC 26 Disable Device skill 
  check. You can use this ability a number of times 
  per day equal to 3 + your Wisdom modifier.
  Misfire Aura (Su): At 8th level, your presence 
  affects gunpowder weapons. The misfire value 
  of firearms wielded by enemy creatures within 30 
  feet of you doubles. The misfire value of firearms 
  
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  wielded by creatures friendly to you within the 
  same area is reduced by 1, to a minimum of 1. 
  Domain Spells: 1st—abundant ammunitionUC, 
  2nd—thunder fireUC, 3rd—flash fireUC, 4th—
  named bulletUC, 5th—magic siege engine, 
  greaterUC, 6th—named bullet, greaterUC, 7th—
  destructionUC, 8th—incendiary cloud, 9th—
  power word kill
  Steam Domain
  Granted Powers: You are a master of 
  superheated steam and its components, able 
  to direct destructive jets of steam, to withstand 
  extreme heat, or to create obscuring mists.
  Scalding Jet (Sp): As a standard action, you can 
  unleash a jet of hot stream targeting any foe 
  within 30 feet as a ranged touch attack. This jet 
  of steam deals 1d6 points of fire damage +1 
  point for every two cleric levels you possess. 
  You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier.
  Fire Resistance (Ex): At 6th level, you gain 
  resist fire 10. This resistance increases to 20 
  at 12th level. At 20th level, you gain immunity 
  to fire.
  Domain Spells: 1st—obscuring mist, 2nd—
  fog cloud, 3rd—gaseous form, 4th—wall of 
  fire, 5th—fire shield, 6th—wind walk, 7th—
  elemental body IV (fire or water only), 8th—
  earthquake, 9th—elemental swarm (fire or 
  water spell only)
  Irontide Charger  
  (Fighter Archetype)
  “Like an unstoppable iron rhinoceros, Mr. 
  Salkov will now charge through this wall of 
  bricks, using his steam-powered armor and his 
  incredible strength to do so.”
  
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  Clad in impossibly-thick armor, the irontide 
  charger is as unstoppable as a steam locomotive, 
  able to charge through multiple foes and trample 
  them underfoot. 
  Irontide Armor (Ex): At 2nd level, an irontide 
  charger constructs a customised suit of abnormally 
  heavy armor. Although the suit is augmented with 
  a steam-powered drivetrain, only the irontide 
  charger—through specialized training with the 
  suit—can effectively use it, they reduce the armor 
  check penalty of irontide armor by 2. An irontide 
  charger’s speed is not reduced by wearing heavy 
  armor.
  The irontide armor is fitted with metal horns or 
  tusks that give the irontide charger a primary gore 
  attack that deals 1d6 piercing damage.
  While anyone wearing irontide armor cannot 
  wield weapons, the ironhide charger can 
  integrate weapons from the close weapon 
  group into the armor’s gauntlets at the 
  weapon’s normal cost. It takes a minute 
  and the proper tools to equip, remove, or 
  replace a weapon integrated into the armor. 
  If an irontide charger loses their irontide armor, 
  they can replace it at half the normal cost by 
  spending a week manufacturing a new suit. They 
  must have the necessary tools and a workshop 
  to do so. By modifying a suit of heavy armor, the 
  irontide charger can reduce the cost of creating 
  the irontide armor by 1/5th of the armor’s cost. 
  This ability replaces the fighter’s bravery ability 
  at 2nd level.
  Devastating Charge (Ex): Starting at 5th level, 
  an irontide charger learns to use the momentum 
  provided by his bulky armor to make his charge 
  nearly unstoppable. While wearing heavy armor, 
  the irontide charger can, while making a charge, 
  overrun multiple creatures in the path of his 
  charge. Overrunning a creature is a free action. If 
  
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  the overrun against a creature is unsuccessful, 
  the irontide charger ends his charge in the 
  space directly in front of the creature he was 
  attempting to overrun.
  At 9th level, the irontide charger gains a 
  +1 bonus on attack and damage rolls with 
  weapons in the close weapon group (gauntlet, 
  heavy shield, light shield, punching dagger, 
  sap, spiked armor, spiked gauntlet, spiked 
  shield, and unarmed strike) as well as with 
  gore attacks. This bonus increases by +1 
  at 13th and 17th level. The irontide charger 
  also adds this bonus to bullrush and overrun 
  combat maneuver checks while wearing heavy 
  armor and doubles the bonus while wearing 
  ironhide armor.
  In addition, at 13th level, the irontide charger 
  can make a trample attack, as per the trample 
  universal monster rule, and is considered 
  to be a Large creature for the purposes of 
  determining which creatures the irontide 
  charger may target.
  This ability replaces weapon training at  
  5th level.
  Charge Mastery (Ex): At 20th level, while 
  wearing irontide armor, an irontide charger 
  can attempt to overrun a creature of any size. 
  When the irontide charger fails a combat 
  maneuver check, if the target is no more than 
  one size category larger than the irontide 
  charger, it is pushed back 5 feet. As a free 
  action, the irontide charger can make a primary 
  attack against any creature it attempts to bull 
  rush or overrun. This ability does not allow the 
  irontide charger to trample larger creatures 
  with its devastating charge ability.
  This ability replaces weapon mastery at 20th 
  level.
  Skyline Enforcer  
  (Monk Archetype)
  “Reggi the Rascal, ladies and gentlemen. His 
  grapnel gauntlets allow him to perform death 
  defying acrobatics high above the street.”
  Master of the rooftops, the skyline enforcer is 
  a consummate acrobat who uses the city’s high 
  places to get the jump on unsuspecting foes.
  Weapon and Armor Proficiency: Skyline enforcers 
  are 
  proficient 
  with 
  autograpnels, 
  grapnel 
  gauntlets, nets, and whips. They are proficient 
  with light and medium armor, but are affected in 
  the same way a monk is if wearing armor.
  Cable Master (Ex): Skyline enforcers are skilled 
  with grapnel equipment. The skyline enforcer 
  gains Equipment Trick (grapnel) as a bonus 
  feat (see below). For the purposes of meeting 
  grapnel trick requirements, the skyline enforcer 
  is considered to have two additional ranks in 
  Acrobatics as long as the skyline enforcer is not 
  wearing armor or carrying a medium or heavy 
  load. This ability replaces the monk’s stunning fist 
  ability at 1st level.
  Danger Sense (Su): At 3rd level, skyline enforcers 
  develop a sixth-sense that warns them of danger. 
  The skyline enforcer may reroll a failed Perception 
  check made against an opponent’s Stealth check, 
  a failed Sense Motive check, or gain a +2 insight 
  bonus on a Reflex save. The skyline enforcer can 
  use this ability once per day. The skyline enforcer 
  gains an additional daily use of this ability at 6th 
  level and every 3 levels above 6th, to a maximum 
  of 6 uses at 18th level. This ability replaces the 
  monk’s still mind ability at 3rd level.
  Cable Swing (Ex): At 5th level, skyline enforcers 
  master the ability of moving through the air using 
  
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  28
  their grapnel gauntlets. While wearing a pair 
  of grapnel gauntlets, the skyline enforcer can 
  expend one use of each grapnel gauntlets in 
  order to fly up to a distance of 60 feet with 
  a Good maneuverability. There must be at 
  least two suitable structures above the skyline 
  enforcer to attach their grapnel to along 
  the path of their movement and the skyline 
  enforcer must land on a suitable surface at the 
  end of their movement. The skyline enforcer 
  can use their Acrobatics skill instead of their 
  Fly skill for Fly skill checks while moving in this 
  way. This ability replaces the monk’s purity of 
  body ability at 5th level.
  Wall Runner (Ex): At 17th level, skyline 
  enforcers become so adept at moving through 
  the rooftops that they can run up walls. The 
  skyline enforcer gains a climb speed equal to 
  their racial base speed, including the usual +8 
  racial bonus on all Climb checks. This ability 
  replaces the monk’s timeless body ability at 
  17th level.
  Grapnel Expert (Ex): At 17th level, skyline enforcers 
  can use any rope-like item—including whips, 
  chains, cables, and lengths of cloth—as a grapnel, 
  even if it has no grapnel attached to the end. 
  Skyline enforcers can use such items and other 
  grapnel equipment to replace both uses of their 
  grapnel gauntlets for the purposes of their cable 
  swing ability, doubling the item’s length for their 
  fly speed, up to a maximum total fly speed of 120 
  feet. For example, a skyline enforcer with a 40-foot 
  rope would have a fly speed of 80 feet when using 
  this ability. The item is attached and detached as 
  part of the move action, and the skyline enforcer 
  has the option of having the item detached at the 
  end of their movement. Additionally, the skyline 
  enforcer’s maneuverability while using grapnel 
  gauntlets increases to Perfect. This ability replaces 
  the monk’s tongue of the sun and moon ability at 
  17th level.
  
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  Arrested Fall (Ex): At 19th level, a skyline enforcer 
  can use grapnel equipment to slow or arrest the 
  fall of themselves or allies. As a swift action, if the 
  skyline enforcer is within arm’s reach of a wall, then 
  the skyline enforcer deploys their grapnel and 
  confers their slow fall ability on an ally within the 
  range of their grapnel. Alternatively, the skyline 
  enforcer deploys their grapnel and extends the 
  range of their slow fall ability to the range of their 
  grapnel, also as a swift action. In either case, the 
  skyline enforcer may choose to halt the fall, in which 
  case no falling damage is taken. This ability replaces 
  the monk’s empty body ability at 19th level.
  Slingshot (Ex): At 20th level, skyline enforcers can 
  unleash a powerful aerial attack on a foe. After 
  moving using their cable swing ability, a skyline 
  enforcer can make a single attack against an 
  adjacent opponent using either their highest base 
  attack bonus or their Acrobatics skill, whichever is 
  highest. A hit deals the skyline enforcer’s unarmed 
  damage + 1 for every 10 feet the skyline enforcer 
  moved. In addition, the skyline enforcer may make 
  a bull rush attempt as a free action if the attack 
  hit, using any additional unused movement they 
  have available. This ability replaces the monk’s 
  perfect self ability at 20th level.
  Equipment Trick (Combat)
  You understand how to use equipment in combat. 
  Prerequisite(s): Base attack bonus +1. 
  Choose a piece of equipment, such as anvil, 
  boots, a cloak, rope, a shield, a heavy blade 
  scabbard, a sunrod, or wondrous item. 
  Benefit(s): You can use any equipment trick 
  relating to the chosen item as long as you 
  meet the trick’s prerequisites. If the item would 
  normally be considered an improvised weapon, 
  you can treat it as either a normal weapon or an 
  improvised weapon, depending on which is more 
  beneficial for you. 
  Special: You can gain Equipment Trick multiple 
  times. Each time you take the feat, it applies to 
  a new type of equipment.
  Grapnel Tricks
  In addition to the feat, skill, or other 
  requirement listed for each of these tricks, 
  you must have the Equipment Trick (grapnel) 
  feat to use grapnel tricks. Grapnel tricks can 
  be performed with an autograpnel, grapnel 
  gauntlets, a length of rope with a grapnel 
  attached, or similar grapnel equipment at the 
  GM’s discretion.
  Boost Jump (Acrobatics 5 ranks): With a grapnel 
  that auto retracts, you gain a +10 equipment 
  bonus to Acrobatics skill checks for jumps 
  made at the end of a swing or retraction. If you 
  use a grapnel without this feature then add 
  an equipment bonus equal to your Strength 
  modifier instead. Jumps made in this way are 
  considered to be made with a running start.
  Conduit (Dex 13, base attack bonus +6 ): 
  Once per round when you are the target of an 
  attack that does electricity damage, and you 
  are wielding a grapnel device with a metallic 
  cable, you may attempt to redirect the attack 
  through your grapnel as an immediate action. 
  Make a Reflex save with a DC equal to the 
  attacker’s attack roll. If you succeed, make a 
  ranged attack roll against a creature in range of 
  your grapnel. If you succeed on both rolls then 
  the new target takes the electricity damage 
  instead of you. You take any other damage 
  that is not electricity damage normally. This 
  ability has no effect on attacks that target you 
  indirectly, such as area effects, or where the 
  attacker does not make an attack roll.  
  
  30
  Lash (Weapon Proficiency [whip]): You can 
  use a length of grapnel cable as a whip at 
  no penalty. The grapnel cable that is used 
  as a whip must be 10 feet long—length in 
  excess of this must remain coiled or otherwise 
  unused. A grapnel used in this way deals 
  lethal damage.
  Quick Release (no additional prerequisites): 
  You can fire or throw your grapnel such that 
  you can loosen it from either end by making 
  a quick series of tugs as a move action at any 
  point along the cable’s length.
  Rewind (Sleight of Hand 5 ranks): You can 
  rewind an autograpnel as a move action or 
  load a spool into a grapnel gauntlet as a move 
  action. Reloading a grapnel gauntlet spool 
  takes a full round action for you.
  Monk Vows
  The following monk vows are available to you 
  for use with any monk or skyline enforcer, with 
  your GMs approval.
  Vow of Protection: Unlike a monk that follows 
  the vow of peace, a monk following the vow 
  of protection is a pragmatist with no qualms 
  about resorting to violence when necessary, 
  but draws the line at killing her enemies. The 
  monk may not kill anyone, including an enemy, 
  and must do all in her power to prevent 
  death wherever possible. Many monks of 
  protection are those who have experienced 
  the devastation of death first hand, either of a 
  loved one or by their own, misguided hand. A 
  monk with this vow increases her ki pool by 1 
  ki point for every 6 monk levels (minimum +1).
  Gadget Guardian  
  (Cavalier Archetype)
  “Mr. Waldo is a master of gadgetry, a literal 
  walking, jumping, flying arsenal. A true paragon 
  of inventive genius.” 
  Gadget guardians use their inventive talents 
  to build and modify equipment, creating their 
  own arsenal of specialized gadgets. The gadget 
  guardian puts them to use in defending the weak 
  and oppressed and dispensing their own brand 
  of justice. 
  Class Skills: A gadget guardian’s class skills are 
  Bluff (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Fly (Dex), Intimidate (Cha), Knowledge 
  (local) (Int), Profession (Wis), Sense Motive (Wis), 
  and Swim (Str). These replace the standard 
  cavalier class skills.
  Weapon Proficiency: Gadget guardians add 
  proficiency 
  with 
  bolas, 
  boomerangs, 
  hand 
  crossbows, and shuriken to the list of cavalier 
  weapon proficiencies.
  Expert Glide (Ex): At 1st level, a gadget guardian 
  gains and masters the use of a gyro-glider. The 
  gadget guardian can move 10 feet laterally for 
  every 20 feet he falls using the gyro-glider. In 
  addition, while wearing a gyro-glider, the gadget 
  guardian reduces the DC of Acrobatics skill checks 
  for a long jump by 10. 
  This ability replaces the cavalier’s mount ability at 
  1st level.
  Zip-Line Mod (Ex): At 3rd level, a gadget 
  guardian gains a grapnel gauntlet and learns how 
  to modify it to increase its usefulness. The grapnel 
  gauntlet’s range increases to 40 feet. As a swift 
  action the gadget guardian can retract a fired 
  cable, using it to pull him up, or to drag or lift a 
  
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  32
  Medium load. The cable retracts at the end of 
  the round. A retracted cable may be reused, 
  but the grapnel gauntlet still requires a swift 
  action to recock it. 
  This ability replaces the cavalier’s charge 
  ability at 3rd level.
  Razor Boomerang Mod (Ex): At 4th level, a 
  gadget guardian learns to create miniature 
  missiles that are part-boomerang, part-
  shuriken. A razor boomerang counts as a shuriken 
  for the purposes of determining proficiencies 
  and damage (see the Equipment chapter of the 
  Pathfinder Roleplaying Game Core Rulebook). 
  The gadget guardian gains Weapon Focus 
  (shuriken) and Weapon Specialization (shuriken) 
  as bonus feats. A gadget guardian can choose 
  to do either piercing or slashing damage with 
  these weapons. If slashing damage is chosen, 
  and the gadget guardian has a Dex of 15 or 
  
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  greater, the razor boomerang returns to him 
  at the end of the round. If piercing damage is 
  chosen, the target take 1 point of bleed damage 
  from a successful hit. 
  This ability replaces the cavalier’s expert trainer ability 
  at 4th level.
  Fearsome Mask (Ex): At 5th level, a gadget 
  guardian creates a disguise with which to frighten 
  their foes. While wearing this disguise, the 
  gadget guardian gains a +20 equipment bonus 
  on Bluff skill checks made to keep their identity 
  a secret. In addition, the gadget guardian gains 
  an equipment bonus equal to 1/2 their cavalier 
  level on Intimidate checks made to demoralize an 
  opponent. If the gadget guardian succeeds in 
  demoralizing a target, the duration the target 
  is shaken is doubled. The target does not 
  need to see the gadget guardian if the gadget 
  guardian is standing in an area of dim light or 
  darkness, as long as the target can hear the 
  gadget guardian’s verbal threats. If the target’s 
  Hit Dice is less than half of your total Hit Dice, 
  the target is frightened instead of shaken. 
  This ability replaces the cavalier’s banner 
  ability at 5th level.
  Improvise (Ex): At 11th level, the gadget 
  guardian becomes adept at creating useful, 
  improvised items to aid in any situation. A 
  gadget guardian may use an appropriate 
  Craft skill check to aid another if the gadget 
  guardian has access to at least 100 gp worth 
  of resources, the appropriate tools, and an 
  uninterrupted hour to prepare the item. After 
  the check is made the item becomes unusable, 
  but is returned to the gadget guardian’s 
  resources at no cost. The gadget guardian can 
  reduce the time required to improvise an item 
  by taking a –2 penalty for every 10 minutes 
  quicker the gadget guardian wishes to be, up 
  to a maximum of –10 for a total time of 10 
  minutes. The gadget guardian gains Throw 
  Anything as a bonus feat, or Improvised 
  Weapon Mastery if the gadget guardian 
  already has that feat. The gadget guardian 
  does not need to meet the prerequisites for 
  these feats. This ability replaces the cavalier’s 
  mighty charge ability at 11th level.
  Adaptive Countermeasures (Ex): At 14th 
  level, gadget guardians build protective 
  countermeasures into their arsenal of gadgets. 
  As a standard action, the gadget guardian 
  gains an additional saving throw against any 
  one spell or effect that is targeting them. 
  
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  This save is made at the original DC, but 
  the gadget guardian gains a +4 equipment 
  bonus on this save. Spells and effects that 
  do not allow saving throws are unaffected by 
  this ability. The gadget guardian can use this 
  ability once per day. This ability replaces the 
  cavalier’s greater banner ability at 14th level.
  Forethought (Ex): At 20th level, gadget 
  guardians become masters of preparing for 
  any eventuality. Gadget guardians gain a 
  competence bonus to Initiative equal to their 
  Intelligence bonus, minimum 1. As long as a 
  gadget guardian is not flat-footed, they gain 
  a dodge bonus equal to their Intelligence 
  bonus, minimum 1. Additionally, gadget 
  guardians can, once per day, if not flat-footed, 
  ignore 10 or more damage from a single 
  source as if they had prepared to evade that 
  attack in advance. Gadget guardians may use 
  this ability to prevent damage to a vehicle they 
  are riding in or on an ally within 10 feet. This 
  ability replaces the cavalier’s supreme charge 
  ability at 20th level.
  Order of Just Vengeance
  Cavaliers who join the order of just vengeance 
  dedicate their lives to enforcing the law, while 
  seeking revenge against those who have 
  wronged them or their loved ones. Cavaliers 
  of this order tend to see themselves as both 
  of the law and above it, and are willing to take 
  extreme measures to eradicate criminals. 
  Edicts: The cavalier must pursue law breakers, 
  seek revenge against those who have wronged 
  him or his allies, ensure justice is upheld, and 
  defend those who cannot defend themselves. 
  He must take whatever measures are necessary 
  to ensure these edicts are upheld, even if it 
  means bending the laws to his own needs. As 
  long as justice is served in the end, the method 
  fits the means.
  Challenge: Whenever an order of the just 
  vengeance cavalier issues a challenge, he receives 
  temporary hit points equal to twice his level. These 
  temporary hit points are lost when the challenge 
  ends.
  Skills: An order of the sword cavalier adds Knowledge 
  (local) (Int) to his list of class skills. Whenever the 
  cavalier uses Sense Motive to oppose a Bluff check, 
  he receives a competence bonus on the check equal 
  to 1/2 his cavalier level (minimum +1). 
  Order Abilities: An order of just vengeance 
  cavalier receives the following abilities as he 
  increases in level. 
  For Justice (Ex): At 2nd level, the cavalier must 
  select a lawful alignment. As long as he maintains 
  the selected alignment, he receives a +2 morale 
  bonus to one saving throw of his choice. 
  
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  Unwavering Justice (Ex): At 8th level, the 
  cavalier gains the benefits of 8 hours of rest 
  with 4 hour of uninterrupted rest. The cavalier 
  cannot use this ability more than once in 24 
  hours, and any additional hours of rest function 
  normally. He also receives a bonus feat, chosen 
  from the following list: Diehard, Endurance, 
  Great Fortitude, Improved Great Fortitude, 
  Improved Iron Will, Iron Will, or Toughness. 
  He must qualify for the feat selected. 
  Vengeful Challenge (Ex): At 15th level, the 
  cavalier can make a vengeful challenge once 
  per day. This functions like a normal challenge, 
  but the cavalier adds a +1 bonus on all attack 
  rolls and damage rolls made against the target 
  of his challenge for every 10 points of damage 
  he has suffered. This bonus can increase as the 
  cavalier takes more damage, or decrease as 
  the cavalier is healed. In addition, if the cavalier is 
  slain, he can make a free attack against the target 
  of his vengeful challenge, at his highest base 
  attack bonus, which includes the bonuses from 
  this ability.
  Shield of Liberty  
  (Paladin Archetype)
  “Presenting Ms. Rodgers and her flying shield 
  of justice! Don’t be fooled, there are no hidden 
  strings here. Ms. Rodgers can do more with a 
  shield than most men could do with a loaded 
  pistol. Observe...”
  To the shield of liberty, a shield in the hand is 
  more than protection, it is a symbol of freedom 
  and a potent weapon in the fight against 
  oppression, even in an age where the oppressor 
  carries a firearm.
  Weapon and Armor Proficiency: A shield of 
  liberty adds proficiency with tower shields, 
  throwing shields, and all firearms to their list of 
  proficiencies.
  Shield Master (Ex): At first level, a shield of liberty 
  gains Improved Shield Bash and Shield Focus as 
  bonus feats. This ability replaces the paladin’s 
  aura of good ability at 1st level.
  Smiting Shield (Ex): A shield of liberty must 
  deliver her smite attacks with a shield, and 
  gains any bonuses from her smite ability on the 
  attack and damage rolls made with her shield, as 
  applicable and limited to her uses of smite evil per 
  day. In addition, when the shield of liberty makes 
  a successful smite attack with a thrown shield, it 
  returns to her hand at the end of her turn, as if it 
  had the returning weapon magic weapon special 
  
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  ability. While attempting a smite attack with 
  her shield, the shield is considered to be a 
  magical weapon. This ability modifies the 
  paladin’s smite evil ability at 1st level.
  Symbol of Freedom (Ex): At 3rd level, a 
  shield of liberty’s shield is an inspiring symbol 
  to her allies. The shield of liberty is immune 
  to fear (magical or otherwise). While the 
  shield of liberty is holding a shield, allies that 
  can see the shield of liberty gain a +4 moral 
  bonus on saving throws against fear effects. 
  This ability functions only while the shield of 
  liberty is conscious, not if the shield of liberty is 
  unconscious or dead. This ability modifies the 
  paladin’s aura of courage ability at 3rd level.
  Big Game Hunter  
  (Ranger Archetype)
  “Mr. Raven will now astound you with his 
  incredible marksmanship and his uncanny 
  collection of trophies, taken from his many 
  expeditions throughout distant lands.”
  
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  Everyday, new colonies bend the knee to the 
  Imperial banner, expanding the big game hunter’s 
  hunting ground. Each new land offers larger, 
  more deadly trophies for the big game hunter to 
  subdue and add to a growing collection—a grim 
  record of the battle of man against beast.
  Weapon Proficiency: A big game hunter 
  adds proficiency with all firearms to their list of 
  proficiencies.
  Trophy Room (Ex): Beginning at first level, a big 
  game hunter must keep a room filled with trophies 
  collected from past hunts, such as taxidermied 
  heads, mounted horns, cured pelts, and complete 
  skeletons. The big game hunter gains a +2 bonus 
  on Bluff, Knowledge, Perception, Sense Motive, 
  and Survival skill checks against creatures he has 
  not yet killed and added to the trophy room. 
  Once a specimen of a creature is killed by the 
  big game hunter, the big game hunter no longer 
  receives the bonus from this ability unless the 
  creature has more Hit Dice than the previous one 
  added to the collection. Creatures are specified 
  by their name and creature template, not by type. 
  For example, killing a young red dragons does 
  not exclude vampiric red dragons or an adult 
  red dragon from conferring future bonuses until 
  slain. If a big game hunter loses the collection, 
  the big game hunter must rebuild the collection 
  over a number of months equal to twice the big 
  game hunter’s level at the time of losing the 
  collection. While the collection is being rebuilt 
  the big game hunter does not gain any bonus 
  from this ability. It costs 30 gold pieces a month 
  to maintain the trophy room. This cost includes 
  preparing specimens for the room. This ability 
  replaces favored enemy at 1st level.
  New Ranger Combat Style
  At 2nd level, a ranger can select the following 
  combat style instead of other combat styles 
  available. The ranger can choose feats from 
  this selected combat style even if the ranger 
  does not have the normal prerequisites.
  Firearms: If the ranger selects firearms style, 
  the ranger can choose from the following list 
  whenever the ranger gains a combat style feat: 
  Amateur GunslingerUC, Deadly Aim, Far Shot, 
  GunsmithingUC, Precise Shot, Prone ShooterUC, 
  and Rapid ReloadUC. At 6th level, the ranger 
  adds Deft Shootist DeedUC, Enfilading FireUC, 
  Field RepairUC, Focused Firearm Shot (see 
  
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  below), Improved Precise Shot, Point Blank 
  MasterAPG, Snap ShotUC, and Sword and PistolUC 
  to the list. At 10th level, the ranger adds Greater 
  Snap ShotUC, Impact Critical ShotUC, Improved 
  Snap ShotUC, Pinpoint Targeting, and Shot on the 
  Run to the list.
  Focused Firearm Shot (Combat Feat)
  Your anatomical insight adds deadliness to your 
  shots with a firearm.
  Prerequisites: Int 13, Point Blank Shot,  
  Precise Shot.
  Benefit: As a standard action, you may make an 
  attack with a firearm and add your Intelligence 
  modifier on the damage roll. You must be within 
  30 feet of your target to deal this extra damage. 
  Creatures immune to critical hits and sneak attacks 
  are immune to this extra damage.
  Phantom Thief  
  (Rogue Archetype)
  “Ms. Hadley, queen of acrobatics, ladies and 
  gentlemen. You, kind sir, in the front row. I believe 
  you’re missing your pocket watch? Ms. Hadley, if 
  you please, the gentleman’s timepiece.”
  Not all thieves turn to petty crime for the money. 
  Among the nobility and upper classes that created 
  her, the phantom thief plays a game of larceny 
  according to her own code of sportsmanship. 
  Whether seeking thrills and adventure, or to 
  right the wrongs perpetrated by the wealthy 
  surrounding her, she trains to perfect her acrobatic 
  abilities and debilitating strikes, becoming a 
  daring master thief who is both skilled and lucky. 
  Thief’s Courtesy (Ex): A phantom thief is a 
  member of the upper class or nobility. Though 
  they might hide their heritage, the phantom 
  
  42
  thief’s social standing influences their outlook. 
  A phantom thief’s starting gold increases to 
  900 gp. In addition, a phantom thief follows 
  a strict code of courtesy at all times. The three 
  tenants of the code are as follows:
  Take from the Rich: The phantom thief may only 
  steal from those who have wealth in abundance. 
  This includes taking a prize which is particularly 
  difficult to obtain because of the expensive 
  measures the owner has taken to secure it. 
  Give to the Poor: The phantom thief keeps 
  only what she needs for herself, and gives the 
  rest to those who have nothing.
  Live and Let Live: The phantom thief is not 
  above violence, but prefers to use more 
  subtle means to achieve her ends. She abhors 
  striking fear into her opponents and may never 
  purposefully take a life.
  A phantom thief deals no extra damage with a 
  sneak attack. Instead, when the phantom thief 
  deals nonlethal damage with a sneak attack, 
  she rolls d8s instead of d6s. In addition, a 
  phantom thief can use a weapon that deals 
  lethal damage to deal nonlethal damage in a 
  sneak attack, with the usual –4 penalty. 
  This ability modifies the rogues sneak attack 
  ability at 1st level. 
  Cat Leap (Ex): A phantom thief gains a +2 
  competency bonus on Acrobatics and Climb 
  skill checks. If the phantom thief moves through 
  a threatened square without taking damage, 
  she may interrupt her move action to take 
  her standard action, before continuing with 
  the move action. For example, she can take a 
  move action to move through an opponents 
  space, use a standard action to steal their 
  purse, and then continue on with the rest of 
  the movement to get to safety. The phantom 
  thief cannot use this ability if wearing medium or 
  heavy armor. 
  This ability replaces the rogue’s trapfinding ability 
  at 1st level. 
  Dare-Devil’s Luck (Su): At 3rd level, the phantom 
  thief’s risk-taking imbues her with an uncanny 
  streak of luck. Once per day, the phantom thief 
  may take a –4 penalty on an Acrobatics, Climb, 
  Fly, Ride, Sleight of Hand, Stealth, or Swim skill 
  check, effectively making a task harder by adding 
  some additional flair or challenge to the task. The 
  phantom thief must declare the use of this ability 
  before the roll is made. Each time she does so, she 
  may later gain a +2 luck bonus on a skill check or 
  save, or gain a +2 dodge bonus to AC against an 
  
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  attack. The phantom thief gains an additional use 
  of this ability at 6th level, and again at 9th, 12th, 
  15th, and 18th level. 
  This ability replaces the rogue’s trap sense ability 
  at 3rd level. 
  Distracting Strike (Ex): At 20th level, when the 
  phantom thief gains master strike, she may cause 
  a target to sleep or be paralyzed when dealing 
  nonlethal sneak attack damage. She does not gain 
  the third option to slay a target, but instead may 
  choose to distract all creatures within a 30-foot 
  radius of the target. If she chooses this option, 
  the phantom thief may take a bonus move action, 
  and gains a +10 circumstance bonus on her 
  Bluff check made against the creatures within 
  the radius for the purposes of attempting a 
  Stealth check to hide. This ability modifies the 
  rogue’s master strike ability at 20th level.
  Gyro-Wing Rascal  
  (Rogue Archetype)
  “Behold, as Mr. Talvik demonstrates the 
  aerodynamic properties of his gyro-stabilized 
  glider, falling from a height of one hundred 
  feet to land safely on this narrow pedestal.”
  Soaring above the smog, the gyro-wing rascal 
  uses a custom built set of wings to perform 
  daring stunts. Pushing the envelope of her gyro-
  wing glider’s capabilities, and her own abilities, 
  she seeks out ever more death-defying stunts to 
  master.
  Assisted Flight (Ex): At 4th level, the gyro-wing 
  rascal learns to use a gyro-wing glider to fly, at 
  first using updrafts and air currents, then, at later 
  levels, through modification to the gyro-wing 
  glider itself. The gyro-wing rascal can fly at a 
  speed of 40 feet (or 20 feet if the gyro-wing 
  rascal is wearing medium or heavy armor, 
  of if carrying a medium or heavy load). The 
  gyro-wing rascal can ascend at half speed 
  and descend at double speed. While flying, 
  the gyro-wing rascal can attack or cast spells 
  normally, can charge but not run, and cannot 
  carry aloft more weight than the gyro-wing 
  rascal’s maximum load, plus any armor the 
  gyro-wing rascal wears. The gyro-wing rascal 
  can fly for 1 minute per day. From 5th level, 
  
  44
  the gyro-wing rascal can fly for 1 minute 
  per level, per day. At 6th level this duration 
  increases to 2 minutes per level. At 8th level 
  this duration increases to 3 minutes per level, 
  and at 11th level to 4 minutes per level, per 
  day. From 15th level, gyro-wing rascals can fly 
  indefinitely as long as they are conscious. If 
  this duration ends while the gyro-wing rascal 
  is airborne, the gyro-wing rascal may use the 
  gyro-wing glider’s normal glide ability to land 
  safely back on the ground. 
  This ability replaces the rogue’s uncanny 
  dodge ability at 4th level.
  Swoop (Ex): At 3rd level, the gyro-wing rascal 
  learns to make deadly swooping attacks. 
  The gyro-wing rascal gains the Flyby Attack 
  monster feat (see the Pathfinder Roleplaying 
  Game Bestiary). 
  This ability replaces the rogue’s trap sense 
  ability at 3rd level.
  Down-Draft (Ex): At 8th level, the gyro-wing 
  rascal learns to hover in place, and does not 
  need to make a Fly skill check to do so. If the gyro-
  wing rascal hovers within 20 feet of the ground in 
  an area with lots of loose debris, the draft from 
  its gryo-wing glider creates a hemispherical cloud 
  with a radius of 30 feet. The winds generated can 
  snuff torches, small campfires, exposed lanterns, 
  and other small, open flames of non-magical 
  origin. Clear vision within the cloud is limited to 
  10 feet. Creatures have concealment at 15 to 
  20 feet (20% miss chance). At 25 feet or more, 
  creatures have total concealment (50% miss 
  chance, and opponents cannot use sight to locate 
  the creature). At 12th level, any creature of size 
  Medium or smaller within the cloud must succeed 
  on a Reflex saving throw or be knocked prone. The 
  DC of this save is equal to 10 + 1/2 the gyro-wing 
  rascal’s level + the gyro-wing rascal’s Dexterity 
  modifier. At 18th level, a creature knocked prone 
  is also pinned. A pinned creature can attempt a 
  new Reflex save at the end of its turn to end the 
  pinned condition. 
  This ability replaces the rogue’s improved uncanny 
  dodge ability at 8th level.
  
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  Legal 
  Information
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  as defined in the Open Game License 1.0a, Section 1(e), and are not Open 
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  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  
  48
  The Book of Experimental Might, © 2008, Monte J. Cook; All rights 
  reserved.
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. 
  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean 
  K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, 
  Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Player Companion: Adventurer’s Armory. © 2010, Paizo 
  Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Jeff Quick, 
  Christopher Self, JD Wiker, and Keri Wiker. 
  Pathfinder Player Companion: Adventurer’s Armory 2 © 2017, Paizo Inc.; 
  Authors: Jenny Jarzabski, Mikko Kallio, Isabelle Lee, Luis Loza, Joe Pasini, 
  David N. Ross, and Linda Zayas-Palmer.
  Pathfinder Player Companion: Alchemy Manual © 2014, Paizo Inc.; 
  Authors: Jason Nelson, Patrick Renie, and David N. Ross.
  Pathfinder Player Companion: People of the Stars © 2014, Paizo Inc.; 
  Authors: Ethan Day-Jones, Jim Groves, Jonathan H. Keith, Andrew Romine, 
  David N. Ross, and James L. Sutter.
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Inc.; 
  Authors: James Jacobs and Russ Taylor.
  Technology Reference Guide © 2017 d20pfsrd.com Publishing; 
  Developer: John Reyst.
  Steam Powered: Heroes of the Age of Steam © 2019, d20pfsrd.com 
  Publishing; Author: Rodney Sloan
  
  49
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  Put some STEAM into your Pathfinder 
  Roleplaying Game!
  Inside this book you’ll find:
  • Several new steam-themed items, including: 
  Autograpnel, Dart Gun, Flare Gun, Grapnel 
  Gauntlet,Irontide  Armor, Tesla Pistol, Tesla 
  Rifle, Steamsaw, and the Stun Cane
  • Several new archetypes including:  
  Gear Head, Arc Shocker, Irontide Charger, 
  Skyline Enforcer, Gadget Guardian,  
  Shield of Liberty, Big Game Hunter,  
  Phantom Thief, and the Gyro-Wing Rascal
  All this and more.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/d20PFSRD/Steam Powered, Heroes of the Age of Steam.pdf