TEXT: 1
  
  2
  Author: Tim Hitchcock, Robert Brookes, Jeff Lee, and Jonathan H. Keith
  Editing and Development: Jason Nelson
  Artist: Dio Mahesa, Chris McFann, and Tanyaporn Sangsnit
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matthew Goodall, 
  Jim Groves, Tim Hitchcock, Jonathan H. Keith, Nicolas Logue, Jason Nelson, Richard Pett, 
  Tom Phillips, Alistair Rigg, Tork Shaw, Mark Seifter, Mike Shel, Mike Welham, Neil Spicer, Todd 
  Stewart, Russ Taylor, Greg A. Vaughan, Linda Zayas-Palmer, and Clark Peterson.
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs, and the Paizo staff for their excellent 
  Pathfinder Roleplaying Game Adventure Path: Iron Gods! 
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games 
  product designated as Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken 
  from the Pathfinder Reference Document) as defined in the Open Game License version 1.0a Section 1(d). The front 
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  not specifically designated as Open Game Content is not Open Game Content. No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission.
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  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by 
  others is not a challenge to their ownership and is used under Fair Use. 
  Treasury of the Machine © 2015, Legend-
  ary Games; Authors Tim Hitchcock, Robert 
  Brookes, Jeff Lee, and Jonathan H. Keith.
   
  First printing May 2015.
  Printed in USA. 
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  
  3
  Welcome to Adventure PAth Plug-Ins!
  When you see the “Adventure Path Plug-In” logo at the top of a Legendary Games product, you 
  can expect it is designed to fit directly with the themes of a particular Adventure Path cam-
  paign. The all-star team of designers here at Legendary Games is committed to bringing you—
  the busy GM or player—the absolute best third party support for your Pathfinder campaign. To 
  deliver on that commitment, we’ve assembled the best of the best of current gaming authors, 
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  be the most creative, rules-legal, and well-designed content you can find. Though Adventure 
  Path Plug-Ins all share a theme with a specific Adventure Path campaign, they’re also designed 
  for easy inclusion in your home game regardless of what campaign you run.
  hey, WhAt’s WIth the Adventure PAth Plug-In?
  You will see us use phrases such as “Metal Gods Campaign“ instead of the title of the official 
  Adventure Path, issues #85-90. Or, you may see us use names such as the “Science League,” 
  the “ Land of Savage Science,“ the “Goddess of Invention,” or the town of “Forge” instead of 
  the proper names of specific characters or places from those adventures or gods from the 
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  generated characters for use in your “Metal Gods Adventure Path,” helping to tame the “Land 
  of Savage Science.” See, that wasn’t so hard, was it?
  sPecIAl electronIc FeAtures
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  to the official Pathfinder Reference Document as well as d20PFSRD. If it is in the core rule-
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  4
  Contents
  Treasury Of The Machine 
  6
  Armor 
  7
  Cybertech 
  7
  Pharmaceuticals 
  8
  Biotech 
  9
  Chemosols 
  10
  Robotics 
  11
  New Robot: Walking Eye 
  12
  Technological Gear 
  13
  New Material: Nanoweave 
  19
  Weapons 
  19
  Gravitic Weapons 
  22
  Technological Firearms 
  24
  
  5
  What You Will Find Inside         
  Treasury of the Machine!
  This supplement brings you an awesome array of technological and technomagical tools to 
  enhance your Pathfinder campaign! Whether your heroes are questing against an entire nation 
  of renegade super-scientists and alien horrors, or you just want to inject a touch of science 
  fiction into your fantasy, the Treasury of the Machine delivers in spades with over 60 techno-
  logical items of every description, from devastating weapons like the rapture ray, targeting 
  computer, gravity cannon, kinesis grappler, or singularity grenade, to awesome accessories 
  like the learning helmet, targeting computer, slipsuit, and ghosting unit. This book contains 
  items as helpful as the neutralizing safety blanket and solar array and items as sinister as the 
  memory transfer probe and amnesia tick, and range in power from simple disposable items to 
  the artifact robot control harness. You’ll find entirely new categories of cybernetics and phar-
  maceuticals like biotech and chemosols, weapon accessories, special materials, android modi-
  fications, and even a new robotic pet, the walking eye! If it’s majestic mechanical and magi-
  cal treasures that delight and excite, your PCs will love what they find in the Treasury of the 
  Machine. 
  Legendary Games was founded on the principle of delivering first-class product for your Path-
  finder Roleplaying Game experience, brought to you by the very authors who design and con-
  tribute to the adventures, hardbacks, and campaign supplements you are already using. The 
  Legendary Games tradition is to combine rich story and background, innovative layout, beau-
  tiful aesthetics, and excellence in design that is second to none. This product is the latest in 
  that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! 
   
  
  6
  TREASURY 
  OF THE 
  MACHINE
  The Treasury of the Machine is full of items 
  designed to fit right into a campaign where 
  magical fantasy and super-science collide. 
  These items make use of the rules in the of-
  ficial Pathfinder guide to technology, which 
  can be accessed online in the Pathfinder 
  PRD as well as at d20pfsrd.com. This book 
  contains over 60 technological items, some 
  of which are magical as well, ranging from 
  cybernetics and pharmaceuticals to techno-
  logical weapons, armor, and an array of gad-
  gets and gizmos to outfit your technomagical 
  terrors or reward your heroes in their battles 
  against them. The items are listed by price 
  in the table below, and their descriptions are 
  broken up by item time thereafter.
  Item Name
  Price
  chemosol: artificial pheromone
  varies
  learning helmet
  varies
  chemosol: irritant
  50 gp
  chemosol: stimsensitizer
  130 gp
  chemosol: neural disruptor
  200 gp
  recoil compensator, mark I
  200 gp
  thermal bag
  200 gp
  nanite tissue gauze
  300 gp
  neutralizing safety blanket
  300 gp
  recoil compensator, mark II
  300 gp
  thermal salts
  300 gp
  optical lock
  375 gp
  recoil compensator, mark III
  500 gp
  scope, mark I
  500 gp
  scope, mark II
  700 gp
  chemo-oxidizer reactor capsule
  750 gp
  chemosol: artificial hormone
  750 gp
  tangler grenade
  750 gp
  recoil compensator, mark IV
  800 gp
  zero-G grenade
  950 gp
  solar array
  1,000 gp
  recoil compensator, mark V
  1,200 gp
  scope, mark III
  1,200 gp
  chemosol: neural exciter
  1,500 gp
  targeting computer, mark I
  1,500 gp
  witch-thorn tangler grenade
  1,500 gp
  vacusealer
  1,580 gp
  optic enhancement, mark I
  2,000 gp
  scope, mark IV
  3,000 gp
  amnesia tick
  3,300 gp
  optic enhancement, mark II
  4,000 gp
  dermal photosynthesis
  4,500 gp
  singularity grenade
  4,500 gp
  targeting computer, mark II
  4,750 gp
  gravity belt
  6,000 gp
  optic enhancement, mark III
  6,000 gp
  scope, mark V
  6,500 gp
  kinesis grappler
  7,500 gp
  adrenal enhancement, mark I
  8,000 gp
  heavy pistol
  8,000 gp
  micrograppler
  8,750 gp
  polytool
  8,750 gp
  shotgun, automatic
  10,000 gp
  targeting computer, mark III
  10,000 gp
  beam saber
  12,750 gp
  discipline chip
  15,000 gp
  rapture chip
  15,000 gp
  sniper rifle
  16,000 gp
  targeting computer, mark IV
  16,500 gp
  screamer pistol
  18,000 gp
  detector globe
  20,000 gp
  circuit tracer-cloner
  24,000 gp
  targeting computer, mark V
  25,750 gp
  discipline rod 
  30,000 gp
  rapture ray
  30,000 gp
  adrenal enhancement, mark II
  32,000 gp
  slipsuit
  32,000 gp
  living lightning gun
  40,000 gp
  memory transfer probe
  49,500 gp
  ghosting unit
  55,000 gp
  adrenal enhancement, mark III
  72,000 gp
  gravity cannon
  180,000 gp
  robot control harness 
  ─ (minor artifact)
  
  7
  Armor
  Technological armor works in a similar man-
  ner to standard armor, but often requires a 
  power source to fully function.
  SlipSuit
  Price 32,000 gp; Type light; AC +1; Max 
  Dex +8; Penalty 0; Spell Failure 5%; 
  Speed (30 ft.) 30 ft.; Speed (20 ft.) 20 ft.; 
  Capacity 24; Usage 1 charge/10 minutes
  This form-fitting, padded suit is covered in a 
  layer of carbon nanofibers that form a slick 
  membrane. The slipsuit grants a +5 compe-
  tence bonus on Escape Artist checks, combat 
  maneuver checks to escape a grapple, and 
  to the wearer’s Combat Maneuver Defense 
  against grapple attempts. The slipsuit also 
  grants the wearer a +3 competence bonus 
  on Reflex saves against physical effects that 
  hamper the wearer’s movement (such as 
  entangle or a tanglefoot bag). 
  When the slipsuit is activated, ionized, 
  mineral-rich water saturates the membrane, 
  practically eliminating friction between the 
  suit and any material it comes in contact 
  with. The bonus to Escape Artist checks, 
  combat maneuver checks, and CMD in-
  creases to +15. The bonus to Reflex saves 
  increases to +6, and the wearer receives 
  a new saving throw against effects every 
  round, even if the effect does not normally 
  allow more than one saving throw.
  ConstruCtion
  Craft DC 32; Cost 16,000 gp                                                   
  Craft Technological Arms and Armor, 
  production lab
  Cybertech
  Cybertech is a form of technology that must 
  be implanted in a body before it can func-
  tion. Cybertech typically augments a charac-
  ter’s abilities and statistics.
  AmneSiA tick
  Price 3,300 gp; Slot none; Weight 1/10 lb.; 
  Capacity ─; Usage ─
  This tiny nanoprobe appears to be fashioned 
  into general appearance of a robotic tick, 
  and for good reason. Designed to be used 
  for covert operations, it its tiny pinchers 
  cling to flesh allowing it to be lodge on to 
  a host anywhere. In this manner its owner 
  have numerous places to affix it where it’s 
  not likely to be readily detected.  
  When activated and tossed onto an unsus-
  pecting host, the tick affixes itself into ex-
  posed flesh near the head—typically behind 
  the victim’s ear. Once attached, it begins 
  emitting a disruptive frequency directly into 
  the central nervous system that temporar-
  ily alters the victim’s memory and percep-
  tion. The host must make a DC 18 Will save 
  or become stricken with an electronically 
  generated form of global transient amnesia 
  that lasts for as long as the probe remains 
  active or until the tick is removed.  In this 
  state, the individual remains fully cognizant 
  of their own identity and readily recognize 
  friends, however they cannot recall basic 
  information, recent history or conversations 
  and remain utterly confused about where 
  they are and what they are doing. While 
  they retain memories of past years, they 
  cannot recall any event of significance that 
  occurred in the last 24 hours. Furthermore, 
  the victim doesn’t recognize any individuals 
  or places to whom they have been intro-
  duced within the previous 24 hours, nor can 
  they recall prepared spells. 
  A typical amnesia tick possess enough 
  energy to maintain the signal for 1d3 hours, 
  after which it runs out of power and detach-
  es from the victim. As soon as it detaches, 
  the effect wears off and the individual’s 
  memory returns to normal allowing them to 
  recall only murky recollection of major oc-
  currences within the last 24 hours.
  ConstruCtion
  Craft DC 28; Cost 1,650 gp 
  Craft Cybernetics, cybernetics lab
  
  8
  DiScipline chip
  Price 15,000 gp; Slot brain; Weight —; 
  Install DC 30; Implantation 1
  A discipline chip is installed in the pain cen-
  ter of a creature’s brain. Successful implan-
  tation leaves no trace of the operation. Once 
  in place, a discipline chip can be activated by 
  any discipline rod attuned to its frequency. 
  Anyone able to activate a creature’s im-
  planted discipline chip receives a +2 bonus 
  on any Intimidate or Handle Animal checks 
  made against the creature. Regular use of 
  the chip provides a measure of control over 
  a creature’s actions, however a creature able 
  to associate the pain with the presence of 
  the rod has its attitude toward a rod wielder 
  shift to hostile should the rod not be readily 
  evident in the wielder’s possession.
  ConstruCtion
  Craft DC 30; Cost 7,500 gp                      
  Craft Cybernetics, cybernetics lab
  RAptuRe chip
  Price 15,000 gp; Slot brain; Weight —; 
  Install DC 30; Implantation 1
  A rapture chip is installed in the pleasure 
  center of a creature’s brain. Successful im-
  plantation leaves no trace of the operation. 
  Once in place, a rapture chip can be acti-
  vated by any rapture ray attuned to its fre-
  quency. Anyone able to activate a creature’s 
  implanted rapture chip receives a +2 bonus 
  on any Bluff, Diplomacy, or Handle Animal 
  checks made against the creature. Regular 
  use of a rapture chip can be addicting for 
  a creature implanted with one. The effects 
  of an activated rapture chip are short-lived, 
  but render the implanted creature helpless 
  for 1 round as it is overcome with a sensa-
  tion of ecstasy. Psychological addiction to 
  the implant’s effects are a danger. Each time 
  it is activated, the implanted creature must 
  attempt a saving throw (DC 15) to avoid ad-
  diction. Treat this as a moderate addiction 
  (see the drugs and addiction section of the 
  Pathfinder Roleplaying Game Gamemastery 
  Guide) but the addicted subject suffers a -2 
  penalty to Wisdom and Charisma.
  ConstruCtion
  Craft DC 30; Cost 7,500 gp                     
  Craft Cybernetics, cybernetics lab
  Pharmaceuticals
  Pharmaceuticals include drugs, poisons, and 
  medicines. They can be ingested or injected, 
  and generally have relatively minor or tem-
  porary effects.
  nAnite tiSSue GAuze 
  Price 300 per spool gp
  Nanite tissue gauze comes in packets con-
  taining 1 to 6 small spools of a material 
  similar in appearance to surgical gauze, in-
  dividually vacusealed in clear plastic. Closer 
  inspection reveals the gauze to be woven 
  from strands of a pliable and fleshy-feeling 
  compound. Each spool has enough gauze to 
  make a single repair. Intended as to provide 
  initial emergency care to individuals working 
  in dangerous situations, nanite tissue gauze 
  has limited applications and isn’t consid-
  ered a substitute for real medical treatment. 
  Once applied, the gauze bonds to the indi-
  vidual’s flesh sealing any wounds and allow-
  
  9
  ing them to seemingly regenerate. Nanites 
  in the gauze weave it into new flesh and 
  even lost digits, severed limbs, or broken 
  bones regenerate at the rate of 2d6 points 
  per minute, seemingly allowing the victim to 
  recover. However the new nanite flesh only 
  temporarily solves the problem, and after 
  24 hours, it begins breaking down. Treat 
  all damage healed by nantite tissue gauze 
  as temporary hit points, while similarly any 
  restoration of severed limbs or broken bones 
  becomes undone.
  ConstruCtion
  Craft DC 30; Cost 150 gp per spool
  Craft Pharmaceutical, medical lab
  Biotech
  Biotech represents the creation of synthetic 
  organs for the purposes of enhancing or re-
  pairing living creatures. Biotech follows the 
  same rules as cybertech for the number of 
  augmentations a character may possess, ex-
  cept that your total number of augmentations 
  is only limited by your Constitution score.
  ADRenAl enhAncement i, ii, iii
  Price varies; Mark I 8,000 gp; Mark II 32,000 
  gp; Mark III 72,000 gp; Slot body; Weight 1 
  lb.; Install varies; Implantation varies
  An adrenal enhancement increases the sub-
  ject’s adrenal gland, granting higher than 
  normal capability for feats of strength, at the 
  cost of fatigue or even exhaustion. A charac-
  ter with an adrenal enhancement may enter 
  an adrenaline surge as a swift action. This 
  surge grants a +4 morale bonus to Strength 
  and Constitution for a number of minutes per 
  day depending on the level of the implant. A 
  character may not end an adrenaline surge 
  prematurely, though spells such as calm 
  emotions can suppress its duration as if it 
  were a barbarian’s rage. Once an adrenaline 
  surge ends, the implanted character is fa-
  tigued for 1 hour. If the implant is used again 
  before the character has recovered from 
  fatigue, they are instead exhausted when the 
  adrenaline surge ends. If they were already 
  exhausted, they must succeed at a Forti-
  tude save (DC 20) or drop to -1 hit points 
  and begin dying at the end of the adrenaline 
  surge. If the save is successful the character 
  is instead rendered unconscious for 8 hours, 
  after which point they are exhausted. 
  The number of times per day a character 
  can use an adrenal surge alters price, im-
  plantation value, install DCs, and Craft DCs 
  as listed below.
  Adrenal              
  Enhancement
  Uses Per 
  Day
  Implantation
  Install
  Mark I
  1
  1
  DC 24
  Mark II
  2
  2
  DC 28
  Mark III
  4
  4
  DC 36
  Construction
  Craft (varies)
  Cost (varies)
  Mark I
  DC 24
  4,000 gp
  Mark II
  DC 28
  16,000 gp
  Mark III
  DC 32
  36,000 gp
  Craft Pharmaceutical; medical lab 
  Optic enhAncementS
  Price varies; Mark I 2,000 gp; Mark II 4,000 
  gp; Mark III 6,000 gp; Slot body; Weight –; 
  Install varies; Implantation varies
  Optic enhancements modify a character’s 
  eyes to grant them heightened visual acu-
  ity. The enhancement bonus to Perception 
  checks (and additional vision capabilities) 
  granted by optic enhancements alters price, 
  implantation value, install DCs, and Craft 
  DCs as listed below.
  Optic 
  Enhance-
  ments
  Perception 
  Bonus
  Additional 
  Effect
  Implantation
  Install
  Mark I
  1
  –
  1
  DC 24
  Mark II
  2
  Low-light 
  vision
  2
  DC 28
  Mark III
  3
  Darkvision 
  60 feet
  3
  DC 36
  Construction
  Craft (varies)
  Cost (varies)
  Mark I
  DC 20
  1,000 gp
  Mark II
  DC 25
  2,000 gp
  Mark III
  DC 30
  3,000 gp
  Craft Pharmaceutical; medical lab
  
  10
  DeRmAl phOtOSyntheSiS
  Price 4,500 gp; Slot body; Weight –; 
  Install DC 26; Implantation 4
  A character with dermal photosynthesis has 
  tens of thousands of tiny photoreceptive 
  cells implanted in their skin. These cells and 
  associated nanites in the character’s blood-
  stream help convert solar energy into bio-
  logical energy. So long as a character with 
  dermal photosynthesis is exposed to direct 
  sunlight for 3 hours a day, they do not need 
  to eat.
  ConstruCtion
  Craft DC 26; Cost 2,250 gp
  Craft Pharmaceutical; medical lab
  Chemosols
  Chemosol may represent any number of 
  different types of chemicals that come in 
  small, highly pressurized canisters. Activated 
  by depressing a nozzle button on the top 
  of the canister, it unleashes a 15-foot cone 
  of contact chemicals or inhalants. Com-
  mon chemicals include artificial hormones 
  or pheromones, neurological disruptors, and 
  irritants. The effects and costs of assorted 
  chemicals are listed below. Each canister 
  contains a single dose or application of the 
  desired chemical. 
  cS1: ARtificiAl hORmOne
  Price 750 gp 
  When sprayed, an artificial hormone produces 
  a small 20-foot diameter cloud, 10 feet in 
  height that lingers for 1d4 rounds. Inhaling 
  these chemicals creates a homeostatic nega-
  tive feedback loop causing a sudden spike 
  blood pressure and a rapid elevation of the 
  individual’s stress level. Those coming in 
  contact with the chemical must succeed a DC 
  20 Fortitude save to avoid the effects. Failure 
  makes the individual lightheaded and unable 
  to concentrate. For the next 1d4 rounds, the 
  individual flushes and start sweating profuse-
  ly. His vision blurs causing a –2 circumstance 
  penalty to Perception. Furthermore, light-
  headedness makes concentration difficult, 
  leaves him flat-footed, and unable to take 
  more than a single action per round. 
  ConstruCtion
  Craft DC 28; Cost 375 gp
  Craft Pharmaceutical, medical lab
  cS2: ARtificiAl pheROmOneS
  Price +1 35 gp, +2 65 gp, +3 130 gp +4 260 
  gp, +5 515 gp, +6 1,025 gp
  Artificial pheromones can be used to alter 
  the way an individual responds to you. The 
  user activates the pheromone by applying 
  the chemicals to their own body. The nearly 
  undetectable scent of the articifical phero-
  mones triggers an attraction response from 
  creatures of the same type within 10 feet, 
  granting a bonus (as determined by the 
  strength of the pheromones) on Charisma 
  checks and Charisma-based skill checks. The 
  artificial pheromones last for 10 minutes; 
  however, the volatile pheromones are imme-
  diately negated if the user takes 10 or more 
  points of acid or fire damage or is exposed 
  to a scent-based effect like stinking cloud. 
  Creatures with no sense of smell are unaf-
  fected by artificial pheromones. 
  ConstruCtion
  Craft DC 15 plus the bonus granted by the 
  pheromones; Cost +1 16 gp, +2 32 gp, +3 
  64 gp +4 128gp, +5 256gp, +6 512gp
  Craft Pharmaceutical, medical lab
  cS3: iRRitAnt
  Price 50 gp
  These pressurized chemical irritants can be 
  sprayed on a creature as a ranged touch 
  attack (range 20 feet), causing the target’s 
  flesh to break out into a painful blistering 
  rash. The target takes 1d6 points of non-
  lethal acid damage, plus 1 additional point of 
  non-lethal acid damage per round until the 
  target can treat the inflammation, requiring 
  a successful DC 15 Heal check or the ap-
  plication of any magical effect that cures hit 
  point damage or removes pain effects. 
  
  11
  ConstruCtion
  Craft DC 16; Cost 25 gp
  Craft Pharmaceutical, medical lab
  cS4: StimSenSitizeR
  Price 130 gp 
  This canister sprays a 15-foot cone-shaped 
  spread of chemicals that greatly increase 
  sensitivity to a specific type of sensory 
  stimulus, determined when the stimsensitiz-
  er is created. This may be bright light, loud 
  sound, strong smells, heat, or cold. Crea-
  tures in the cone become highly sensitive 
  to the chosen stimulus for 1d6 x 10 min-
  utes (DC 18 Fortitude negates). Creatures 
  made sensitive to heat or cold by stimsen-
  sitizer take a -2 penalty on saving throws 
  against fire or cold effects, respectively, 
  and  treat hot or cold environmental condi-
  tions as if they were one step more severe, 
  as described in Chapter 13 of the Pathfinder 
  Roleplaying Game Core Rulebook. Creatures 
  made sensitive to bright light, loud sounds, 
  or strong smells likewise take a -2 penalty 
  on saving throws against effects based on 
  that type of effect, and whenever exposed 
  to such stimuli take 1d6 points of nonlethal 
  damage per minute of exposure. Creatures 
  can avoid this damage by moving away from 
  the source of the stimulus or taking cover or 
  shelter, such as closing their eyes, covering 
  their ears, or holding their nose, or simply 
  finding some form of cover or shelter from 
  exposure to it. 
  ConstruCtion
  Craft DC 21; Cost 65 gp
  Craft Pharmaceutical, medical lab
  cS5: neuROlOGicAl DiSRuptOR 
  Price 200 gp 
  This chemosol canister can be used to make 
  a ranged touch attack (range 30 feet). The 
  neurotoxic chemicals cause a living crea-
  ture’s nervous system to temporarily short 
  out, stunning the target for 1 round (DC 15 
  Fortitude negates). This is a pain and poison 
  effect. The neurotoxin is much less effective 
  against large creatures, which gain a +2 cir-
  cumstance bonus on their saving throw for 
  every size category they are above Medium. 
  Creatures smaller than Medium, on the other 
  hand, take a -1 penalty for every size cat-
  egory they are smaller than Medium. 
  ConstruCtion
  Craft DC 16; Cost 100 gp
  Craft Pharmaceutical, medical lab
  cS6: neuROlOGicAl exciteR
  Price: 1500 gp
  A neurological exciter can be sprayed to pro-
  duce a small 20-foot diameter cloud, 10 feet 
  in height that lingers for 1d4 rounds. Victims 
  within or entering the cloud are wracked 
  with uncontrollable spasms and convulsions 
  for 1d4 rounds (DC 16 Fortitude negates). 
  While convulsing, creatures are treated as 
  stunned, but also move 5 feet each round in 
  a random direction. This is not considered a 
  5-foot step, and their movement provokes 
  attacks of opportunity. A creature adja-
  cent to a convulsing creature after it moves 
  takes 1d6 points of nonlethal damage from 
  its flailing limbs and thrashing body (DC 16 
  Reflex negates). A convulsing creature can 
  attempt a new Fortitude save each round at 
  the end of its turn to end the convulsions. 
  After the convulsions cease, the target 
  becomes exhausted for 1 round and then fa-
  tigued for 1 additional minute. This is a pain 
  and poison effect. The convulsions can be 
  ended immediately by neutralize poison. 
  ConstruCtion
  Craft DC 28; Cost 750 gp
  Craft Pharmaceutical, medical lab
  Robotics
  Robotics includes new robotic creatures and 
  devices or modifications that can be made to 
  existing androids, robots, and similar me-
  chanical creatures. 
  Variant Androids
  While most androids encountered in the 
  land of super science are human in appear-
  
  12
  ance, newer androids created through use of 
  technological artifacts or the machinations 
  of dark intelligences between the stars can 
  come in any number of shapes and sizes. 
  The below alternate racial traits may be 
  chosen by android characters and change 
  their outward physical appearance (including 
  height and weight) to match the respective 
  race, in addition to granting different skill 
  options.
  Alternate Racial Presence: You appear as 
  though a member of a race other than hu-
  man. You use the height and weight charts 
  for your apparent race and are treated as a 
  member of that race (as well as a construct) 
  for purposes of effects and requirements 
  related to kind. This alternate racial trait 
  replaces skilled.
  Elf Design: +2 racial bonus on Perception 
  checks.
  Dwarf Design: +2 racial bonus on Knowl-
  edge (engineering) checks.
  Gnome Design: small size; +2 racial bonus 
  on Knowledge (nature) checks.
  Halfling Design: small size; +2 racial bo-
  nus on Stealth checks.
  Half-Orc Design: +2 racial bonus on In-
  timidate checks.
  ROBOT COnTROL HARnESS                
  (Minor Technological Artifact)
  Originally designed to remotely operate ro-
  bots in areas hostile to humanoid life, robot 
  control harnesses eventually became co-
  opted for combat application. A robot con-
  trol harness is a full-body suit designed for 
  a medium-sized creature, worn in the place 
  of armor. It features an articulated spine 
  and a lightweight exoskeleton that follows 
  the arms and legs. Donning a robot control 
  harness takes 5 minutes, but requires no 
  assistance as the suit automatically adjusts 
  straps to fit the wearer. Part of the donning 
  process involves the articulated spine clamp-
  ing on to the wearer, causing 1 point of 
  damage as it injects a flood of nanites into 
  the wearer’s spine to assist in the interface 
  process.
  Once fully donned, the robot control har-
  ness may be used to assume control of any 
  construct with the robot subtype within line 
  of sight as a standard action. If the robot is 
  not willing, it must succeed at a Will save 
  (DC 25) to resist control. You may only con-
  trol one robot at a time with a robot control 
  harness, and control may be dismissed as a 
  free action on your turn.
  A robot under the influence of a robot con-
  trol harness will follow simple verbal com-
  mands (come, attack, halt, retrieve) provid-
  ed it remains within line of sight. The robot 
  remains under control of the harness wearer 
  until the harness is removed or the wearer 
  dismissed control. In order to perform more 
  complex commands the wearer of the har-
  ness must spend a full-round action to enter 
  remote control mode.
  In remote control mode, the wearer of the 
  robot control harness is unaware of their 
  surroundings and cannot make Perception 
  checks. Additionally, the wearer is consid-
  ered helpless while they are controlling a 
  robot in this fashion. When in remote control 
  mode, the wearer of the robot control har-
  ness effectively possesses the robot, replac-
  ing the robot’s mental stats with their own. 
  The robot retains its base attack bonus and 
  physical ability scores but gains the harness 
  wearer’s mental ability scores, skills, and 
  feats. The harness wearer may disengage 
  from remote control mode as a free action 
  on their turn.
  A robot control harness uses 1 charge per 
  hour while worn. This increases to 1 charge 
  per minute while in remote control mode.
  NEW ROBOT: WALKING EYE
  This metallic sphere is held aloft by four spin-
  dly, insect-like legs, and sports a single eye of 
  red glass.
  WAlkinG eye                      cR 1
  XP 400
  N Medium construct (robot)
  Init +3; Senses darkvision 120 ft., low light 
  vision,; Perception +18
  Defense
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 
  natural)
  hp 35 (2d10+20 plus 20 hp force field)
  
  13
  Fort +0, Ref +3, Will +2
  Defensive Abilities hardness 10 Immune 
  construct traits; Resist cold 5, fire 5
  Weaknesses vulnerable to critical hits, 
  vulnerable to electricity
  offense
  Speed 40 ft.
  Ranged integrated laser pistol +5 (1d8)
  statistiCs
  Str 11, Dex 16, Con —, Int 10, Wis 17, Cha 1
  Base Atk +2; CMB +2; CMD 15
  Feats Skill Focus (Perception)
  Skills Perception +18, Stealth +11; Racial 
  Modifiers +8 Perception, +4 Stealth
  Languages Common (cannot speak)
  SQ sure-footed, surveillance
  eCology
  Environment any
  Organization solitary
  Treasure none
  speCial abilities
  Force Field (Ex) A field of shimmering 
  energy surrounds a walking eye. 
  Damage dealt to the robot is 
  applied to the force field first. 
  The force field has fast healing 
  2, but once the field’s hit 
  points are reduced to 0, the 
  field collapses and does not 
  reactivate for 24 hours.
  Sure-footed (Ex) A walking eye’s limbs 
  were designed to keep it mobile in a variety 
  of terrains. A walking eye’s movement is 
  unhampered when in difficult terrain, though 
  it still cannot run or charge in such terrain.
  Surveillance (Ex) A walking eye can 
  record whatever it can detect with its 
  senses, recording up to 8 hours of images 
  and sounds before filling its data banks. 
  These recordings can be played back on 
  command, the walking eye projecting a 
  three dimensional image of the data and/or 
  playing back recorded audio. The recording 
  can skip forward or back as desired by 
  whoever commands the walking eye.
  Walking eyes were built as mobile spies and 
  scouts. They are programmed to observe as 
  unobtrusively as possible, fleeing from dan-
  ger and attacking only in self-defense.
  Technological 
  Gear
  This catchall category includes a 
  wide range of devices, from rela-
  tively minor gizmos like zipsticks 
  to technological wonders like 
  clonepods.
  
  14
  chemO-OxiDizeR ReActOR cApSule
  Price 750 gp; Slot none; Weight 1/10 lb.; 
  Capacity ─; Usage ─
  A chemo-oxidizer consists of a marble-sized, 
  magnetized reactor capsule that can be 
  hurled at a target or shot using a sling or 
  wrist rocket. Variant versions include car-
  tridges that can be fired from flare guns, 
  shot guns, or other types of firearms how-
  ever these are rare as misfires typically 
  destroy the weapon. 
  Once it strikes a target, the reactor cap-
  sule rapidly releases a potent chemical that 
  increases the speed of oxidation causing the 
  metal to weaken in a 1-foot-diameter cen-
  tered on the charge. Thereafter, the metal 
  begins losing 1 point hardness per round 
  until it succeeds a DC 18 Fortitude. If the 
  metal is reduced to half its original hardness 
  before successfully saving, the affected area 
  rusts completely.
  If used against a ferrous-based creature 
  (such as a robot) the chemicals weaken the 
  creature’s natural AC bonus instead of its 
  hardness. If the creature loses more than 
  half its natural AC, then the chemicals deal 
  1d8 points of damage to the creature. 
  Once used, the oxidizing chemical is de-
  pleted and the item becomes useless. Usu-
  ally found in groups of 1d4 reactor pellets.
  ConstruCtion
  Craft DC 25; Cost 375 gp each 
  Craft Technological Item, production lab
  ciRcuit tRAceR-clOneR
  Price 24,000 gp; Slot none; Weight 1 lb.; 
  Capacity 20; Usage 1
  This handheld orb has two depressions set 
  near its base from which protrudes a pair of 
  extractable clips. When these clips are at-
  tached to any two points along the path of an 
  electronic circuit, the user may then activate 
  the device sending out a burst of electrons 
  that run a tracer signal, sending back data to 
  the orb which quickly determines the precise 
  schematic of the circuit and identifies any 
  breaks or malfunctions in the circuit path. 
  This information is priceless to anyone ca-
  pable of building or repairing circuits, pro-
  viding them a +20 insight bonus when try 
  to repair or recreate an electronically based 
  device. The device can store the schematics 
  of up to 50 circuits, at which point the owner 
  can choose to erase older schematic to add 
  newer ones.
  ConstruCtion
  Craft DC 20; Cost 12,000 gp
  Craft Technological Item, production lab
  DetectOR GlObe
  Price 24,000 gp; Slot none; Weight 1 lb.; 
  Capacity 5; Usage 1
  This small globe is only 5 inches in diameter. 
  It is an absorptive matte black but intri-
  cately worked with metal filaments around a 
  battery port. A detector globe is activated by 
  tracing the metal filaments in a certain pat-
  tern, discoverable with a DC 25 Use Magic 
  Device or Disable Device check. As soon as 
  the pattern is complete the filaments begin 
  to glow and the globe ascends up to 20 ft., 
  stopping gently if it hits something before 
  it reaches its maximum height. Rays arc 
  out from the filaments, running over and 
  through every object in a 30 ft. radius. Any 
  magic aura moderate or greater glows blue 
  in the light of the rays. Any poison glows 
  green and any living creature glows white. 
  Detected objects and effects that leave the 
  30 ft. radius cease glowing when they leave 
  the radius. Detectable objects and effects 
  that enter the radius immediate start glow-
  ing.
  The detector globe stays aloft for 1 minute 
  before gently descending to the floor, stop-
  ping if it reaches an intervening obstacle 
  (such as its owner’s hand). As soon as it 
  begins to descend the rays flicker out, the 
  charge expended.
  The rays of a detector globe can penetrate 
  barriers, but 1 foot of stone, 1 inch of com-
  mon metal, a thin sheet of lead, or 3 feet of 
  wood or dirt blocks them. 
  A detector globe may have up to 5 charges 
  in it depending on how many times it’s been 
  used. While a battery is plugged into the 
  port at the bottom of the detector globe, the 
  metal filaments glow brightly as it drains the 
  battery until the globe reaches 5 charges. 
  
  15
  ConstruCtion
  Craft DC 30; Cost 10,000 gp
  Craft Technological Item, production lab
  GhOSteR unit
  Price 55,000 gp; Slot chest; Weight 2 lbs.; 
  Capacity 10; Usage varies
  Shoulder and waist straps keep this matte 
  black disc affixed to the wearer’s chest. When 
  activated, the ghoster unit can cause the 
  wearer’s body to vibrate at specific frequen-
  cies, allowing her to move through solid, 
  nonliving matter. Moving through a square 
  blocked by matter uses a number of charges 
  equal to 1 for every 5 points of hardness 
  of the material moved through, regardless 
  of thickness (minimum 1 charge per 5 foot 
  move). Activating the ghoster unit is a stan-
  dard action, and it deactivates itself as a free 
  action once the wearer moves into an area 
  without obstructing materials. If the ghoster 
  unit runs out of charges while the wearer is 
  still moving through material, she is shunted 
  out toward the nearest open space, tak-
  ing 1d6 points of damage for every 5 points 
  of hardness of the material being moved 
  through for every 5 feet of distance traveled. 
  This burns out the ghoster unit, giving it the 
  broken condition until repaired.
  ConstruCtion
  Craft DC 30; Cost 27,500 gp
  Craft Technological Item, production lab
  GRAvity belt
  Price 6,000 gp; Slot belt; Weight 2 lbs.; 
  Capacity 20; Usage 1 charge/minute
  When created a gravity normalizer is set to 
  a specific gravity level, typically that of the 
  creator’s home-world. When activated the 
  gravity belt creates a localized field of nor-
  mal gravity for the wearer and all gear car-
  ried. Any held items the wearer of a gravity 
  belt releases becomes immediately affected 
  by local gravity. When used in an area of 
  zero gravity, the wearer of the gravity belt 
  may choose which direction is “down” as a 
  move action on their turn. While the gravity 
  belt is functional, the wearer falls at a rate 
  of 350 feet per round in the direction indi-
  cated as “down” in a zero gravity environ-
  ment, if not touching a solid object.
  ConstruCtion
  Craft DC 25; Cost 3,000 gp
  Craft Technological Item, graviton lab
  leARninG helmet
  Price varies; Slot head; Weight 3 lbs.; 
  Capacity 1; Usage 1 charge/8 hours
  This helmet with a chrome, mirror-like fin-
  ish, is programmed with a particular skill or 
  skills, which it can implant into the mind of 
  the helmet’s wearer while he sleeps. This 
  subconscious instruction reroutes the sub-
  jects neurons, creating new pathways to 
  accommodate the knowledge, erasing other 
  portions of knowledge for the sake of im-
  planting the new information. This works 
  according to the retraining rules in Ultimate 
  Campaign, except that it only takes 8 hours 
  of uninterrupted sleep to accomplish. Skill 
  ranks taken from the wearer’s known skills 
  can be assigned to the skill or skills pro-
  vided by the learning helmet. If the wearer 
  is awakened before the process completes, 
  then the process must be started over again 
  for another 8 full hours to be successful.
  ConstruCtion
  Craft DC 35; Cost varies
  Craft Technological Item, production lab
  
  16
  micROGRAppleR
  Price 8,750 gp; Slot hands; Weight 1 lb.; 
  Capacity ─; Usage ─
  A series of flattened oblong metal plates 
  form can be slid over ones forearm and then 
  locked into position with a series of tiny 
  latches. Along the inner ridge, three metal 
  buttons with cryptic symbol on each one. 
  The plate along the outer edge is slightly 
  raised and forms into a slender that extends 
  an inch beyond the wrist. Protruding from 
  the tube is a small bolt-shaped projectile 
  with retracting claws. When worn, the user 
  can program the device to fire the bolt, 
  which is attached to several hundred feet 
  of impossibly fine metal cable spun into a 
  complex winding system hidden inside the 
  plates. When fired, the bolt sinks into a tar-
  get and thereafter, the winding mechanism 
  pulls the wearer towards it. Alternately, it 
  can be fired at person or creature allow-
  ing the wearer to attempt to pull the target 
  toward himself.
  The micrograppler’s wearer operates the 
  device using the three buttons located along 
  the inseam. Depressing the first button 
  causes the micrograppler to start building 
  up a compressional charge. Thereafter, the 
  individual has 2 rounds to aim the device 
  before the charge releases, launching the 
  grappling bolt as a ranged touch attack. The 
  bolt travels in a straight line with a range 
  300 ft. If it strikes something in its path, the 
  head of the bolt quickly buries into it, and 
  releases anchoring hooks that hold it fast. 
  The bolt can penetrate any material with a 
  hardness less than 10. If it strikes a living 
  object, it deals 1d6 piercing damage. Once 
  the bolt is lodged into the object, it can only 
  be removed by tearing it free with a DC 35 
  Strength check that breaks the bolt and 
  deals 4d6 damage to whatever the bolt was 
  lodged in. The cable has hardness 10, hp 45, 
  and Break DC 35.
  The second button rewinds the grappler. 
  When depressed the grappler begins re-
  winding pulling the wearer and the object 
  towards each other at a speed of 30 feet per 
  round. If the wearer attempts to remain sta-
  tionary, then the object grappled must make 
  a Strength check equal to the wearer’s CMB 
  + 5 or be pulled toward the wearer. If the 
  target exceeds the check, then the wearer 
  moves towards the target. The wearer may 
  also voluntarily allow himself to be pulled to-
  wards the target. Likewise if the target is an 
  immobile object, the wearer is pulled toward 
  the target.
  The third button causes the bolt to retract 
  its anchoring hooks allowing it to be freely 
  extracted from the target. 
  ConstruCtion
  Craft DC 28; Cost 4,370 gp
  Craft Technological Item, military lab
  memORy tRAnSfeR pRObe(mtp)
  Price 49,500 gp; Slot none; Weight 1 lb.; 
  Capacity 10; Usage 1
  This device has the appearance of a long 
  surgical needle with a tiny glowing transmit-
  ter affixed to the top of the shaft. An MTP is 
  designed to extract or install the image of a 
  memory and transfer it to an external stor-
  age device such as a computer. The nanite-
  acupuncture needle can be inserted into the 
  individual through the spine, near the base 
  of the skull, where it sends specific electro-
  magnetic frequencies into the individual’s 
  brain that can then be interpreted as a 
  stored memory or translate the brains pulses 
  and record them as a new memory. A stored 
  image may contain words or merely be an 
  image or series of events. Individuals wish-
  ing to experience the memory can access it 
  via a computer and then applying the MTP to 
  themselves. 
  Inserting the probe properly requires a DC 
  18 Heal skill check, otherwise the individual 
  takes 1d3 Wisdom damage and must wait 
  until the mental scaring is fully healed be-
  fore the injured individual can get hit again.
  The probe can only transfer one memory 
  at a time and the computer can only store a 
  single event. There is no limit to the number 
  of times this device may be used, however 
  after 50 or uses it begins to malfunction, 
  altering memories or only retaining part of 
  the information, which poses significant risk 
  to the user.
  ConstruCtion
  Craft DC 30; Cost 24,750 gp
  Craft Technological Item, nanotech lab
  
  17
  neutRAlizinG SAfety blAnket (nSb)
  Price 300 gp; Slot none; Weight 3 lbs.; 
  Capacity ─; Usage ─
  This fibercarbon capsule about the size of 
  a scrollcase with a circular graphite pull-
  tab at one end. Aiming opposite end of the 
  tube and pulling the tab fires out a 5-ft by 
  5-ft blanket woven from some sort of ar-
  tificial cloth. The blanket is saturated with 
  neutralizing powered that quickly negates 
  the effects of acids or fire. An individual 
  can pull the tab to shoot the blanket as a 
  ranged touch attack with a 30-foot range at 
  any individual who has caught on fire, been 
  doused with acid or suffers from exposure 
  to similarly caustic chemicals. If the blan-
  ket hit, it wraps around the individual and 
  knocks him prone, immediately extinguishes 
  the fire or neutralizes caustic substance. The 
  individual is prone, and concealed beneath 
  the blanket, however they aren’t entangled 
  and may move freely.
  ConstruCtion
  Craft DC 25; Cost 150 gp
  Craft Technological Item, medical lab or produc-
  tion lab
  OpticAl lOck 
  Price 375 gp; Slot none; Weight 1 lb.; 
  Capacity ─; Usage ─
  This small device records and stores its own-
  er’s retinal patterns. Thereafter the owner 
  may place the optical lock may onto another 
  device in order to protect it. In order to ac-
  tivate the device, the lock’s owner must first 
  identify herself by allowing the scanner to 
  scan match her retina to confirm her iden-
  tity. Once the optical lock is set, only another 
  retina scan may safely open it. Should anyone 
  else attempting to activate the device, they 
  are first sent an computerized request to scan 
  a retina. Further tampering or false scans 
  start a kills witch code that overloads the 
  device causing it to explode, emitting a potent 
  a charge of electrostatic that typically injures 
  the tampering individual and either breaks or 
  fully destroys the item on a failed save. 
  The electrical blast deals 4d6 damage, 
  though a successful DC 18 Reflex save re-
  duces the damage by half. Once triggered, 
  the optical lock is destroyed. However, if 
  the lock isn’t triggered, the owner can once 
  again use a retnal scan to deactivate it and 
  set it elsewhere. 
  ConstruCtion
  Craft DC 24; Cost 188 gp
  Craft Technological Item, nanotech lab
  pOlytOOl
  Price 8,750 gp; Slot hands; Weight 2 lbs.; 
  Capacity 1 nanite canister; Usage special
  A polytool is a miniature fabrication labora-
  tory condensed into a single wearable piece 
  of technology. The wearer of the polytool 
  may create any of the below effects by ex-
  pending the listed number of charges from 
  the item.
  •  Gain a +2 bonus on any Craft or Disable 
  Device check foe 1 round - 1 charge
  •  Create an item as if by fabricate with a 
  caster level equal to the number of charges 
  expended.
  •  Recharge one touched technological item 
  equal to the number of charges expended -2.
  •  Fabricate one masterwork one-handed or 
  light melee weapon. Weapons created in this 
  fashion may not be of a special material and 
  cost 1 charge to create and may be sus-
  tained by expending 1 additional charge per 
  round. On a round in which a charge is not 
  expended the weapon crumbles to dust. This 
  weapon may not be disarmed or dropped, 
  but it may be sundered as normal.
  ConstruCtion
  Craft DC 25; Cost 4,375 gp
  Craft Technological Item, nanotech lab
  SOlAR ARRAy
  Price 1,000 gp; Slot none; Weight 100 lb.; 
  Capacity ─; Usage ─
  This sharp-cornered metal box is 5 ft. by 1 ft. 
  by 1 ft. It comes with a key that is necessary 
  to unlock it (it can also be unlocked with a DC 
  40 Disable Device check). Once unlocked the 
  box unfolds into a 10 ft. square of paneling 
  that is metal on the underside but a glassy 
  
  18
  black on the top side with intricate traceries 
  of metal filaments visible just beneath the 
  surface. The array has a power cable and a 
  port for plugging in batteries. Only the port 
  or the power cable may be in use at any one 
  time. When the array is opened and placed in 
  full sunlight, indicator lights adjacent to the 
  port and the cable glow green. A battery or 
  any item that uses batteries can be plugged 
  in to the solar array via the port or the cable 
  and will gain one charge every 4 hours. If 
  the connection is broken partway through a 4 
  hour period, the partial charge is lost. If there 
  is indirect sunlight or overcast the Solar Array 
  provide one charge every 12 hours instead. 
  The gradual charge granted by the solar ar-
  ray is harder on batteries than instant-charge 
  generators: every time a battery gains a 
  charge from the array it has a 5% chance of 
  being destroyed, rather than the usual 20% 
  for a full charge.
  ConstruCtion
  Craft DC 25; Cost 500 gp
  Craft Technological Item, production lab
  theRmAl bAG
  Price 200 gp; Slot none; Weight 3 lbs.; 
  Capacity ─; Usage ─
  A thermal bag is a piece of emergency sur-
  vival equipment used to protect an individual 
  from subzero temperatures.
  The bag comes in a tiny canister about the 
  size of a human’s thumb. When the seal is 
  popped, the thermal bag rapidly expands 
  forming a full sized sleeping bag large 
  enough to fit one medium-sized creatures. 
  Chemicals within the bag’s lining react to the 
  expansion producing heat and warming the 
  inside temperature to a comfortable 85ºF.
  Once opened, the bag remains hot 24 
  hours, after which point it becomes an or-
  dinary insulated sleeping bag safe to use in 
  any non-subzero temperature. Unfortunate-
  ly, once released from the carrying canister, 
  the expanded bag remains at full size and 
  cannot be returned to the canister.
  ConstruCtion
  Craft DC 22; Cost 100 gp
  Craft Technological Item, nanotech lab
  theRmAl SAltS
  Price 300 gp; Slot none; Weight 1/10 lb.; 
  Capacity ─; Usage ─
  Thermal salts consist of a 4-inch long rectan-
  gular soft mesh pouch filled with small salt-
  like crystals. When crushed the salts cause a 
  chemical reaction that releases a substantial 
  amount of thermal energy, rapidly heating 
  any material it touches in a 5-foot-diameter. 
  The effect and duration is similar to heat 
  metal however the salts work on any matter. 
  If the material heated is combustible, during 
  the 3-5 rounds when the temperature is clas-
  sified a searing, the object must make a DC 
  17 Fortitude save or burst into flames. Simi-
  larly, plastic, glass, or similar materials must 
  save or melt, liquids must save or vaporize, 
  and computer consoles or other electronic 
  devices must save or burn out. If activated 
  thermal salts contact with the flesh a living 
  creatures, they determine all damage using a 
  d6 instead of a d4. Thermal salts can only be 
  used once and upon cooling down, the crys-
  tals become inert
  ConstruCtion
  Craft DC 23; Cost 150 gp
  Craft Technological Item, production lab
  vAcuSeAleR  
  Price vacusealer 1,580 gp; polymer cartridge 
  40 gp; Slot none; Weight 2 lbs.; Capacity 
  20; Usage 1
  This strange looking device looks almost 
  like a gun with an oversized grip trigger. 
  The barrel is open and holds foot a pair of 
  foot-long clear tubular glass cartridges that 
  when properly affixed look like twin syringe 
  chambers connected to a single nozzle. Each 
  cartridge holds an identical amount of a dif-
  ferent colored syrupy liquid, one pale yellow, 
  the other clear but slightly milky.   When the 
  vacusealer’s trigger is compressed it re-
  leases a rapid hardening polymer that flows 
  in a slow but steady stream from the end of 
  the nozzle until it runs out or the individual 
  squeezing the trigger releases her grip. The 
  user can control the compression releasing 
  a small amount very slowly up to a fist-sized 
  blob. The polymer sets in one round but re-
  mains pliable with a hardness of 3. Over the 
  
  19
  course of the next two minutes, it increases 
  to a hardness of 5 at which point it becomes 
  completely solid and creates a fully air tight 
  seal around whatever it was applied to, 
  encasing it much like a fossil is preserved in 
  amber. The polymer is most commonly used 
  to preserve and protect circuitry and effec-
  tively provides the material with 20 tempo-
  rary hit points against the effects of energy 
  damage (fire, cold, electricity, acid, etc). The 
  polymer can be applied to most solid materi-
  als to give it the same benefit. If the sealed 
  item takes damage, it is removed from the 
  temporary hit points first before the damage 
  is applied to the actual item. 
  While a vacusealer can be used to coat the 
  skin of a living creature, it prevents airflow 
  and once it hardens prevents the creature 
  from moving, thus it has limited use in its 
  capacity as armor and more often then not, 
  those who have tried to use it for such pur-
  poses end up injuring themselves.
  Alternately, the polymer can be used as a 
  glue, however it doesn’t hold up well under 
  stress and if it takes more than 20 hit points 
  of damage, it loses its bond.
  Polymer cartridges always come in pairs 
  and contain enough of the polymer to seal 
  the surface area of 2-square-feet of mate-
  rial. Once the polymer hardens, it is expend-
  ed. Similarly, once a cartridge is emptied the 
  polymer gets lodged in the nozzle making 
  refilling used cartridges near impossible. 
  ConstruCtion
  Craft vacusealer DC 22, polymer cartridge 
  DC 28; Cost vacusealer 790 gp; polymer 
  cartridge 20 gp
  Craft Technological Item, production lab
  NEW MATERIAL: 
  NANOWEAVE
  HP/inch 20; Hardness 10; Cost 20x 
  the standard cost of the item (30x if in 
  prepackaged, inflatable form)
  Nanoweave is a light, durable material con-
  structed of interwoven carbon nanofibers. 
  This versatile material can be crafted into 
  a number of useful forms and tools. These 
  can be compressed down into small, easily 
  portable forms for travel. Items made from 
  nanoweave weigh 1/4 as much as the same 
  item made from normal cloth, fiber, or leath-
  er. Fixed structures normally made of cloth, 
  leather, or wood can also be constructed 
  from nanoweave. Nanoweave is extraordi-
  narily resistant to damage from standard 
  blades and tools, but easily worked with 
  energy weapons and tools or with monofila-
  ment items. (Fire and electricity bypass the 
  hardness of nanoweave.)
  Structures such as shelters can be crafted of 
  nanoweave, compressed into packages small 
  enough to fit in a pocket or belt pouch. The 
  owner can expand them to full size at the 
  touch of a button, using a small device filled 
  with liquid oxygen or nitrogen to produce the 
  gas necessary to inflate the structure. Air 
  pressure between layers of nanoweave keep 
  the shelter rigid. Then it merely needs to 
  be weighted down--typically by filling small 
  pouches at the corners with earth, rocks, 
  or sand--or staked to keep it from blowing 
  away in the wind. A prepackaged boat could 
  be dropped into a body of water after the in-
  flation unit is activated, with osmosis provid-
  ing rigidity and shape.
  Sample item: Nanoweave rope; Price 20 
  gp; Weight 2.5 lbs. 
  This thin, black rope has 10 hit points and 
  can be broken with a DC 30 Strength check.
  Weapons
  The majority of technological weapons are 
  ranged weapons, although some high-tech me-
  lee weapons can be found in dungeons as well.
  beAm SAbeR
  Price 12,750 gp; Type light melee; 
  Proficiency exotic; Dmg(M) 4d6 e and 
  f; Dmg(S) 2d6 e and f; Critical 19-20/
  x3; Capacity 10; Usage 1 charge/minute; 
  Special touch, see text; Weight 2 lbs.
  A beam saber is comprised of a foot long hilt 
  and a three to four foot long blade of con-
  tained plasma. A beam saber may be ignited 
  as a swift action, causing the blade of plas-
  
  20
  ma to erupt from one 
  end of the hilt. The blade deals plasma dam-
  age, half of which is fire and half of which 
  is electricity. The concentration of the beam 
  saber’s plasma is so great that this weapon 
  ignores up to 20 points of hardness.
  ConstruCtion
  Craft DC 35; Cost 6,375 gp
  Craft Technological Arms and Armor, military lab
  DiScipline ROD
  Price 30,000 gp; Type one-handed ranged; 
  Proficiency exotic (firearms); Dmg special; 
  Critical ×2; Range 60 ft.; Capacity 10; 
  Usage 1 charge; Special semi-automatic, 
  touch; Weight 2 lbs.
  This black metal rod fires an inductive ray 
  that triggers the pain center of the target’s 
  brain, inducing unbearable torment. On 
  a successful hit, the 
  target must succeed 
  at a DC 15 Will saving 
  throw or be helpless for 
  1 round, overcome with 
  waves of agony. A success-
  ful save means the target is 
  staggered for 1 round. A suc-
  cessful critical hit doubles the 
  duration of the effect. This is a 
  mind-affecting effect. The wielder 
  of the discipline rod gains a +2 on 
  all Intimidate or Handle Animal 
  checks against the target so long 
  as he possesses the discipline rod.
  If a creature is implanted with 
  a discipline chip that is set to the 
  discipline rod’s signal, the wielder of 
  the rod does not have to target 
  that creature, affecting it auto-
  matically as long as it is within 
  range. A rapture rod can be 
  synchronized with up to four 
  different rapture chips.
  A discipline rod only works 
  on creatures with developed 
  brains, including animals. It 
  has no effect on androids, 
  constructs, elementals, 
  oozes, plants, undead, or 
  vermin.
  ConstruCtion
  Craft DC 30; Cost 15,000 gp
  Craft Technological Arms and Armor, military lab
  livinG liGhtninG Gun
  Price 40,000 gp; Type two-handed ranged; 
  Proficiency exotic (firearms); Dmg (M) 3d6 
  elec.; Dmg (S) 2d6 elec.; Critical x2; CL 11th; 
  Range 150 ft.; Capacity 20; Usage 1 charge; 
  Special automatic, touch; Weight 6 lbs.
  This piece of arcane technology functions as 
  an arc rifle, but surrounds the target with an 
  electrical field that continues to do damage, 
  and may harm creatures nearby. A creature 
  struck by a shot from this rifle must succeed 
  at a Fortitude save (DC 19) or be staggered 
  
  21
  for 1 round, as the electricity that strikes it 
  jumps and crackles in a wreath of energy 
  about it. The electricity remains surging 
  around the target. On the following round 
  on your turn, it takes 2d6 electricity damage 
  and is staggered for another round unless 
  it succeeds at another Fortitude save. The 
  second round after the initial attack, it takes 
  1d6 electricity damage and the effect ends. 
  If another creature is adjacent to the target 
  on any round it takes electricity damage, the 
  lightning arcs to strike it, doing the same 
  amount of damage as suffered by the tar-
  get (Ref DC 19 for half). A successful dispel 
  magic ends the effect immediately.
  ConstruCtion
  Craft DC 32; Cost 20,000 gp
  Craft Magic Arms and Armor, Craft Technologi-
  cal Arms and Armor, military lab, chain lightning
  RAptuRe RAy
  Price 30,000 gp; Type one-handed ranged; 
  Proficiency exotic (firearms); Dmg special; 
  Critical ×2; Range 60 ft.; Capacity 10; 
  Usage 1 charge; Special semi-automatic, 
  touch; Weight 2 lbs.
  This burnished metal rod fires an inductive 
  ray that triggers the pleasure center of the 
  target’s brain, inducing feelings of extreme 
  euphoria. On a successful hit, the target 
  must succeed at a DC 15 Will saving throw 
  or be helpless for 1 round, overcome with 
  waves of pleasure. A successful save means 
  the target is fascinated for 1 round. A suc-
  cessful critical hit doubles the duration of 
  the effect. This is a mind-affecting effect. So 
  long as the wielder of the rapture ray takes 
  no offensive actions against the target, he 
  gains a +2 on all Bluff, Diplomacy, or Handle 
  Animal checks against the target so long as 
  he possesses the rapture ray.
  If a creature is implanted with a rapture 
  chip that is set to the rapture ray’s signal, the 
  wielder does not have to target that creature, 
  affecting it automatically as long as it is with-
  in range. A rapture ray can be synchronized 
  with up to four different rapture chips.
  The sensation provided by a rapture ray 
  is psychologically addictive, and a creature 
  
  22
  that experiences its effects may end up de-
  siring the pleasure of the experience, ignor-
  ing all other stimuli and going out of its way 
  to please the owner of the rapture ray in the 
  hopes of being rewarded with further shots 
  from it. Should a creature be affected more 
  than three times by a rapture ray, it must 
  attempt a saving throw (DC 15) to avoid ad-
  diction. Treat this as a moderate addiction 
  (see the drugs and addiction section of the 
  Gamemastery Guide) but the addicted sub-
  ject suffers a -2 penalty to Wis and Cha.
  A rapture ray only works on creatures with 
  developed brains, including animals. It has 
  no effect on androids, constructs, elemen-
  tals, oozes, plants, undead, or vermin.
  ConstruCtion
  Craft DC 30; Cost 15,000 gp
  Craft Technological Arms and Armor, military 
  lab
  ScReAmeR piStOl
  Price 18,000 gp; Type one-handed ranged; 
  Proficiency exotic (firearms); Dmg (M) 
  1d8 sonic; Dmg (S) 1d6 sonic; Critical x2; 
  CL 8th; Range 50 ft.; Capacity 10; Usage 
  1 charge; Special semi-automatic, touch; 
  Weight 2 lbs.
  First created by a coven of witches that added 
  their own eldritch touches to technology, a 
  screamer pistol acts as a sonic pistol with 
  two modifications. First, targets struck by 
  the shrieking blast of sonic energy must suc-
  ceed at a DC 15 Fortitude save or be dazed 
  for 1 round. Second, if the target struck by a 
  screamer pistol is under the effects of an agony 
  hex, evil eye hex, or misfortune hex, then the 
  duration of that hex is extended by 1 round.
  ConstruCtion
  Craft DC 28; Cost 9,000 gp
  Craft Magic Arms and Armor, Craft Technologi-
  cal Arms and Armor, military lab, ear-piercing 
  scream, crafter must have the cackle hex
  tAnGleR GRenADe
  Price 750 gp; Slot none; Weight 1 lb.; 
  Capacity —; Usage disposable
  When this grenade detonates it covers 
  everything in a 20 foot radius in a coating 
  of sticky, web-like strands. Every creature 
  within the area is affected as if hit by a 
  tanglefoot bag (Pathfinder Roleplaying Game 
  Core Rulebook) except that the tangler gre-
  nade can affect creatures up to Huge in size.
  ConstruCtion
  Craft DC 20; Cost 375 gp
  Craft Technological Arms and Armor, military lab
  Witch-thORn tAnGleR GRenADe
  Price 1,500 gp; Slot none; Weight 1 lb.; 
  Capacity —; Usage disposable
  A magically enhanced version of the tangler 
  grenade, the black, sticky strands of mate-
  rial dispensed by this weapon grow barbed 
  thorns. Any creature entangled by the ef-
  fects of the grenade that moves while entan-
  gled, makes a Strength check to break free, 
  or uses natural weapons or unarmed attacks 
  to damage the strands, takes 2d4 damage 
  and 1d4 bleed damage from the thorns. 
  Allies using natural weapons or unarmed 
  attacks to free companions also suffer this 
  damage. The damage and bleeding may be 
  treated normally, but unless the creature is 
  removed from the strands, any of the above 
  actions will cause it to take damage again.
  ConstruCtion
  Craft DC 20; Cost 750 gp
  Craft Magic Arms and Armor, Craft Technologi-
  cal Arms and Armor, bleed, inflict moderate 
  wounds, military lab
  Gravitic Weapons
  Terrifying to behold, gravitic weapons are 
  the result of a Pandora’s Box of military 
  weapons research. The potential for de-
  struction in the weapons that resulted from 
  research and development was staggering, 
  resulting in a swift ban on gravitic weapon 
  development. Unfortunately, once the pro-
  cesses to create these nightmarish devices 
  was discovered, it was nearly impossible 
  to put the genie back in the bottle. Grav-
  itic weapons are extremely rare weapons of 
  
  23
  mass destruction and should evoke awe and 
  horror in their use.
   Gravitic weapons that create singularities 
  do not function in areas where extradimen-
  sional travel is not possible (such as an area 
  affected by dimension lock.)
  GRAvity cAnnOn 
  Price 180,000 gp; Type two-handed ranged; 
  Proficiency exotic (heavy weaponry); 
  Damage special; Critical x2; Range 200 
  ft.; Capacity 20 charges; Usage 1 charge; 
  Special slow-firing, touch; Weight 17 lbs.
  This terrifying heavy weapon generates a 
  beam of energy when fired that creates a 
  microscopic singularity on striking a corpo-
  real target. Corporeal creatures or objects 
  hit by this beam must succeed at a Fortitude 
  save (DC 15) or take 20d6 points of damage 
  as the singularity tears them apart from the 
  inside. A successful save halves this dam-
  age. A creature reduced to 0 hp by a gravity 
  cannon is slain instantly and their body de-
  stroyed as it is collapsed into the singularity.
  ConstruCtion
  Craft DC 35; Cost 90,000 gp
  Craft Technological Arms and Armor, graviton lab
  kineSiS GRAppleR
  Price 7,500 gp; Type two-handed ranged; 
  Proficiency exotic (firearms); Damage 
  special; Critical –; Range 30 ft.; Capacity 
  20; Usage varies; Special slow-firing; 
  Weight 13 lbs.
  A kinesis grappler allows its wielder to affect 
  the local gravity of a single object or creature 
  within 30 feet. Each time the kinesis grap-
  pler is fired it generates either the forceful 
  thrust or sustained force effect identical to 
  that of telekinesis with a caster level equal to 
  the number of charges spent in firing. Once 
  fired the kinesis grappler may maintain the 
  telekinesis effect, draining 1 additional charge 
  each round of sustained use. The wielder of a 
  kinesis grappler may choose whether to use 
  sustained force or forceful thrust each round 
  at the beginning of their turn.
  ConstruCtion
  Craft DC 30; Cost 3,750 gp
  Craft Technological Arms and Armor, graviton lab
  SinGulARity GRenADe
  Price 4,550 gp; Slot none; Weight 1 lb.; 
  Capacity —; Usage disposable
  This six-inch wide metal sphere features 
  a single detonator button that, when de-
  pressed, determines the delay on the gre-
  nade’s explosion. A singularity grenade 
  defaults to explode on impact once triggered 
  (as part of an attack action.) Alternatively, it 
  may be set to detonate anywhere between 1 
  to 10 rounds after being thrown. 
   When a singularity grenade explodes it 
  causes 10d6 points of force damage to ev-
  erything within a 30-foot radius burst and 
  creates a gravity well in the explosion area 
  with a tiny black marble of nothingness at 
  the center of the explosion—a singularity, or 
  miniature black hole. All light levels within 
  the radius of a singularity grenade’s explo-
  sion drop depending on proximity to the sin-
  gularity. Squares within 5 feet of the explo-
  sion epicenter are considered total darkness, 
  squares within 10 to 15 feet from the epi-
  center are considered dim illumination, and 
  squares beyond that are normal illumination. 
  No mundane or magical light sources can 
  improve the illumination within the explosion 
  radius. Treat all squares within the 30-foot 
  radius explosion of a singularity grenade as 
  difficult terrain. These effects persist for 1 
  round after damage is dealt.
   On the next round following a singular-
  ity grenade’s explosion, the singularity 
  collapses, pulling all creatures and objects 
  
  24
  still remaining with the 30-foot blast radius 
  in towards the center. Creatures that fail a 
  Reflex save (DC 25) are knocked prone and 
  pulled into the closest square adjacent to 
  the explosion epicenter and take an addi-
  tional 10d6 points of force damage. Unat-
  tended objects automatically fail their save. 
  Creatures and objects reduced to 0 hp by 
  a singularity grenade are pulled into the 
  singularity and are instantly slain, leaving no 
  remains behind.
  ConstruCtion
  Craft DC 25; Cost 2,275 gp
  Craft Technological Arms and Armor, military lab
  zeRO-G GRenADe
  Price 950 gp; Slot none; Weight 1 lb.; 
  Capacity —; Usage disposable
  When thrown, a zero-g grenade explodes on 
  impact in a 30-foot radius burst. All crea-
  tures and objects in this area must succeed 
  at a Will save (DC 15) or float 10 feet off the 
  ground, as if affected by levitate, but with 
  no inherent ability to control their upward or 
  downward movement. This zero gravity field 
  persists in the affected area for 1d4 rounds. 
  A creature that makes their save may move 
  out of the area of zero gravity normally. 
  However, they must continue to make this 
  save each round or become affected by the 
  zero gravity field. Any creature entering the 
  field must immediately make this save. Any 
  creature that exits the zero gravity field is 
  immediately effected by normal gravity and 
  may take falling damage as appropriate.
  ConstruCtion
  Craft DC 20; Cost 475 gp
  Craft Technological Arms and Armor, military lab
  Technological 
  Firearms
  While the official Pathfinder 
  guide to technology focuses 
  on energy weapons, technologically ad-
  vanced conventional firearms are a further 
  expression of warfare from advanced cul-
  tures. These weapons are treated as stan-
  dard firearms, except as follows. 
   Misfire: A roll of a 1 on a technological fire-
  arm indicates a possible misfire. Make the 
  attack roll again, a second roll of a 1 indi-
  cates a misfire.
   Creation: Technological firearms may be 
  created with a gunsmithing kit, but it takes 
  4x the amount of time. Technological fire-
  arms created with a military lab are made at 
  the standard time.
  Optional Rule: Recoil
  If you are interested in increasing the realism 
  of firearms and adding an additional caveat 
  to their use, recoil presents a new modifier to 
  firearm attack rolls. Every firearm that shoots 
  solid ammunition (not energy weapons) has a 
  recoil modifier equal to the average damage 
  of the weapon’s dice (rounded down.) This 
  value applies as a penalty to all attack rolls 
  made with the firearm and stacks with the 
  penalties from semi-automatic or automatic 
  fire. 
  A firearm’s recoil modifier is reduced by 
  an amount equal to the wielder’s Strength 
  modifier, to a minimum of 0. Recoil com-
  pensation technological gear can also help 
  mitigate recoil in firearms.
  
  25
  heAvy piStOl
  Price 8,000 gp; Type one-handed ranged; 
  Proficiency exotic (firearms); Dmg(M) 
  2d6; Dmg(S) 1d8; Critical x4; Range 80 
  ft.; Capacity 15 cartridge; Special semi-
  automatic, touch; Weight 4 lbs.
  Also known as a “hand cannon,” these 
  bulky one-handed firearms are designed for 
  punching through heavy armor and have an 
  increased stopping power when compared 
  to less advanced slug-throwing irearms of 
  comparable size.
  ConstruCtion
  Craft DC 25; Cost 4,000 gp
  Craft Technological Arms and Armor or Gun-
  smith, military lab (optional) or gunsmithing kit
  SnipeR Rifle
  Price 16,000 gp; Type two-handed ranged; 
  Proficiency exotic (firearms); Dmg(M) 
  4d6; Dmg(S) 2d6; Critical x4; Range 300 
  ft.; Capacity 15 cartridge; Special semi-
  automatic, touch; Weight 7 lbs.
  A sniper rifle is a high-powered and long-
  ranged firearm designed for disabling crea-
  tures or vehicles from a distance. Sniper 
  rifles are commonly outfitted with optical 
  zoom scopes, which grant additional range 
  and other functionality. 
  ConstruCtion
  Craft DC 25; Cost 8,000 gp
  Craft Technological Arms and Armor or Gun-
  smith, military lab (optional) or gunsmithing kit
  ShOtGun, AutOmAtic
  Price 10,000 gp; Type two-handed ranged; 
  Proficiency exotic (firearms); Dmg(M) 2d8; 
  Dmg(S) 1d10; Critical x4; Range 80 ft.; 
  Capacity 12 chamber; Special automatic, 
  scatter, touch; Weight 7 lbs.
  Renowned for their lethality, automatic shot-
  guns fire high-impact rounds at tremendous 
  speed. These weapons can fire either slugs 
  or pellets, which grant the weapon the scat-
  ter special quality when used.
  ConstruCtion
  Craft DC 25; Cost 5,000 gp
  Craft Technological Arms and Armor or Gun-
  smith, military lab (optional) or gunsmithing kit
  WEAPOn ACCESSORIES
  RecOil cOmpenSAtOR i, ii, iii, iv, v
  Price varies; Mark I 200 gp; Mark II 300 gp; 
  Mark III 500 gp; Mark IV 800 gp; Mark V 
  1,200 gp; Slot see text; Weight 1 lb.
  Recoil compensators are attachments for 
  slug-throwing firearms (not energy weapons.) 
  These devices can be attached to any firearm 
  with a successful DC 12 Knowledge (engineer-
  ing) or Disable Device check. Low-ranking 
  recoil compensators take the form of muzzle-
  loaded gas vents that help stabilize firearms 
  by directing gas discharge when fired. Higher-
  ranking recoil compensators are gyroscope 
  units that attach across the lower receiver. 
  Each rank of recoil compensator reduces a 
  firearm’s recoil by 1 point, to a minimum of 0. 
  ConstruCtion
  Craft DC 20; Cost 100 gp (I), 150 gp (II), 
  250 gp (III), 400 gp (IV), 600 gp (V)
  Craft Technological Item, production lab
  Scope i, ii, iii, iv, v
  Price varies; Mark I 500 gp; Mark II 700 gp; 
  Mark III 1,200 gp; Mark IV 3,000 gp; Mark V 
  6,500 gp; Slot see text; Weight 1 lb.
  Scopes help firearms by increasing their 
  effective range and reducing range penal-
  ties. A scope can be attached to any kind of 
  firearm with a successful DC 12 Knowledge 
  (engineering) or Disable Device check. Each 
  rank of scope increases the maximum num-
  ber of range increments a firearm can shoot 
  by 1 and reduces the penalties for each suc-
  cessive range increment by -2 (to a maxi-
  mum of 5 additional range increments and 
  a -10 reduction in range penalties for scope 
  V.)  While using a scope a character may 
  sneak attack a target out to the first range 
  increment of the firearm, plus one additional 
  range increment for each scope rank.
  
  26
  ConstruCtion
  Craft DC 20; Cost 250 gp (I), 350 gp (II), 
  600 gp (III), 1,500 gp (IV), 3,250 gp (V)
  Craft Technological Item, production lab
  Targeting Computer i, ii, iii, iv, v
  Price varies; Mark I 1,500 gp;,Mark II 4,750 
  gp; Mark III 10,000 gp, Mark IV 16,500 gp; 
  Mark V 25,750 gp; Slot see text; Weight 1 
  lb.; Capacity 10; Usage 1 charge/round
  A targeting computer is a specialized sen-
  sory device that helps calibrate a firearm’s 
  aim.  It can be attached to any kind of 
  firearm with a successful DC 15 Knowledge 
  (engineering) or Disable Device check. Once 
  attached the targeting computer can be 
  engaged as a swift action, and grants a +1 
  enhancement bonus to ranged attack rolls 
  per rank (maximum +5) with the firearm it 
  is attached to. 
  ConstruCtion
  Craft DC 20; Cost 750 gp (I), 2,375 gp (II), 
  5,000 gp (III), 8,250 gp (IV), 12,875 gp (V)
  Craft Technological Item, production lab
  
  27
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Treasury of the Machine © 2015, Legendary Games; Author: Tim 
  Hitchcock, Robert Brookes, Jeff Lee, and Jonathan H. Keith.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, 
  LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan. 
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; 
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  Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, 
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
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  Stephens, and Russ Taylor.
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  Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, 
  Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, 
  Joshua J. Frost, James Jacobs, Rob McCreary, Erik Mona, Sean K Reynolds, 
  F. Wesley Schneider, Lisa Stevens, James L. Sutter, and Greg A. Vaughan. 
  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 Ultimate Combat © 2011, Paizo Publishing, 
  LLC; Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse 
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  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; Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  OPEN GAME LICENSE Version 1.0a
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  as Product identity by the owner of the Product Identity, and which 
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  logos, names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms 
  or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Metal Gods/Treasury of the Machine.pdf