TEXT: 1
  
  2
  Compiled from the Savage Company Campaign Setting
  Savage Company 
  ReCRuit oRientation
  CreditS
  Authors: Owen Martin, Adam Martin, Bryan Miller, David Thomas, and Doug Morgan
  Editors: Owen Martin and Adam Martin
  Lead Artist: Neil Pennington, cover art by Marc Lee, additional art by Alan Sun and Bilge Kağan 
  Haksöyliyen
  Design and Layout: Rick Hershey
  Publisher: SHM Publishing
  Savage Company Recruit Orientation © 2019 SHM Publishing
  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 the 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. 
  Open Game Content: All material — including but not limited to art, place and character names, character and 
  setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open 
  Game Content. 
  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. 
  
  3
  about Shm publiShing
  Based in Oklahoma, USA, SHM publishing was founded in 2018 to create the Savage Company setting 
  designed to be compatible with the Pathfinder Roleplaying Game. We intend to continue expanding the world 
  of military themes mixed with traditional swords and sorcery and hope to release many books in the future.
  Visit us on Facebook Fb.com/wekillpeopleformoney, follow us on Instagram @wekillpeopleformoney and 
  check out our website at WeKillPeopleForMoney.com.
  WelCome to Savage 
  Company 
   
   
      4
  Tombstone 
  6
  The Business 
  6
  Old Town 
  7
  Headquarters 
  7
  Armory 
  8
  Bursar 
  8
  Da Clink (Sheriff’s Office) 
  8
  Gunpowder Blood’s Workshop 
  8
  Jaq Rac Saloon 
  9
  Railroad Depot 
  9
  Boor and Barrel 
  9
  General Store 
  9
  Tent City 
  10
  Bounty Board 
  10
  The Undercity 
  10
  Hacienda (Orc Town) 
  10
  Speedy’s Vehicle Shop 
  11
  raCeS   
  12
  Baade 
  13
  Savage Hobgoblin 
  17
  Savage Orc 
  20
  ClaSSeS and 
  arChetypeS   
   
    23
  Infantryman Class 
  26
  Combat Medic Alchemist Archetype 
  37
  Blitzkrieg Unchained Barbarian Archetype            42
  Zen Gunman Monk Archetype 
  50
  featS 
  53
  equipment 
  54
  Weapons 
  54
  Armor 
  58
  Other Gear 
  60
  Vehicles 
  62
  table of ContentS
  
  4
  WelCome to Savage Company
  If you find the idea of playing the same old fantasy races in every campaign and setting a bit boring and the 
  idea of running or playing in a game where various monsters clash in exciting gun battles, then this is the book 
  for you. Savage Company is mostly a campaign setting book for monstrous races and expanded modern firearms, 
  but it is actually so much more. This book includes info for the Savage Company campaign setting, which can 
  be used in a homebrew campaign or dropped right into your favorite world. A setting where every freak or 
  unwanted monster with the capacity for tactics and discipline come together to carve themselves a piece of land 
  to call home. We also include new race options, including new races, reimaginings of old classic monstrous races, 
  PC versions of some monsters, and expanded options for existing races; without the old assumptions that ugly 
  creatures must be universally evil. You’ll also find new alternate classes, and a plethora of new archetypes that play 
  into the setting’s unique strengths; namely, monstrous characters with more guns. we’ve also written new feats, 
  spells, mundane and magical gear, and an entirely new ruleset for fighting battles while the battlefield is rolling by 
  under your wheels, all balanced to be used alongside your existing swords and sorcery settings. There is a whole 
  section for featured Iconic characters, which can be used as pre-generated characters, or as pre-written NPCs for 
  your homebrew campaign. As well as many new NPCs, enemies, and monsters.
  If you prefer expanded, well-thought out options for monstrous PCs and modern guns rather than arbitrarily 
  banning game elements that don’t appear in your favorite fantasy novel, then this is the book for you.
  It’s early.
  The sun threatens to shine from just beyond the horizon, as a bitter, cold breeze sweeps across the salty, 
  hard-packed ground. A massive Orc wearing full plate armor walks a line, inspecting the new recruits. They 
  stand in somewhat evenly spaced rows, mostly straight. A pair of sergeants patrol the ranks getting them 
  into position, barking a growl or a flash of tusk to the unruly few who fidget or make noise.
  “You are all worthless sacks of meat!” he bellows, his deep voice booming over the sand.  
  The plates of his armor crash against themselves as he struts down the columns with a slow, controlled 
  pace. Sarge stands tall over the recruits, looking down on the fresh faces that reminded him of the days of 
  his youth. The veteran still had calluses on his hands from carrying the shells of his artillery squad as a child. 
  Though he was always more of the squad’s mascot, the humans trained him on how to carry his weight 
  and make himself useful.
   
  “And in standing here before me, you are well aware,”, Sarge projects once more.  
  He lays eyes on a recruit that reminds him of himself. Strong, determined, stubborn. There’s a fire in 
  the recruit’s eyes, just as there is in his own. The huge Orc recognizes it well. That is the fire that guides 
  the way. A sign he always looked for throughout the years, as it was the sign of a recruit that would 
  take well to Sarge’s training. Orcs have always been driven by bloodlust, but some Sarge could teach 
  to be driven by victory.
   
  
  5
  “we are all here for a reason, for a goal!” Sarge remembers well the old days, the fighting, the brutal reality 
  of things. Senseless conflict, the young dying, for what? To maintain this cycle of raid and revenge? When a war 
  finally ended, Sarge and many orcs and half-orcs like him were simply sent away. Many had nowhere to go, no 
  home to return to. Even the warriors he had personally trained were scattered across the land with no place to 
  go. Some would turn to banditry, and there would be another reason to raise troops. 
   
  “And with that goal, your meat is given purpose!” The brotherhood of the unit gained much by fighting 
  together, but then they were scattered; lost without direction. They had been used as disposable weapons of 
  war, but Sarge wanted to change that. He wanted a better way for his brothers-in-arms. He always fought to 
  keep them safe; to teach them skills and not to turn back to raiding; to end the cycle of death for his kind. 
   
  “To anyone who would bow out, do so now…” Sarge fought in countless battles and saw much 
  bloodshed. He put his life on the line time and time again, and somehow always came through. To the 
  younger generations, he was a legend and a hero to look up to. In trying to rally his scattered brethren, 
  Sarge grew to be seen as a leader. 
   
  “for the coming days will be harsh and unforgiving.” The young bucks followed Sarge closely and always 
  listened to his words. They cherished the leadership he provided and rallied under one common banner. The 
  pack grew a bit more each day as more and more younger Orcs would arrive to learn from Sarge or his protégés 
  and serve a greater purpose. 
   
  “But like those who would burn our homes, we must become stronger through tactics.” Before long, 
  Sarge had a small army around him, rife with contenders that shared a vision of creating a better world for 
  themselves. One that made a difference. One that gave them a way to fight for the right reasons, and make 
  some money while doing so. 
   
  “We have to become that which has evolved beyond the old ways and embrace something new.” 
  Sarge never wanted an army, nor did he want to be responsible for so many of his brothers, but he ultimately 
  accepted his place and endured many hardships to give guidance to his kin. 
   
  “We must embrace our most basic instincts, and in doing so harness them!” They became mercenaries 
  soon after, taking the name Savage Company. Sarge looked back on the memory with great pride and felt an 
  overwhelming amount of honor in being a part of its birth. A new way of life for these beasts of war; one where 
  they were never thrown away or had their lives spent like coin. He had set out to create a path of dignity for his 
  kind, but he had ended up creating something else…
  A Home. 
   
  “I say once more if you would bow out, do so now. To those who are staying…”, Sarge planted his foot 
  down, turning towards the formation. Now in his old age, he stood proud in front of the newest batch of recruits, 
  his one responsibility the only job he ever felt truly suited him: training. He paused, looking across the pack for 
  anyone who would leave of their own accord. When none left, Sarge let out a satisfied grunt and a slight nod. 
   
  “Welcome to Savage Company”
  
  6
  Savage Company the mercenary business, was 
  originally started as a small band of Orcs and Half-
  Orcs seeking to establish themselves as a legitimate 
  enterprise in a world that normally shunned their 
  kind. Over time, and with a newfound base of 
  operations, their notoriety and workload flourished 
  faster than anyone could have anticipated. The 
  original founders never expected this small family 
  of mercenaries to become so large or so prestigious. 
  After setting up in the ruined desert town that 
  would eventually become Tombstone, the place 
  became a hub for taking jobs and assigning them 
  to would-be adventurers. In time, this fame would 
  draw the attention of many more hired guns aiming 
  to make something of themselves. Over the years, 
  Tombstone would gather and grow to meet the 
  demands of the Company and citizens. The majority 
  of these people came to Tombstone looking for 
  work from the more “monstrous” races, either as 
  mercenaries or support staff. Savage Company 
  became widely known as an outfit where anyone 
  could get honest work killing people, regardless of 
  what they looked like; and Tombstone was a place 
  that welcomed all comers. The once small-time 
  operation grew into a fully-fledged self-sufficient 
  paramilitary group that would account for a 
  significant portion of strength in conflicts all over 
  the world.
  tombStone
  Tombstone is a boisterous boomtown located 
  deep in an inhospitable wasteland full of monsters. 
  No sane person would ever want to live there. 
  Long ago, a great war between two arcane empires 
  blasted the land and ruined it forever, leaving twisted 
  beasts and complete devastation in its wake. 
  The desert itself is incredibly large, with verdant 
  lands and magically adept nations to the north 
  and south. There is an industrious city-state to the 
  west, and far to the east, massive cliffs that tumble 
  into the sea. While the region can be described 
  as a desert, the area around Tombstone proper is 
  composed of hard rock covered in a shallow layer 
  of densely packed dry soil. Immediately northeast 
  of the town is an old quarry where the abundant 
  natural stone was mined in ancient times, and many 
  miles to the southeast, the hard-packed ground 
  gives way to a sea of dunes and ever-shifting sand. 
  When the founders of Savage Company stumbled 
  upon the ruins of an old town and a stone fort 
  in the middle of a land that nobody claimed or 
  wanted, they decided to make it home. By strong-
  arming, grafts, or diplomacy, the town founders 
  managed to gain themselves independent status 
  from the surrounding nations and even convinced 
  them to divert railroads to stop at Tombstone. These 
  rail lines are well protected and highly valued by 
  the townsfolk. While the portion of the town above 
  ground is not unimpressive, the true marvel lies 
  beneath the surface. On the surface, a wide mile-
  long stretch of gravel road spans Tombstone from 
  north to south. It is here that all notable surface 
  points of interest can be found. A long, well-
  ventilated tunnel serves as the main subterranean 
  thoroughfare, spanning a stretch of ground from 
  the Hacienda south of town (now fortified and 
  housing multiple clans of orcs) to the walled 
  town to the North, passing directly beneath and 
  connected via mechanical freight elevators to the 
  Railroad Depot. Off of this main tunnel are many 
  well-planned and smoothly carved rooms, side-
  tunnels, and complexes. Goblin, hobgoblin, and 
  dwarven engineers work with modern tools and 
  trox labor to continually upgrade and expand the 
  undercity. Both literally and figuratively carving a 
  Savage Company  
  the buSineSS
  
  7
  home out of the wasteland, Tombstone has quickly 
  grown into a bustling hub with mercenary work 
  bringing in gold from all corners of the world and 
  various industries and people setting up shop to 
  take advantage of the new economy. 
  old toWn
  This is a fortified octagonal structure originally 
  made by dismantling and cannibalizing the local 
  stone buildings of the ruins that used to sit here. 
  In the years since resettlement, it has been rebuilt 
  and improved constantly. The buildings around 
  the original town square have been built up to 
  adjoin and support the exterior wall. The notable 
  structures inside include a stable, a large service 
  elevator, the Headquarters, the Jaq Rac Saloon, and 
  the original church with its very tall bell tower that 
  is used for observation. Most facilities and living 
  spaces have been relocated into the extensive 
  undercity carved beneath the old town. Deep 
  in the undercity beneath old town is also where 
  Gunpowder Blood’s workshop and the Bursar and 
  Armory vaults are located. 
  Outside the old town is a circular field of 
  tombstones that mark sector and range increments 
  from the wall. Even though their bodies do not lie 
  here, the markers bear the names of the “Ghosts of 
  Tombstone”, heroes who died defending the town 
  in the early days before the city was fully carved 
  out of the dangerous wasteland. Occasional small 
  depressions mark where previously set mines in 
  this area have been detonated by attackers. Recent 
  construction has added a second wall and rampart 
  around the field of tombstones. Word is that the 
  mines have been deactivated and removed, but 
  that might only be a rumor.
  headquarterS
  This sizable building within Old Town contains 
  multiple offices and bar-style desks that are 
  populated by the employees that establish, track, 
  and record all proceeds put forth by Savage 
  Company field teams. Upon entering the lobby, 
  hopeful prospects will notice a variety of teller 
  windows. There is a long corridor past the initial 
  room with multiple private offices attached in 
  staggered offsets; each office is positioned along 
  the walls of the main corridor. The back room at the 
  aft-center of the main corridor houses the War Room. 
  It is here that top-level personnel may convene to 
  discuss delicate matters, establish battle plans, or 
  divvy out operation orders to multiple teams all 
  coming together for large operations.  At any given 
  point, there is a blustering aesthetic of secretaries, 
  The effects of this war in ancient times 
  have left magic permanently twisted, making 
  spells fail or outright unreliable. If you choose 
  to implement this in your game, there are 
  several ways to go about it. 
  Low Magic: It is nearly impossible to cast spells 
  or spell effects above 3rd level. Magic items 
  that do not require activation that are brought 
  into the wasteland and such things as alchemy 
  seem to work just fine. Activating a magic 
  item, casting a spell, or any spell effect above 
  3rd level requires a concentration check with 
  a DC equal to 20 + the spell’s level. This is the 
  default for the setting. 
  No Magic: The city of Tombstone and 
  the entire desert around it are under a 
  permanent Antimagic Field. 
  Wild Magic: Magic is possible, but it is often 
  uncontrollable and unpredictable.              
   Use the Wild Magic rules from Pathfinder 
  Roleplaying Game: Pathfinder Unchained
  
  8
  suits, and stacks of paper haplessly strewn about; 
  the multitudes of bodies rush from desk to desk 
  with piles of documents and stamped forms. Any 
  attempts to migrate into the deeper areas of the 
  Headquarters is often met with accidental collisions, 
  dropped paper stacks, and insults thrown by native 
  languages of the employees.
  armory
  Deep under Old Town, this series of fortified 
  vaults are where Savage Company keeps its heavy 
  ordnance. Always watched by armed guards, inside 
  clerks inventory, inspect, and maintain the vast 
  stores of weapons kept here. Combat teams can 
  requisition and return armaments here, but be 
  sure you have the proper hand receipts! Most of 
  the interactions take place through the half-door 
  of iron bars, but for larger items, they can open the 
  whole door. 
  burSar
  The Bursar is located near the armory and serves 
  as the company treasury. Mercenary squads can 
  go here to claim rewards for completing jobs and 
  collecting bounties. This well-defended vault is also 
  where the company stores its monetary wealth. 
  Customers can interact with the clerks via a window 
  protected with iron bars. The two main staple 
  accountants are an elderly dwarf and a decrepit 
  goblin. Neither one trusts the other not to embezzle 
  company funds so they argue and oversee each 
  other constantly.
  da Clink (Sheriff’S offiCe)
  The Sheriff’s Office is a simple room in the 
  undercity beneath Old Town. The main room 
  houses a couple rarely used desks and chairs, and 
  there is a hallway in the rear with carved out cells 
  behind iron doors on both sides. The Sheriff, an old 
  hobgoblin who’s quick with a gun, and his couple 
  deputies keep a watchful eye out for trouble about 
  town; but the lack of actual laws in Tombstone 
  keep them relegated to investigating murders, 
  and breaking up drunken brawls to mitigate 
  property damage. This is aided by the fact that 
  the orc tribes generally are kept in check by their 
  own tribal leadership and are usually disciplined 
  under their own tribal laws. The most frequent 
  visitors to Da Clink are inebriated newcomers who 
  might get in over their heads at the many drinking 
  establishments and need some time to sober up 
  and cool off. 
  gunpoWder blood’S 
  WorkShop
  This enigmatic laboratory is different every time 
  it is seen. Gunpowder Blood (actual name in goblin 
  is Ngat Quh) is an older goblin who is greatly 
  renowned for being a brilliant genius engineer. He 
  is constantly experimenting with new weapons 
  and armor and trying to puzzle out the secrets 
  of mystical artifacts that were brought back from 
  missions by members of Savage Company. To 
  the well-trained eye, this room also doubles as a 
  fire-focusing chimney, and there are slit windows 
  where apprentices can lob alchemist’s fire into the 
  main chamber. As Gunpowder Blood is basically 
  immune to fire, he sees this as a safety measure 
  more than a workplace hazard. And since he often 
  sets fires and ignites explosions in here, it’s good 
  that the room can handle it. There is a gnome 
  statue, in his workshop, with an uncanny life-like 
  likeness. This serves Gunpowder Blood as a good 
  luck charm, coat rack, and test dummy for various 
  experimental weapons. The largest room in his 
  workshop is twenty feet tall and sixty feet long. 
  There is a freight elevator in one corner of the room 
  which leads to the courtyard in Old Town on the 
  surface. This is used to bring him supplies and parts 
  for his experiments and custom orders. The regular 
  deliveries to the shop are the only indication that 
  Gunpowder Blood is still alive, leaving his workshop 
  only if he is summoned by Savage Company or 
  if Speedy wants a second opinion about gun 
  placements on a buggy. The official entrance to his 
  
  9
  workshop is located in the Undercity. Inside, a sales 
  counter can be found with a very nervous goblin 
  behind it. Ever terrified, he will hear Gunpowder 
  Blood bark out, “Hey get in here and hold this while 
  I bang on it with a hammer. It’s not that dangerous”. 
  His apprentice goblins rarely stay or survive long 
  in his shop. Gunpowder Blood is tireless and will 
  binge on a project for days on end, and in turn, 
  expects the same ethic out of his interns. He often 
  comments to himself about the lackluster pool of 
  applicants applying to be his apprentice.  
  Jaq raC Saloon
  This three-story hotel is constantly under 
  construction. The proprietor, a half-elf of refined 
  tastes, is constantly expanding on the offerings 
  of his establishment. The ground floor features a 
  long bar made of imported wood, showcasing the 
  expanding stock of various spirits and liquors. There 
  are many tables spanning a 90ft floor for gambling, 
  discrete meetings, and friendly gatherings. A large 
  staff of various races act as ushers, bouncers, pit 
  bosses, waitstaff, and courtesans. The second floor 
  features private meeting rooms which savage co 
  will use from time to time for war rooms, interviews, 
  and the odd interrogation. The third floor features 
  16 luxury suites, 4 of which are rented monthly 
  to high class, expensive courtesans. The owner, 
  Francois Raynadiel envisions an oasis in the desert, 
  one in which he can reap as much gold as possible. 
  In addition to his home of operations at the Saloon, 
  as one of the oldest residents of Tombstone, he has 
  an extensive supply chain for bringing in goods and 
  owns the General Store as well as several other food 
  and drink establishments.  
  railroad depot
  This wide, single-story building has a large 
  platform and cargo ramps, along with a water 
  tower, several rail-sidings, and a repair yard. The 
  complex with its many dangerous rail sidings is 
  located on the west side of the main north-south 
  road. The buildings and structures are all new and 
  feature very recent construction by the surrounding 
  nations. The relatively peaceful oasis in the middle 
  of the blasted desert makes direct travel possible, 
  where the previous trade routes were restricted to 
  lengthy circumnavigation. 
  boor and barrel
  This tavern is located across the main road from 
  Railroad Depot. The two-story inn and restaurant 
  is a new establishment in Tombstone, the latest in 
  a small but well-known family chain in the greater 
  region. A favored drinking hole of many adventurers, 
  the Boor and Barrel features a wide variety of brews 
  and cuisine to match the broad range of cultures 
  in Savage Company. The internal layout features a 
  large bar room with various tables and chairs, as well 
  as an impressive bar that spans the length of the 
  entire back wall. Despite the respectful reputation 
  of the establishment, the owner often finds himself 
  paying for broken windows and bar chairs. Always 
  the hotbed of drunken brawls, the bouncers work 
  around the clock to maintain the peace as much as 
  possible. The front door is furnished with saloon-style 
  batwing doors instead of a solid door. Seeing orc 
  after orc thrown through the door made for an easy 
  choice, rather than paying for a new one every week.
  general Store
  The General Store is yet another business 
  venture of Francois Raynadiel, the eccentric half-
  elf with lavish dreams of being a big time business 
  tycoon. This oddly quaint store can be found in 
  a convenient spot along the main road in Old 
  Town. Though relatively small, the store contains 
  everything that an adventurer could possibly need. 
  Be it ammunition, potions, rations, or various other 
  things, Savage Company teams can find whatever 
  they require for survival. 
  
  10
  tent City
  Both north and south of the Railroad Depot, in 
  the land outside of the permanent structures, are 
  many fields of tents and temporary living quarters. 
  Set up by newly arrived supplicants to Tombstone, 
  these campgrounds are filled with traveling 
  animals, cookfires, and people looking for work. 
  bounty board
  Outside the Railroad Depot and along the 
  main road, is a large wooden billboard with a 
  small roof to protect it from the elements. One of 
  the few features in Tombstone not made of the 
  abundant natural stone, this board is covered by 
  many tacked up pieces of paper advertising the 
  various outstanding jobs that Savage Company has 
  available to independent contractors. Freelancers 
  wishing to accept a contract must often journey to 
  Old Town and apply in person at Headquarters.
  the underCity
  While the mile-long dirt track from Old Town to 
  the Hacienda is unimpressive above ground, its 
  reflection beneath the surface is something else 
  entirely. What started as hastily dug underground 
  shelters, and then an access tunnel, has been 
  progressively and aggressively expanded and 
  refined over the years into a bustling underground 
  community. With the help of dwarven engineers, 
  goblin ingenuity, and trox industriousness, the 
  Undercity is always growing and changing. Lighting 
  is an afterthought as many of the races living and 
  working here can see in the dark, so those that 
  need it must carry their own lanterns. 
  Beneath Old Town is the largest concentration of 
  underground development. Many stairs and shafts 
  lead down but there is also a freight elevator for 
  large cargo and even vehicles. Most of the oldest 
  excavations are here, along with some of the 
  better-known establishments including Gunpowder 
  Blood’s hardened laboratory, the sheriff’s office, the 
  Jaq Rac Saloon’s lower levels, and the reinforced 
  stone vaults of the armory and bursar. 
  The original access tunnel from Old Town to the 
  Hacienda is now a wide thoroughfare, complete 
  with light rail track, multiple lanes of cargo and 
  foot traffic, and a freight elevator to the Railroad 
  Depot. Many offshoots from this tunnel hold 
  pocket communities and tribal dwellings for 
  subterranean Tombstoners. 
  The Hacienda’s end of the main tunnel is less 
  developed than the Old Town side, as most of 
  the orcish inhabitants prefer open sky to tunnels. 
  The more dangerous areas of the blacksmith 
  and vehicle shops are relegated to underground 
  bunkers, along with the refining and storage 
  facilities for alchemical fuel. The freight elevator 
  on this end continues above ground into the 
  framework of the airship docking tower that is 
  functional, albeit currently under construction. 
  haCienda (orC toWn)
  At the southernmost end of the main road 
  lies what was once a traditional adobe hacienda 
  compound, complete with a protective wall, 
  sprawling mansion, stables and barns, and spacious 
  courtyard. At some point, an unsuspecting fool must 
  have come here and built this place, perhaps as a 
  retirement home. It was obviously abandoned for 
  many years and has fallen into ruin. The inhabitants 
  and builders had disappeared with no trace, leaving 
  no clues to their identity or eventual demise. 
  In the time since the founding of Tombstone, the 
  hacienda area has been taken over by several 
  industrious tribes of orcs, half-orcs, and goblins. 
  The main building is mostly intact, and much of the 
  space is covered in tents and banners and other 
  orcish trappings. Goblins run a large blacksmith 
  operation here, and there is a metal tower being 
  constructed on top of the main building for 
  airship docking. Visitors might wish to see the 
  
  11
  boisterous Grog Hole, a quaint, open-air drinking 
  establishment in old orc fashion, with occasional 
  blood sports and other distractions. The vehicle 
  shop is unrivaled in its bizarre discoveries. Here, 
  mad goblins attempt to bottle fire and make metal 
  beasts with round legs. The orcs that ride these 
  monsters are always pushing for more; more power, 
  more armor, more speed, and more guns. 
  Speedy’S vehiCle Shop
  This large, industrious workshop appears to 
  be a mess to the untrained eye. Even more so to 
  those who know what they’re looking at. Within 
  the confines of this smokey, noisy factory lies the 
  beating heart of Savage Company’s mechanized 
  units. Armored buggies, trucks, motorcycles, and 
  even absurd amounts of firepower can be found in 
  nearly every square inch of the place. Among the 
  chaos of grinding, riveting, and welding, one will 
  see whole teams established at each workstation. 
  The workstations line the floors and walls from the 
  entrance to exit, complete with devices for raising 
  vehicles or hoisting heavy objects. The center aisle 
  is left clear as a passageway for completed vehicles 
  to make their exit trip at the rear of the facility, as 
  well as a mostly safe lane of travel for customers. 
  Along the far side of the western wall, the Dwarves 
  and their R&D team house their experimental units 
  behind a locked door and a sign with a crudely 
  written message that simply reads “DANGER! Keep 
  Out!”. The eastern wall features a balcony and a 
  raised catwalk, the main office, and the employee 
  locker rooms. Speedy himself is a clever orc with 
  a knack for puzzling out the innards of alchemical 
  engines. The generally happy orc can often be most 
  easily found on the workshop floor, elbows deep in 
  a project. 
  
  12
  The Races detailed below have redefined the 
  term “savage” to refer to their ferocity in battle, 
  their tribal sense of honor, and their new-found 
  opportunities in mercenary combat. No longer 
  uneducated and barbaric, they now ply their 
  skills and base toughness in working for coin; 
  as Sarge says, “you can pillage a village once, 
  but you can charge them for defense as long as 
  they’re alive!”
  These races are largely reimagined versions 
  of familiar monstrous races, but without the 
  assumptions of slavery, evil, or entirely anti-social 
  traits. Intelligent beings make those decisions on an 
  individual basis and like any PC race, each alignment 
  should be possible. The races detailed in this section 
  are referred to as the “Savage Races,” but by savage, 
  we do not mean beastial or stupid, we mean that 
  they are fierce when provoked, and their paramilitary 
  units are feared on the battlefield due to their 
  efficacy and intimidation.
  Races  
  raCe
  deSCription
  Baade
  A Proud red-skinned race that while intimidating in appearance, are actually 
  avid traders and craftsmen.
  Kemano
  A blanket term for a varied race with slight and concealable animal traits. 
  Most choose to live as humans and are largely thought to be a myth.
  Lobstross
  An aquatic cousin to the Trox, these large monstrous humanoids excel at 
  underwater locomotion and combat.
  Savage Bugbear
  These once-thought brutes have started displaying their true cunning; allying 
  themselves with other savage races as scouts and strongarms.
  Savage Hobgoblin
  This variation of Hobgoblins have set aside some of their racial animosity 
  in favor of stronger alliances with fellow monstrous races to continue the 
  conquest of their societal war machine.
  Savage Kobolds
  Less weak than the common variety, these kobolds still have questionably 
  draconic origins, but do not hold the same xenophobia as their cousins.
  Savage Orc
  A surface dwelling variant that travels nomadically and lend their services as 
  mercenaries.
  Skeletal
  A misunderstood creature of living bone created from the corpse of another 
  race via an arcane ritual.
  
  13
  overvieW
  The Baade race is a proud nomadic people 
  with no homeland, often maligned by the 
  more “enlightened races” for their frightening 
  appearance, they are noble traders and craftsmen 
  who journey the world in search of new 
  experiences, opportunities, and innovation. Their 
  traditional songs and dances tell an oral history of 
  a world far different from our own, with two suns, 
  erupting volcanoes, frequent earthquakes, and the 
  constant threat of mighty predators. Baadans are a 
  strong and durable race, often fearless in the face of 
  death, especially when it comes to defending their 
  close familial units. They age slower than humans, 
  but not nearly as long-lived as the elves, and 
  while the women go through a similar life cycle of 
  blossoming into adulthood and childbearing years 
  like humans do, the men instead slowly grow larger 
  over their entire lives, eventually reaching titanic 
  proportions and living a mostly sedentary life in 
  their old age. 
  phySiCal deSCription
  Baadans are large, red-hued humanoids. Males 
  average over seven feet tall and 400 pounds, 
  with females being slightly smaller at over six 
  feet and 250 pounds. As with humans, sizes vary 
  greatly with the smallest of females ranging from 
  just over five feet tall and 200 pounds while the 
  baade (16 rp)
  
  14
  largest males topping out around eight feet tall 
  and 450 pounds. The Baadan build while being 
  somewhat similar to humans is generally stockier 
  with aggressive musculature. Due to the unique 
  biology of the Baadans, they uniformly have 
  extreme muscle tone and do not retain body fat. 
  Their bones and muscles are very dense and much 
  heavier than they appear. The black fingernails are 
  also thick and deeply set and are often sharpened 
  and used as tools, especially in larger males where 
  fine manipulation of small objects would prove 
  difficult with extremely large fingers. Males from a 
  young age grow a pair of large black horns on their 
  heads, which are sometimes used defensively or for 
  fighting, in ancient times these would be used to 
  protect the familial herd from predators. 
  The skin color while generally being described as 
  red or rust-colored, in fact, varies based on racial, 
  genetic, geographical, ethnic and familial traits. 
  Coloration ranges from a pale light pink to a deep 
  crimson or magenta. Small, light-skinned Baadans 
  can occasionally pass for humans, although the 
  correct combination of traits necessary for this 
  to occur is rare. Occasionally spots, splotches or 
  stripes occur, although this has become rare as 
  bloodlines have become interwoven in recent 
  millennia.  Hair occurs only on the top, back and 
  sides of the head, facial and body hair is seen 
  as atavistic and a sign of poor breeding. Hair 
  colors are similar to human standards, ranging 
  from white or blonde, to brown and black.  Eye 
  coloration is also similar to human standard with 
  the exception of frequently occurring yellow or 
  gold irises. Silver and grey eyes are also common. 
  Another feature unique to Baade biology is that 
  the men do not undergo puberty or growth spurts, 
  they gradually become adults and never cease 
  growing as long as they live. While extremely rare, 
  very old Baadan patriarchs have been recorded 
  nearing sixteen feet tall and weighing several 
  thousand pounds. 
  Baadans often mark themselves with ritualistic 
  scarring and familial tattoos, tattoos being more 
  popular among females as the scarring is often 
  a result of a male coming of age ritual. A similar 
  celebration is held for females entering society as 
  an adult with the unveiling of her tattoo denoting 
  her bloodline. While such ceremonies are not 
  uncommon, they are not observed across the race 
  as a whole.
  SoCiety
  Baadans are a diverse and well-cultured people. 
  If you could ascribe a value to the race as a whole 
  it would have to be Independence and Honor. 
  The Baadan psyche is built around the concepts 
  of independence and value. Not independence 
  as in isolation, but rather one of achievement and 
  earning. Nothing is more uniformly seen as taboo 
  in Baadan society than the taking of something not 
  earned, or the asking of something or someone 
  without return. Baadans generally believe in the 
  importance of personal freedoms and there is a 
  strong “Noble Warrior” aspect of the culture. Nearly 
  all adult Baadans carry weapons with them at all 
  times and are well versed in their use. It is seen as 
  taboo to be unarmed because it implies that an 
  unarmed person burdens those around him to 
  defend his life if it becomes necessary.
  The majority of Baadans belong to extended family 
  groups, often as traveling craftsmen and merchants. 
  Family structure appears patriarchal, with the elder 
  male leading and looking out for his family and 
  their business, however within the family, it is often 
  his wife, the elder female who runs things and is the 
  final arbiter of disputes and duties. This is a tradition 
  that dates back to the earliest days of the Baade 
  people, the men seeking food and defending the 
  tribe with their strength and natural weapons while 
  the women cared for the tribe and planned ahead 
  using their wits. 
  In all parts of Baadan society, dueling is looked 
  upon as an acceptable means of dispute resolution. 
  Most disagreements are resolved quickly and 
  peacefully as few matters are believed serious 
  enough to risk one’s own life over. When duels 
  are encountered with outsiders of other races, 
  
  15
  sometimes the challenged opponent will flee 
  rather than face the somewhat legendary 
  consequences of entering a duel with a Baadan. 
  In these circumstances, the challenger will record 
  the opponent’s information as well as a report of 
  the circumstances into their family ledger, sharing 
  this info with any other Baadan caravans they 
  come across, the result of which usually ends in 
  the blacklisting of the individual or in extreme 
  circumstances, their entire company or family. Once 
  someone has been blacklisted, it is rare that any 
  Baadan will do business with them in the future.
  relationS
  Baadans welcome trade and interaction with 
  all races, although they are often distrusted 
  upon first contact with many races due to their 
  “demonic” appearance. They have a great affinity 
  for the toughness, ingenuity, and craftsmanship of 
  dwarves, the creativity and ambition of humans, 
  and the fighting spirit of orcs. Their crafting skills 
  are renowned for adapting and combining the 
  innovations of different races and transforming 
  them into something new and unique.
  alignment and religion
  Baadans are characterized by their respect for free 
  will and a sense of personal honor. Often pragmatic 
  in their dealings, fair trade, and placing the needs of 
  their families above all else, most Baade are neutral 
  good and practice a light form of ancestor worship 
  by paying respect and telling stories of the elders 
  that came before them. 
  adventurerS
  While not common, some individuals leave the 
  structure of their family and strike out on their 
  own seeking independence, adventure, or just 
  new opportunities. Often these lone Baade will be 
  on the lookout for investments or trade deals that 
  they can bring back to their clan and both enrich 
  their family and raise their own status. In the event 
  that a lone Baade is without familial or business 
  connections due to calamity or misfortune, they 
  tend to seek out a kind of surrogate family in the 
  form of an adventuring party, gang, or military 
  unit. Due to their intrinsic physical abilities, they 
  tend towards martial classes, but their curious and 
  inventive nature can be beneficial in any role.
  Male NaMes
  Ahoeitu, Akamu, Akeakamai, Aputi, Hehu, 
  Laniakea, Manaia, Manuia, Tamati
  FeMale NaMes
  Asoese, Huali, Iosefina, Kalama, Lanuola, Lailago, 
  Lulu, Oliana, Tiare, Tuiara
  table: random Starting ageS
  Adulthood
  Intuitive
  Self-taught
  Trained
  40 years
  +3d6 years (43 – 58 years)
  +5d6 years (45 – 70 years)
  +7d6 years (47 – 82 years)
  table: random height and Weight
  Gender
  Base Height
  Height Modifier
  Base Weight
  Weight Modifier
  Male
  6 ft.
  +2d12 in.                        
  (6 ft. 2 in. – 8 ft.)
  350 lbs.
  +2d10x5 lbs.                
  (350 – 450 lbs.)
  Female
  5 ft. 1 in.
  +2d12 in.                         
  (5 ft. 3 in. – 7 ft. 1 in.)
  200 lbs.
  +2d10x5 lbs.                
  (200 – 300 lbs.)
  
  16
  Standard raCial traitS
   
  - Ability Score Modifiers: Specialized +2 Str, +2 
  Con, –2 Cha (1 RP)
   
  - Advanced Strength: Baadans gain an additional 
  +2 Str (4 RP)
   
  - Type: Humanoid (Baadan) (0 RP)
   
  - Size: Medium (0 RP)
   
  - Base Speed: Normal Speed (0 RP)
   
  - Languages: Baadans begin play speaking 
  Common and Baadan. Baadans with high 
  Intelligence scores can choose from the 
  following: Dwarven, Gnome, Orcish, Goblin, 
  Undercommon, Jargon, and Handsign (0RP)
  defenSe traitS
   
  - Fearless +2 racial bonus against fear effects (1 RP)
  Skill traitS
   
  - Skill Bonus: Baadans gain +1 to both Survival 
  and Diplomacy skills (2 RP)
   
  - Skill Training: Baadans always treat Survival and 
  Diplomacy as in-class (1 RP)
  SenSeS raCial traitS
   
  - Darkvision 60 (2 RP)
   
  - Low-light Vision (1 RP)
   
  - Scent (4 RP)
  alternate raCial traitS
  The following alternate racial traits may be 
  selected in place of one or more of the standard 
  racial traits above. 
   
  - Gore: Baadan gains the ability to use a gore 
  attack. Replaces Fearless
   
  - Pass for Human: Some Baadans are small, dull, 
  and hornless and do not need disguise checks to 
  appear human. Replaces Fearless
   
  - Oversized Limbs: Reduces penalty for using 
  oversized weapons by –2, minimum 0. Replaces Scent
   
  - Canny: you are adept at dealing with people but 
  sometimes brash. You gain a +2 racial bonus to 
  Cha but suffer a –2 penalty to Will.
  favored ClaSS optionS
  The following favored class options are available 
  to all characters of this race who have the listed 
  favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored 
  class reward.
  Cleric Add +1 foot to the radius of Channel 
  Energy. This option has no effect unless the 
  Cleric has selected it 5 times (or another 
  increment of 5).
  Bard Reduce the penalty for not being 
  proficient with one weapon by 1. When 
  the nonproficiency penalty for a weapon 
  becomes 0 because of this ability, the 
  bard is treated as having the appropriate 
  Martial or Exotic Weapon Proficiency feat 
  for that weapon
  Barbarian Add ½ round per level to the 
  duration of Rage
  Fighter Add ½ bonus to craft(arms/armor) checks
  Druid Add +½ to the damage dealt by the 
  druid’s animal companion’s natural attacks.
  Rogue Gain +1/6 of a new rogue talent.
  Monk Add +¼ point to the monk‘s ki pool.
  Paladin Add +1 foot to the radius of Aura of 
  Courage. This option has no effect unless the 
  paladin has selected it 5 times (or another 
  increment of 5).
  Ranger Add +¼ to the armor bonus of the 
  ranger or the ranger’s animal companion 
  when they are wearing armor.
  Sorcerer Add +⅓ to the sorcerer’s caster level 
  when casting Conjuration spells except 
  those of the Summoning subschool.
  
  17
  Wizard Select one item creation feat known by 
  the wizard. Whenever crafting an item using 
  that feat, the amount of progress made in 
  an 8-hour period increases by 200 gp (50 gp 
  if crafting while adventuring). This does not 
  reduce the cost of the item; it just increases 
  the rate at which the item is crafted.
  Alchemist Add +1 foot to the splash radius of 
  alchemist bombs. This option has no effect 
  unless the alchemist has selected it 5 times 
  (or another increment of 5).
  Cavalier Add +1 foot to the radius of Tactician 
  class features. This option has no effect 
  unless the cavalier has selected it 5 times (or 
  another increment of 5).
  Arcanist Add +1/6 to the number of points the 
  arcanist gains in her arcane reservoir each day.
  Infantryman Add +¼ point to damage bonus 
  from firing advance class feature
  Savage hobgoblin (11 rp)
  
  18
  Militant and stoic, savage hobgoblins maintain 
  order through discipline. Their society is a complex 
  war machine fueled by conquest and raiding. Savage 
  hobgoblins have a fairly rigid caste system, with 
  some infighting between the tiers and vying for 
  dominance; but when a battle is met, they present a 
  unified front. Duty and glory are their highest values. 
  Highly ambitious and not averse to violence, the 
  temptation of self-elevation through assassination 
  is checked by knowing one’s superiors arrived 
  in their positions by their own personal violent 
  achievements, whether on or off the battlefield.
  phySiCal deSCription
  Muscular and toned, hobgoblins are close to 
  average human height, but with longer limbs and 
  compact torsos. Savage hobgoblin skin tones range 
  from light grey to dark blue-green and tend to 
  darken with long sun exposure. Eye colors are on 
  the warmer side, with common colors being gold, 
  fiery orange, and bright red. Their ears are very 
  prominent, sticking straight out from either side 
  of their heads and coming to a narrow point. All 
  Savage hobgoblins are naturally bald and have no 
  facial hair.
  SoCiety
  Savage hobgoblins live in military meritocracies 
  with a single general at the top. Each caste has 
  duties to its superiors and responsibility over 
  those below. Every hobgoblin is trained in military 
  service from infancy, with those showing more 
  merit receiving higher station and those with 
  less aptitude falling into a lower caste under 
  the protection of a warrior. Savage hobgoblins 
  tend to be very pragmatic in their interpersonal 
  relationships, marrying as they see fit and sending 
  their young to be trained as all newborns are. Those 
  young mature rapidly, becoming self-sufficient in a 
  matter of months and fully mature after little more 
  than a dozen years.
  relationS
  Savage hobgoblins view most other races more 
  as rivals than potential allies. They hold a special 
  animosity for elves and dwarves. But orcs, half-
  orcs, and bugbears can often be found working in 
  their encampments, and are their most common 
  allies. Goblins are almost always present in savage 
  hobgoblin society.
  alignment and religion
  Savage hobgoblins trend strongly toward lawful 
  alignments due to their rigid societal pressures; 
  these same pressures toward violence as a way 
  of life often lead savage hobgoblins down a path 
  toward evil. Good savage hobgoblins are the rarest 
  and are usually found amongst other races, while 
  those with a chaotic bent will often choose to 
  branch out from their clan if they were born within 
  one. Religion is not a primary pursuit among savage 
  hobgoblins but there are those who hold a token 
  or sometimes devout patronage to deities of battle 
  and dominion, and monk orders dedicated to 
  martial arts are not unheard of.
  adventurerS
  Savage hobgoblin adventurers are usually those 
  with enough individual ambition to disagree with 
  the strict duties required by savage hobgoblin 
  society; whether they left voluntarily or were cast 
  out. There are some that seek wealth and prestige 
  enough to make their way back into savage 
  hobgoblin society, and some of those were sent out 
  with this mission by a general playing long odds. 
  Most savage hobgoblins tend to martial classes like 
  cavaliers, fighters, monks, or rogues, but alchemists 
  are also prized for their value in siege warfare; other 
  forms of magic are rare and not greatly encouraged.
  Male NaMes
  Aiko, Jentu, Raiden
  FeMale NaMes
  Balka, Jai-ho, Reika
  
  19
  Standard raCial traitS
   
  - Ability Score Modifiers: Savage hobgoblins are 
  fast and hardy. They gain +2 Dexterity, and +2 
  Constitution (2RP)
   
  - Type: Savage hobgoblins are humanoids with 
  the goblinoid subtype (0RP)
   
  - Size: Savage hobgoblins are Medium creatures 
  and thus have no bonuses or penalties due to 
  their size (0RP)
   
  - Base Speed: Savage hobgoblins have a base 
  speed of 30 feet (0RP)
   
  - Languages: Savage hobgoblins begin play 
  speaking Common and Goblin. Savage 
  hobgoblins with high Intelligence scores can 
  choose from the following: Draconic, Dwarven, 
  Infernal, Giant, Orc, Jargon, and Handsign (0RP) 
  feat and Skill raCial traitS
   
  - Sneaky: Savage hobgoblins receive a +4 racial 
  bonus on Stealth checks (5RP)
   
  - Quick Reactions: Savage hobgoblins gain 
  improved initiative as a bonus feat (2RP)
  SenSeS raCial traitS
   
  - Darkvision: Savage hobgoblins can see 
  perfectly in the dark up to 60 feet (2RP)
  alternate raCial traitS
  The following alternate racial traits may be 
  selected in place of one or more of the standard 
  racial traits above. This is in addition to the alternate 
  traits normally available to savage hobgoblins.
   
  - Commanding: These hobgoblins have a natural 
  demeanor that inspires those around them and 
  gain a +4 racial bonus to their leadership score. 
  This racial trait replaces sneaky.
  favored ClaSS optionS
  The following new favored class options are 
  available to all characters of this race who have the 
  listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the favored 
  class reward. This is in addition to the favored class 
  options normally available to hobgoblins.
   
  - Infantryman Add +¼ point to the infantryman’s 
  grit points.
  table: random Starting ageS
  Adulthood
  Intuitive
  Self-taught
  Trained
  15 years
  +1d4 years (16 – 19 years)
  +1d6 years  (16 – 21 years)
  +2d6 years  (17 – 27 years)
  table: random height and Weight
  Gender
  Base Height
  Height Modifier
  Base Weight
  Weight Modifier
  Male
  4 ft. 2 in.
  +2d8 in.                      
  (4 ft. 4 in. – 5 ft. 6 in.)
  165 lbs.
  +2d8x5 lbs.              
  (175 – 245 lbs.)
  Female
  4 ft. 0 in.
  +2d8 in.                       
  (4 ft. 2 in. – 5 ft. 4 in.)
  145 lbs.
  +2d8x5 lbs.              
  (155 – 225 lbs.)
  
  20
  Savage orcs are aggressive, tough, and strong. 
  Warriors by nature, they respect strength and honor 
  as the highest virtues. On an almost instinctive 
  level, orcs believe they are a mighty empire, and will 
  conquer their neighbors unless someone stronger 
  can stop them. They rarely exert themselves off 
  the battlefield except for building weapons and 
  defenses; they leave more intricate engineering 
  work to more technically savvy goblinoids. Savage 
  orcs rarely traffic in slaves; and orc society is brutal 
  to all its members, not out of malice, but as a 
  byproduct of the short violent lives they tend to 
  lead. Forever among the other races that despise 
  and fear them, savage orcs uplift and empower 
  an attitude of indifference to suffering, malicious 
  intent, and a blood sworn oath to strike upon their 
  enemies with swift and glorious retaliatory fury.
  phySiCal deSCription
  Slightly larger surface dwelling cousins to your 
  typical orc, they typically stand just a few inches 
  taller than most orcs and have greater muscle mass 
  to match, their broad shoulders and thick, brawny 
  hips often giving them a slightly lurching gait. They 
  typically have dark green skin, coarse dark hair, red 
  or orange eyes, and protruding, tusklike teeth. The 
  tough hide on their feet mean that many chose not 
  to wear shoes.
  SoCiety
  Savage orcs usually live primitive tribal 
  gatherings, and mysticism and tradition are the 
  glue that holds orc culture together. They settle 
  disputes by making increasingly grisly threats 
  until, when a rival fails to back down, the conflict 
  Savage orC (9 rp)
  
  21
  escalates into ritual combat. Depending on the 
  situation that called for combat the stakes may 
  be loss of personal property, physical humiliation, 
  maiming, or even death. While their culture has 
  remained largely unchanged by the outside world, 
  savage orcs have found new slang and ways to 
  integrate Common into their tongues. Many 
  savage orcs simply find convenience in using 
  Common-friendly names, rather than deal with 
  the frustrations of hearing “Ulgothin” constantly 
  mispronounced. Savage orcs tend to build massive 
  yurts that can be moved from hunting ground to 
  hunting ground, and when stationary, they prefer 
  to live in fortified structures made from earth or 
  stone and often surrounded by a palisade. 
  relationS
  Savage orcs value strength over all other virtues. 
  Even lifelong enemies can sometimes win a savage 
  orc’s grudging respect, or at least tolerance, if they 
  prove themselves a worthy combatant.
  Savage orcs regard dwarves with a begrudging 
  respect, they can see a kinship with the strength 
  and endurance of the mountain people. They 
  tend to dislike elves, seeing them as shifty and 
  untrustworthy creatures that lie with silver tongues 
  and prefer luxury to hard work. Savage orcs dismiss 
  halflings and gnomes as runts who are only good 
  for punting and sometimes eating. They often 
  regard half-elves much the same as humans. Savage 
  orcs view the humans as a varied race with rare 
  exceptional members, but often weak and whining. 
  They welcome Baade traders who exhibit the same 
  propensity for strength and hard work they admire 
  in themselves, and the Baadans rarely look down on 
  them like other races, often treating them like equals.  
  Savage orcs view half-orcs with with pride. Though 
  weaker than typical orcs, these half-breeds are also 
  usually smarter, more cunning, and better leaders. 
  Tribes led, or at least advised, by half-orcs are often 
  more successful than those led by pure-blooded 
  orcs. Savage orcs treat each half-orc as a favored 
  son, a blessing to ensure victory to the tribe.
  alignment and religion
  Savage orcs revel in the thrill of combat and 
  have little love of complicated social situations, 
  but they value honor and some orcs even develop 
  personal codes of conduct, though they may seem 
  a bit crude or violent to others. Savage orcs as a 
  whole tend more towards neutral than good, often 
  indifferent to the fate of others; but can vary from 
  wildly chaotic to lawful in their own way. Savage 
  orcs pay tribute to the gods of vague concepts like 
  war, the hunt, duels, and mating. 
  table: random Starting ageS
  Adulthood
  Intuitive
  Self-taught
  Trained
  12 years
  +1d4 years (13 – 16 years)
  +1d6 years (13 – 18 years)
  +2d6 years (14 – 24 years)
  table: random height and Weight
  Gender
  Base Height
  Height Modifier
  Base Weight
  Weight Modifier
  Male
  5 ft. 7 in.
  +2d12 in.                 
  (5 ft. 9 in. – 7 ft. 7 in.)
  210 lbs.
  +2d12x7 lbs.         
  (224 – 378 lbs.)
  Female
  5 ft. 3 in.
  +2d12 in.                  
  (5 ft. 5 in. – 7 ft. 3 in.)
  190 lbs.
  +2d12x7 lbs.         
  (204 – 358 lbs.)
  
  22
  adventurerS
  Savage orcs often leave their tribes in search of 
  individual fame and fortune. Sometimes traveling 
  from tribe to tribe seeking to trade their prowess for 
  the spoils of war. Savage orcs who fail to rein in their 
  tempers and the instinctive drive to solve problems 
  with violence rarely last long once they strike out on 
  their own. Though orcs who do manage to get by in 
  other societies often enjoy the luxuries and comforts 
  these societies can deliver, they still tend to dream of 
  returning home, and using their newfound riches to 
  further their positions in their tribes.
  Male NaMes
  Ruk, Striker, Gash, Punt, Maw, Skar
  FeMale NaMes
  Shift, Gryll, Raven, Slice, Lithe, Keen, Bright
  Standard raCial traitS
   
  - Ability Score Modifiers: Savage orcs are 
  hearty and strong. They gain +4 Strength, –2 
  Intelligence, –2 Wisdom, and –2 Charisma (1RP)
   
  - Type: Savage orcs are humanoids with the orc 
  subtype (0RP)
   
  - Size: Savage orcs are Medium creatures and thus 
  have no bonuses or penalties due to their size 
  (0RP)
   
  - Base Speed: Savage orcs have a base speed of 
  30 feet (0RP)
   
  - Languages: Savage orcs begin play speaking 
  Common and Orc. Savage orcs with high 
  Intelligence scores can choose from the 
  following: Dwarven, Giant, Gnoll, Goblin, 
  Undercommon, Jargon, and Handsign (0RP) 
  offenSe raCial traitS
   
  - Ferocity: Savage orcs possess the ferocity 
  ability which allows them to remain conscious 
  and continue fighting even if their hit point 
  totals fall below 0. Orcs are still staggered at 
  0 hit points or lower and lose 1 hit point each 
  round as normal (4RP)
   
  - Weapon Familiarity: Savage orcs are always 
  proficient with greataxes and falchions, and treat 
  any weapon with the word “orc” in its name as a 
  martial weapon (2RP)
   
  - Darkvision: Savage orcs can see perfectly in the 
  dark up to 60 feet (2RP)
  alternate raCial traitS
  The following alternate racial traits may be 
  selected in place of one or more of the standard 
  racial traits above. Consult your GM before selecting 
  any of these new options. This is in addition to the 
  alternate traits normally available to orcs.
   
  - Plains Runner: Some savage orcs are fleet of 
  foot and spend their days running and chasing 
  down game. These individuals gain the Run feat. 
  This racial trait replaces Ferocity.
  favored ClaSS optionS
  The following new favored class options are 
  available to all characters of this race who have the 
  listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the favored 
  class reward. This is in addition to the favored class 
  options normally available to orcs.
   
  - Infantryman Add +¼ point to damage bonus 
  from firing advance class feature
  
  23
  This section details new class options for 
  a gritty, militaristic setting with expanded 
  firearms and tactical selections. Entries are 
  written for standard Emerging Firearms rules in 
  mind, but are designed to work well with Guns 
  Everywhere campaign settings with the following 
  adjustments: Early firearms are seen as antiques, 
  and advanced firearms are widespread. Firearms 
  are simple weapons, and all guns and their 
  ammunition are bought or crafted for 10% of the 
  listed cost in this book. Iconics listed are level 12, 
  but the full book will have full stats for them at 
  1st, 7th, and 12th levels. 
  Classes and 
  Archetypes  
  
  24
  Class
  Archetype
  Description
  Alchemist
  Combat Medic
  A tough Alchemist who fights alongside soldiers and keeps 
  his squad members alive.
  Bard
  Bugler
  An inspiring instrumentalist for accompanying armies and 
  bolstering morale.
  Brawler
  Operator
  Trained for military black ops, this elite special operations 
  soldier excels in multiple forms of combat. 
  Cavalier
  Driver 
  Gas! Gas! Gas! Burn through the enemy with your steel 
  beast of fire and thunder!
  Cleric
  Battle Chaplain
  A combat Cleric who heals and destroys in equal measure.
  Gunslinger
  Infantryman
  Shooting on the move in coordinated assaults, the 
  infantryman is the heart of any military offensive.
  Kineticist
  Lodestone
  Master the battlefield by controlling the metal around you 
  with a new element involving magnetism.
  Monk
  Zen Gunman
  An ascetic who seeks nirvana by living on the razor edge 
  between life and death, finding inner peace through the 
  way of the gun.
  Paladin
  Steel Saint
  A holy warrior that wields sanctified guns and smites all 
  foes near him.
  Ranger
  Roughneck 
  A loner who ventures deep behind enemy lines with his 
  animal companion and can craft his own items and traps.
  Sorcerer
  War Orphan 
  (Sorcerer Bloodline)
  Their power is born of battle and the scars it leaves behind
  Spiritualist
  Phantom Warrior
  Channel the ghosts of long dead warriors to enhance your 
  combat prowess.
  Unchained Barbarian
  Blitzkrieg
  A berserking warrior so mad that his anger makes guns do 
  things once thought impossible. 
  Unchained Rogue
  Covert Infiltrator
  A Rogue who excels in intrigue and espionage and 
  specializes in a single finesse weapon or firearm.
  Unchained Rogue
  Skirmish 
  Marauder
  A combat Rogue who focuses on strength and martial 
  weapon training.
  Unchained Summoner
  Dominus 
  Summons a unique mechanical eidolon with scaling 
  cannons to devastate foes at range and crush them 
  beneath its feet.
  Warpriest
  Retribution 
  A battlefield controlling Warpriest who commands siege 
  engines and destroys armies.
  Witch
  Apocalypse
  A seeker of dark arts who burns magic to fuel horrifying 
  explosions.
  Witch
  Hexslinger 
  A Witch with a powerful firearm familiar.
  
  25
  infantryman
  It’s raining again. I slide my helmet forward to make a dry space in front of my face to light my last stub of 
  a cigar. At least the rain will batter down the smells of blood, shit, and death. After it’s lit I put my helmet 
  back and use my curled hand to block the rain as I puff its last; a little trick I picked up. I was already soaked 
  through and smelled from days of not washing and weeks of not bathing, but my socks were dry. I took 
  meticulous care in waxing and sealing my boots and kept any good socks I could; I even mended the holes 
  when I had downtime and kept them all tightly rolled at the bottom of my ruck in an oil-cloth with a spare 
  sock of rice; another little trick I picked up. Greenhorns never understood the thing about socks but let me 
  tell you, socks = morale. I tried to teach those I was assigned, but I suppose they’re all dead now. That last 
  charge didn’t leave many standing in this trench. I check my flint again. Though it’s pitch dark I can see 
  some movement down the line. They’re filling the ranks, shifting some men this way to try this charge again. 
  We get to the ladders and wait for the whistle.
  The whistle blows and we’re over the side, into no man’s land. I don’t sprint right off, it’s those that 
  pull ahead get targeted by the long rifles. I make sure not to drag ass either; if the brass notice you 
  sandbagging you get some shit detail, and in these parts shit details often get dead. I stick to the middle 
  of the pack. We’re into the trench and a kid comes at me with a knife, I stave his face in with my rifle-butt, 
  all the fight puffs out of him through a froth of blood and teeth. I don’t go looking for victims, I wait for 
  them to make themselves known. All of a sudden a fat Dwarf with a trench broom pops around a corner, 
  I raise and fire my carbine past a comrade’s shoulder without even thinking. It works this time. My hands 
  do their reloading thing while I keep my head on a swivel looking for trouble. The carbine is both deadly 
  and unimpressive and both in the right amounts for my taste; I wouldn’t trade more of one for less of the 
  other. Impressive weapons get you dead.
  After we’re back in our trench some dough-faced private tries to thank me or something for the bit with the 
  dwarf. I show him a bit of fang and he pales and shuts up. Better for us both if he doesn’t get too attached; 
  next charge it might be me that doesn’t make it back. I open my last tin of beans and look both ways before 
  adding the spice I hide in my pocket. Spice is the spice of life. It may burn my backside at the latrine trench in 
  the morning, but it will warm my belly tonight.
  I doze off standing right before the sun comes up. It’s wet and cold even though the rain has stopped. I wake 
  up a little later, something is bugging me. The doughface next to me looks like he’s about to shout when 
  a knife hilt appears sticking out of his eye socket. I fall on my back as another knife buries itself in the wall 
  where my head used to be. I look up and see a slight figure covered in mud; the sumbitch must’ve crawled 
  half the night to get here. He tries to close the distance to use his stilettos so I blast him in the knee; now 
  we’re both down. We rise warily and eye one another. He tries a feint but I don’t take the bait and manage to 
  dodge his thrust. I quickly draw my holdout pistol one-handed and pull the trigger. FZZzzzt. Fuck. I cleverly 
  let him stab me all the way through my fucking shoulder like an idiot. Damn, that smarts. I wipe the flint 
  clean with my thumb and try it again. BAM, a .44 caliber ball turns his head into an artistic new shape. 
  Looking around I see he’s been busy, I might be the only one left in this section. I move steadily to the rear, 
  we might lose this length of the trench but I need to report this and I’ll be damned if I’m going to die trying to 
  hold it by myself. Being a hero is for suckers.
  
  26
  infantryman ClaSS
  Gunslinger alternate class for a trained soldier.
  For a few brave men, battle sounds different than 
  it does for the typical fighter. The clash of steel and 
  the sizzle of spell energy are drowned out by the 
  thunderous rhythm of gunfire, the pounding of 
  marching feet, and the clear commanding voice of 
  the infantryman.
  Infantrymen are a brave and disciplined force. 
  The only way to take and hold ground in modern 
  combat is to put infantry boots on the ground. 
  Using their three main tools: shoot, move, and 
  communicate; infantrymen bring the power of 
  firearms to bear in a unique way, using cover and 
  movement to their advantage and compounding 
  their fighting prowess with a force-multiplying 
  morale boost to their allies.
  Role: Infantrymen are precise strikers, often moving 
  from place to place, they value mobility over 
  defensive positions. Brave, tactical, and sometimes 
  suicidal, many infantrymen know that violence of 
  action can often overcome planning shortcomings, 
  and they always run toward the sound of gunfire.
  Alignment: Any.
  Hit Die: d10.
  Starting Wealth: 5d6 x 10 gp (average 175gp) In 
  addition, each character begins play with an outfit 
  worth 10 gp or less.
  Class Skills: The infantryman’s class skills are 
  Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), 
  Intimidate (Cha), Knowledge (engineering) (Int), 
  Perception (Wis), Profession (Wis), Ride (Dex), 
  Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Weapon and Armor Proficiency: Infantrymen 
  are proficient with all simple and martial weapons, 
  and with all firearms. They are proficient with light 
  and medium armor.
  Gunsmith (Ex): The Infantryman begins play with 
  a firearm worth no more than 150 gp (according 
  to the cost adjustment of firearms in the campaign 
  setting.) The infantryman also gains Gunsmithing as 
  a bonus feat.
  Bonus Languages (Ex): An infantryman’s bonus 
  language options include Military Handsign and 
  Hand-sign, a basic set of gestures that can be used 
  to convey information that is often expanded with 
  specialized or secret signs known only within a 
  single organization. This choice is in addition to the 
  bonus languages available to the character because 
  of his race.
  An infantryman also knows Jargon, an ever-
  changing assortment of acronyms, in-jokes, and 
  occupationally specialized verbiage, which he 
  learns upon becoming a 1st-level infantryman. 
  Jargon is a free language for an infantryman; that is, 
  he knows it in addition to his regular allotment of 
  languages and it doesn’t take up a language slot.
  Grit (Ex): At the start of each day, an Infantryman 
  gains a number of grit points equal to his Wisdom 
  modifier (minimum 1). His grit goes up or down 
  throughout the day, but usually cannot go 
  higher than his Wisdom modifier (minimum 1), 
  though some feats and magic items may affect 
  In a “Guns Everywhere” campaign setting: 
  Guns are commonplace. Early firearms are 
  seen as antiques, and advanced firearms are 
  widespread. Firearms are simple weapons, 
  and early firearms, advanced guns, and their 
  ammunition are bought or crafted for 10% of 
  the cost listed. The Infantryman loses the gun-
  smith class feature (but retains the starting 
  firearm) and instead gains the gun training 
  class feature at 1st level.
  
  27
  this maximum. An Infantryman spends grit to 
  accomplish deeds (see below), and regains grit in 
  the following ways.
  Critical Hit with a Firearm: Each time the 
  infantryman confirms a critical hit with a 
  firearm attack while in the heat of combat, 
  he regains 1 grit point. Confirming a critical 
  hit on a helpless or unaware creature or on 
  a creature that has fewer Hit Dice than half 
  the Infantryman’s character level does not 
  restore grit.
  Killing Blow with a Firearm: When the 
  Infantryman reduces a creature to 0 or fewer 
  hit points with a firearm attack while in 
  the heat of combat, he regains 1 grit point. 
  Destroying an unattended object, reducing 
  a helpless or unaware creature to 0 or fewer 
  hit points, or reducing a creature that has 
  fewer Hit Dice than half the Infantryman’s 
  character level to 0 or fewer hit points does 
  not restore any grit.
  The infantryman gains access to the 
  following Deeds:
  Infantryman’s Dodge (Ex): At 1st level, the 
  infantryman gains an uncanny knack for 
  getting out of the way of ranged attacks. 
  When a ranged attack is made against the 
  infantryman, she can spend 1 grit point to 
  move 5 feet as an immediate action; doing 
  so grants the infantryman a +2 bonus 
  to AC against the triggering attack. This 
  movement is not a 5-foot step, and provokes 
  attacks of opportunity. Alternatively, the 
  infantryman can drop prone to gain a +4 
  bonus to AC against the triggering attack. 
  The infantryman can only perform this deed 
  while wearing medium or light armor, and 
  while carrying no more than a medium load.
  Quick Clear (Ex): At 1st level, as a standard 
  action, the infantryman can remove the 
  broken condition from a single firearm 
  she is currently wielding, as long as that 
  condition was gained by a firearm misfire. 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Deeds, Grit, Gunsmith
  2nd
  +2
  +3
  +3
  +0
  Firing Advance +1
  3rd
  +3
  +3
  +3
  +1
  Deeds, Ruck
  4th
  +4
  +4
  +4
  +1
  Bonus feat
  5th
  +5
  +4
  +4
  +1
  Rally +1, Gun Training
  6th
  +6/+1
  +5
  +5
  +2
  Firing Advance +2
  7th
  +7/+2
  +5
  +5
  +2
  Deeds
  8th
  +8/+3
  +6
  +6
  +2
  Bonus feat
  9th
  +9/+4
  +6
  +6
  +3
  Rally +2
  10th
  +10/+5
  +7
  +7
  +3
  Firing Advance +3, Layout
  11th
  +11/+6/+1
  +7
  +7
  +3
  Deeds, 
  12th
  +12/+7/+2
  +8
  +8
  +4
  Bonus feat
  13th
  +13/+8/+3
  +8
  +8
  +4
  Rally +3, Infantryman’s Advance 1/day
  14th
  +14/+9/+4
  +9
  +9
  +4
  Firing Advance +4
  15th
  +15/+10/+5
  +9
  +9
  +5
  Deeds
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Bonus feat
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Rally +4, Infantryman’s Advance 2/day
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Firing Advance +5
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Deeds
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Bonus feat, One Man Army
  
  28
  The infantryman must have at least 1 grit 
  point to perform this deed. Alternatively, 
  if the infantryman spends 1 grit point to 
  perform this deed, she can perform quick 
  clear as a move equivalent action instead of 
  a standard action.
  Change Socks (Ex): At 3rd level, as a move action, 
  the infantryman can spend 1 grit point to 
  replace his socks, allowing him to negate 
  the following effects: fatigued, exhausted, 
  shaken, and frightened conditions. 
  Pistol-Whip (Ex): At 3rd level, the infantryman 
  can make a surprise melee attack with the 
  butt or handle of his firearm as a standard 
  action. When he does, he is considered to 
  be proficient with the firearm as a melee 
  weapon and gains a bonus on the attack 
  and damage rolls equal to the enhancement 
  bonus of the firearm. The damage dealt by 
  the pistol-whip is of the bludgeoning type, 
  and is determined by the size of the firearm. 
  One-handed firearms deal 1d6 points of 
  damage (1d4 if wielded by Small creatures) 
  and two-handed firearms deal 1d10 points of 
  damage (1d8 if wielded by Small creatures). 
  Regardless of the infantryman’s size, the 
  critical range/multiplier of this attack is 20/×2. 
  If the attack hits, the infantryman can make a 
  combat maneuver check to knock the target 
  prone as a free action. Performing this deed 
  costs 1 grit point.
  Push Up (EX): At 3rd level an Infantryman can as 
  a move action stand up from Prone without 
  provoking an AoO. By spending 1 grit point 
  this is reduced to a free action.
  Lightning Reload (Ex): At 7th level, as long as 
  the infantryman has at least 1 grit point, he 
  can reload a single barrel of a one-handed 
  or two-handed firearm as a swift action 
  once per round. If he has the Rapid Reload 
  feat or is using an alchemical cartridge 
  (or both), he can reload a single barrel of 
  the weapon as a free action each round 
  instead. Furthermore, using this deed does 
  not provoke attacks of opportunity.
  Covering Fire (Ex): At 11th level, as long as he 
  has at least 1 grit point, an Infantryman 
  can as a full round action expend 5 uses of 
  ammunition(10 uses of ammunition if the 
  Infantryman’s weapon has the Automatic 
  quality) to lay down covering fire. For one 
  round he is treated as threatening a cone 
  area within line of sight that extends from 
  one face of his square to his first range 
  increment. During this round he may make a 
  number of additional attacks of opportunity 
  per round equal to his Dexterity bonus.
  Evasive (Ex): At 15th level, when the infantryman 
  has at least 1 grit point, he gains the 
  benefit of the evasion, uncanny dodge, 
  and improved uncanny dodge rogue class 
  features. He uses his infantryman level as his 
  rogue level for improved uncanny dodge.
  Menacing Shot (Ex): At 15th level, the 
  infantryman can spend 1 grit point, shoot 
  a firearm into the air, and affect all living 
  creatures within a 30-foot-radius burst as 
  if they were subject to the fear spell. The 
  DC of this effect is equal to 10 + 1/2 the 
  infantryman’s level + the infantryman’s 
  Wisdom modifier.
  Slinger’s Luck (Ex): At 15th level, the 
  infantryman can spend grit to reroll a saving 
  throw or a skill check. It costs 2 grit points 
  to reroll a saving throw, and 1 grit point to 
  reroll a skill check. The infantryman must 
  take the result of the second roll, even if it is 
  lower. The deed’s cost cannot be reduced by 
  the true grit class ability, the Signature Deed 
  feat, or any other effect that reduces the 
  amount of grit a deed costs.
  Cheat Death (Ex): At 19th level, whenever the 
  infantryman is reduced to 0 or fewer hit 
  points, he can spend all of his remaining grit 
  points (minimum 1) to instead be reduced to 
  1 hit point.
  Death’s Shot (Ex): At 19th level, when the 
  infantryman scores a critical hit, he can 
  spend 1 grit point to deal normal damage, 
  and the target must succeed at a Fortitude 
  saving throw with a DC equal to 10 + 1/2 
  the infantryman’s level + the infantryman’s 
  Dexterity modifier. On a failed saving 
  throw, the target dies. This is a death attack. 
  Performing this deed does not allow the 
  infantryman to regain grit from confirming a 
  critical hit or making a killing blow.
  
  29
  Firing Advance (Ex): Starting 
  at 2nd level an Infantryman 
  gains a +1 bonus to attack 
  and damage rolls made with ranged 
  weapons when he has moved more than five feet in 
  that round. This bonus increases by 1 at 6th level and 
  every 4 levels thereafter (6th, 10th, 16th, 18th) to a 
  maximum of +5.
  Ruck (Ex): At 3rd level the infantryman adds a 
  bonus equal to 1/2 his class level to his Strength 
  score for the purpose of determining his carrying 
  capacity. In addition, an infantryman can move at 
  his normal speed while carrying a medium load.
  Gun Training (Ex): Starting at 5th level, an 
  Infantryman can select one specific type of firearm 
  (such as an axe musket, blunderbuss, musket, or 
  pistol). He gains a bonus equal to his Dexterity 
  modifier on damage rolls when firing that type of 
  firearm. Furthermore, when he misfires with that 
  type of firearm, the misfire value of that firearm 
  increases by 2 instead of 4. 
  Rally (Ex): At 5th level, an Infantryman’s voice 
  becomes a source of inspiration to his allies and 
  companions. As long as the Infantryman’s voice is 
  clear, all allies within 30 feet receive a +1 morale 
  bonus on attack and damage rolls. At 9th level, and 
  every four levels thereafter (9th, 13th, and 17th), 
  these bonuses increase by +1. These bonuses 
  stack with the Morale bonus provided by other 
  Infantryman’s Rally abilities up to a maximum of the 
  recipients’ HD.
  Layout (Ex): At 10th level an Infantryman gains 
  the Halfling feat Well Prepared even if he does not 
  meet the prerequisites.
  Infantryman’s Advance (Ex): At 13th level, an 
  infantryman can once per day move up to twice his 
  base speed as a move action. He may use Stealth as 
  part of this movement, but takes a –10 penalty to 
  his check for doing so. At 17th level, he can do this 
  twice per day.
  One Man Army(Ex): At 20th level the 
  Infantryman becomes a dynamic force multiplier 
  causing a paradigm shift in modern combat tactics 
  and changing the conventions of asymmetric 
  warfare. The infantryman can now wield a two-
  handed firearm in one hand, and can make a Full 
  Attack after a move action.
  favored ClaSS optionS
  Dwarves: Add ½ point to strength score for 
  determining carrying capacity
  Elves: Add +¼ bonus to AC bonus granted by 
  infantryman’s dodge deed.
  
  30
  Gnomes: The infantryman reduces the amount 
  of time needed to restore a broken firearm 
  using the Gunsmithing feat by 5 minutes 
  (maximum reduction of 50 minutes).
  Half-elves: Add +¼ point to the infantryman’s 
  grit points.
  Half-orcs: Add +¼ point to damage bonus 
  from firing advance class feature
  Halflings: Add a +½ bonus to the skill check 
  for well prepared feat.
  Humans: Add +1/5 bonus to rally class feature, 
  does not stack with other infantryman’s rally 
  class feature.
  Baade: Add +¼ point to damage bonus from 
  firing advance class feature
  Savage Orcs: Add +¼ point to damage bonus 
  from firing advance class feature
  Savage Hobgoblins: Add +¼ point to the 
  infantryman’s grit points.
  Savage Bugbears: Add +¼ point to damage 
  bonus from firing advance class feature
  Savage Kobolds: Add +¼ bonus to AC bonus 
  granted by infantryman’s dodge deed.
  Goblins: Add +1/3 on critical hit confirmation 
  rolls made with firearms (maximum bonus of 
  +5). This bonus does not stack with Critical 
  Focus.
  iConiC infantryman Joe 
  “Skin” green
  Joe Green has never met his parents. His first 
  name was given to him by a well-meaning human 
  couple who adopted him as a baby. While they 
  originally wanted another pair of hands around 
  the farm, they grew to love him in their own 
  simple way. Growing up as the only Half-Orc in a 
  human village was not exactly easy, the frequent 
  fights and shunning from the townsfolk soured 
  relations early on; but Joe always managed to 
  make it by the skin of his teeth. He volunteered for 
  military service once he could pass for an adult; the 
  promise of guaranteed purpose, pay, and a place to 
  belong appealed to him. He soon discovered that 
  no matter how dedicated you are, being cannon 
  fodder gets old even for a person with the knack for 
  pulling their chestnuts out of the fire and the grit to 
  carry on.
  Once he had gained the skills of an Infantryman, 
  Joe “Skin” Green didn’t have many other options, 
  so he tried to move up the ranks, but institutional 
  bias blocked him from climbing any higher than 
  Sergeant. So Sgt Skin became a staple of military 
  conflicts throughout the region. Sometimes 
  training up a team only for their careers to 
  overmatch his own, and sometimes being the only 
  one unlucky enough to still be alive when his whole 
  squad died as “heroes.”
  But everything changed for Skin when he found 
  Savage Company. A band of like-minded fighters 
  that valued his hard-won skills and didn’t begrudge 
  him his heritage. Skin now makes a name for 
  himself as someone unrivaled in his professionalism 
  and dedication to completing the mission. With 
  private sector pay and the respect of his leadership, 
  he can really be the ball-busting NCO with a heart 
  of gold that he was always meant to be. 
  
  31
  XP 19200
  Male half-orc infantryman 12
  N Medium humanoid (human)
  Init +6; Senses darkvision, Perception +19
  DeFeNse
  AC 24, touch 18, flat-footed 18 (+6 armor, +5 
  dex, +1 dodge, +2 deflection)
  hp 102 (12d10+36)
  Fort +14, Ref +16, Will +9
  DR 3/slashing
  OFFeNse
  Speed 30 ft.
  Melee advanced aayonet +15 (1d6+4/19–20)
  Ranged +1 reliable lever-action rifle +20 
  (1d10+8/x4)
  Special 
  TaCTICs
  During Combat The Iconic Infantryman uses 
  position and mobility to keep foes at the 
  right range to deliver his ranged attacks, and 
  keep his allies motivated.
  sTaTIsTICs
  Str 17, Dex 22, Con 18, Int 12, Wis 18, Cha 12
  Base Atk +12; CMB +15; CMD 31
  Feats Rapid Reload, Dodge, Mobility, Point 
  Blank Shot, Shot On The Run, Vital Strike, 
  Deadly Aim, Prone Shooter, Precise Shot
  Skills Craft (firearms) +16, Intimidate +18, 
  Perception +19, Sleight of Hand +21
  Languages Common, Orc, Jargon
  Gear +1 reliable lever-action rifle with advanced 
  bayonet, +3 shooters plate, backpack, bedroll, 
  belt pouch, flint and steel, gunsmith’s kit, 
  iron pot, mess kit, powder horn, rope, 
  torches (10), trail rations (5 days), waterskin, 
  belt of physical perfection +4, headband of 
  mental superiority +2, cloak of resistance +2, 
  ring of protection +2, sustaining spoon, bag of 
  holding type IV, operators suppressor, boots of 
  the enduring march, speedloader magazine 
  (10), human bane bullets (50), law of fire, 
  grenade kit, small trauma kit, 6400 gp
  sPeCIal aBIlITIes
  Grit (Ex) 4
  Gun Training (Ex)
  Firing Advance (Ex) +3 (+3 extra damage from 
  favored class)
  Ruck (Ex)
  Rally (Ex) +2
  Layout (Ex)
  Deeds (Ex): Infantryman’s Dodge, Quick 
  Clear, Change Socks, Pistol-Whip, Push Up, 
  Lightning Reload, Covering Fire
  
  32
  Combat mediC alChemiSt
  “DANGER CLOOOSE!” Shouted Sgt “Skin” Green, bellowing above the hail of bullets coming from seemingly 
  every direction. The veteran half orc dove to the side behind a log and lobbed a grenade over the hill, turning 
  his rifle on the enemy. Ripper unlimbered his four belt fed machine guns and started firing, slowly rotating and 
  dumping live rounds over his killzone as he identified additional targets. The massive orc chuckled as he was 
  hit with several enemy bullets, but no one could hear it over the cacophony of his guns. “Dregg’s dead, Doc!” 
  Skin shouted, pushing the corpse of the ambush’s first victim to the side. 
  Doc Akoni prepared and threw a bomb opposite to the direction of Skin’s grenade. Awaiting the blast, Doc 
  then spotted something in the trees. He pumped his shotgun and fired, striking true on an enemy that 
  managed to sneak in close. Skin continued returning fire, almost carelessly taking up a better fighting position 
  by using the fresh corpse as a rifle rest.
  Aleeshrak started banging out a cadence on her war drum, her reptilian teeth gleaming in a grin. She pumped 
  a tiny green fist in the air, shouting “Goooo team! We can do it!” The small Kobold bit down on her drumsticks, 
  shouldered her stout tube gun, and launched a grenade into the trees. An ear-shattering thump rocked the 
  vines and leaves, overshadowed by the screams of wounded men as they sailed through the air. 
   
  For just a moment in time, Doc pulled his mind into a place he always went. A source of motivation, and of his 
  drive. The baade medic was a man fueled by his desire to aid those in need and to give succor to the wounded. 
  To him, his skill was his art, and his tools and potions were his brushes. Much to the dismay of some of his 
  teammates, Doc was a man unafraid to throw himself headlong into danger to save those around him. Fear 
  was never a factor to him, only the thoughts of how he could best aid his team. “Looks like Skin is unhurt so far… 
  How’s Aleeshrak? She’s doing fine, no injuries… Ripper’s taken a few hits. Gonna have to patch him up, but he 
  can run and keep up for now… Snot’s ok…”, Doc thought to himself, running through his mental checklist.
  Skin tipped his helmet back and looked up in time to see enemy tracer fire lancing into a flight of friendly 
  airships; tracer fire from the anti-air guns that his team was tasked with taking out.  
  “This objective is FUBAR, we’re pulling out!”, Skin declared to his team.
  Ripper bellowed a warcry that could deafen the gods, the glowing barrels of his machine guns continued to 
  spit lead; literally cutting down trees and enemies alike. An occasional spray of blood flew up from his body 
  as he caught more and more gunfire. “GOGGLES!” he shouted. Snot hastily climbed to the top of Ripper’s 
  ammo drum and wiped the soot from his googles. “NOW PULL OWT, WUT IN HELLZ ARE YA WAITIN FER?!” He 
  admonished his goblin cohort as he grabbed him from the drum in one hand and threw him in the direction 
  of retreat. “FRAG OUT! GET IT?” He jested. 
  Doc merrily hummed an upbeat tune to himself while keeping his horns down as he closed in on Ripper. He 
  expertly loaded a green concoction into the injector on his pack’s mechanical arm, which then swung around to 
  
  33
  firmly embed itself in Ripper’s chest.  
  “I’ll get you patched up proper once we’re out of here, but for now that’ll have to do!”, Doc blurted with cheer.
  “Oooo-KAY!” cheered Aleeshrak as she launched a smoke grenade to cover the exfil. She changed the tempo 
  on the drum and batted her long, curled eyelid scales at Skin. “I told you I was useful, Sar’nt!” she did a little 
  pirouette and skipped nimbly over a fallen log with her clawed, scaly feet; head frill waving cheerily. Doc 
  certainly appreciated Aleeshrak’s efforts, never minding her presence among the team. To him, she was a 
  boon and an entertainer all the same. Skin rolled his eyes with mild annoyance as he pushed swiftly to his feet, 
  moving toward the rear. Ripper covered their retreat, seemingly not wanting to relent in his barrage on the 
  enemy. Doc threw a bomb and the thick foliage started to catch fire; they used the fire to cover their retreat.
  BANG!
  Everyone flinched as the burning skeleton of a rigid hull airship came in low, clipping the treetops as it 
  sloughed sideways into the field ahead of them; tossing a thick spray of mud and smoke into the air. 
  The airship crashed down at the edge of the lightly wooded area the team had just come from, opening 
  on a wide marshy plain. Ankle deep standing water filled the field among tall grassy plants that grew 
  about five feet high. Doc circled to the far side of the craft and began pulling men out of the melting crew 
  compartment. One was clearly done for, but the other three still had a chance to survive. He grabbed a half-
  orc crewman by the pack and dragged him out of the burning wreckage. “Hello! My name is Doctor Akoni, 
  and I’m here to help! Please bite down on this…”, Doc said, handing the man a rather large lollipop. 
  Confused, the crewman looked back up at the huge horned and red skinned man, hesitantly placing the 
  confection on his tongue. Doc reached into his pack and pulled out a large pair of tweezers and some 
  gauze. He tore the man’s sleeve open a bit more, revealing the point of entry and a trail of blood running 
  down the arm. The crewman looked at the oddly shaped tweezers and then back at the Baade looming 
  over him with a smile. “Uhhh…. Doc, is this gonna hurt?”, the crewman inquired with a bit of worry in his 
  voice, stifled by the lollipop. 
  Doc let out a bellowing belly laugh, complemented by the way he threw his head back. “Ahhh 
  hahahaha…. You’re going to feel a little pressure. As I said, bite down on that for me”, Doc replied. The 
  crewman’s heart dropped as the Baade medic’s huge hand spread the wound open a bit more. Doc’s 
  mechanical arm jabbed its sharp-pointed jaws into the hole, aiming for a piece of shrapnel that had 
  buried itself in the man’s shoulder. 
  Skin hunkered down in the lee of the wreck, an already lit cigar in his mouth. Ripper flopped down next 
  to him and accepted the second lit cigar. He puffed it lightly with his breath coming shorter, little wisps of 
  smoke coming from some of the many holes dripping blood from his chest. Snot darted about, his fluttery 
  hands trying to apply bandages to his master’s perforated torso. The second crash survivor let out a scream 
  as Doc sawed through his lower leg, humming softly to himself all the while. Skin looked up from changing 
  his socks and motioned for silence. Doc ceased his humming and injected his patient with something using 
  the armature of his field dok, and the patient fell silent. Skin gave his boot strings a final tug and leaned 
  
  34
  towards the team medic with an inquiry. “Why do you keep telling people you’re a doctor?”, he whispered. 
  Doc shrugged and smiled, preparing a long-winded reply to the Sergeant. “Well, if you’re bleeding out on a 
  battlefield, what would you rather hear? Hello, I’m a doctor, or hello, I’m part of a mercenary hit squad that ki-” 
  Skin swiftly interrupted his ally with a quick motion of bringing his finger to his mouth. “Shh! .... We’ve got 
  company.” Said Skin. “Everyone down!”
  The enemy had spread out and began to circle the downed and fiery behemoth, lobbing potshots over the 
  top of the grass as their fellows closed in. Coming in from almost a 180-degree arc, they meant to close in and 
  surround the crashed airship.  
  “Let’s move!” Shouted Skin, hopping to his feet and handing the third survivor a revolver. The man accepted it 
  gratefully and checked the shells, apparently familiar with its use.
  Doc turned to Ripper and injected another green potion into his unhinged ally. “Come on, big guy. We’ve got 
  more work to do!”, the jolly medic said to the huge orc, patting his ally on the back.  
   
  Snot and Aleeshrak helped the newly amputated survivor to his remaining foot and started moving him. 
  Doc picked up the unconscious man and tucked him under one arm, holding his shotgun easy in his other 
  hand. Doc never seemed bothered one way or the other, merrily humming along as he rushed from cover. 
  Skin bounded forward once more, cracking off a few more rounds from his lever-action rifle. They left the 
  wreck and traversed across the open field to avoid getting cornered, but the enemy had them in a crossfire. 
  Everyone that could was fighting their hardest while they fled; Doc took an impact in his armor, Skin lost his 
  helmet but it saved his head, the survivor with Skin’s revolver caught a round in the throat and went down 
  gurgling, his blank eyes staring. Even the implacable Ripper stumbled, then staggered, then fell face down. 
  In the heat of the moment, Doc knew what he must do. The hulking giant quickly realized that the man with 
  a new breathing hole was gone. Sad, but there were still those yet to be saved. Doc rushed to Ripper and 
  promptly rolled him onto his back. “Hey pal, I’ve got something real special worked up for you! Here, have 
  a lollipop”, Doc grinned as he replaced Ripper’s half-smoked cigar with another confection. Doc looked at 
  the cigar with mild disgust and tossed it away as the mechanical arm on his ruck swung around with haste, 
  positioning itself for the next potion. Doc pulled a dull-glowing blue potion with a cork top from his chest 
  plate and loaded it into the arm’s injector. “Deep breath in, please….” Doc instructed, positioning the arm. 
  Ripper heaved and huffed, half-heartedly raising an eyebrow at the rather large needle that was floating 
  near his neck. “Aaaand… Exhale!” The needle slammed into Ripper’s neck and the plunger rushed the blue 
  liquid into Ripper’s vein. Almost instantly, the barbarian’s eyes lit up with an ominous glow, and the bulky 
  beast roared as his skin began to vitrify. Ripper stumbled to his feet with renewed purpose and slammed his 
  strapped fists against his chest, complete with a mighty warcry. 
   
  “Ripper! Cover us! Doc, cover Ripper!”, Skin bellowed. The unchained blitzkrieg barbarian flashed a wily, evil 
  grin at his red ally and simply replied to the squad leader with a thumbs up. Snot hopped up onto Ripper’s 
  ammo drum with his submachine gun in hand and the duo began firing wildly in a wide arc, tearing apart 
  the partially destroyed woodline aft of the party. Round after round struck the beast, yet most seemed to 
  bounce off his now stony hide. Doc quietly whistled to himself from behind the cover of his ally’s body and 
  grabbed hold of one of the ammo drums wide straps. The medic gave his battle buddy a light tug, signaling 
  his partner to move with him. The open air of the crash site was awash with rampant gunfire, lead flying in all 
  
  35
  directions as it ricocheted from his skin and poured out in an unending cacophonous roar from the four red 
  hot machine guns on his arms. Realizing their gunfire did little against the buffed Orc, the enemy mercenaries 
  brought their bigger guns to bear against the unhinged maniac and his medic ally. Thick volleys of mortar 
  fire rang out from the trees, rattling the canopies and filling the skies with steel rain. Ripper reacted quickly, 
  grabbing the Baade and his own cohort, and shoved them away with all the might he could muster. Ripper 
  was left standing in the impact zone and received a shower of explosive death that would kill any mortal. 
  “Ripper! God damn it, we’re almost to the exfil!”, Skin said. “Aleeshrak, fire the signal! I just hope Warboi and 
  Mav are ready…! I’ve gotta help those boyz!” 
   
  Aleeshrak shrieked with glee and loaded a colored flare into her grenade launcher. With a deafening pop from 
  the tube, a red flare soared high into the sky. Skin gave a hand signal to Aleeshrak and the remaining survivor to 
  continue toward the ridge and broke away to rush to the other party. Doc got back up on his feet and shook the 
  dirt loose, thankful yet worried that no one but Ripper took the brunt of the attack. Skin yelled out to Doc as he 
  drew closer. “Doc! Just go, I’ll get Ripper! Keep moving to the exfil!”, Skin shouted at the medic. 
  “Sarge, I ca-”, Doc was cut off before he could argue the order. 
  “I said GO! Don’t worry, I’ll catch up!”, Skin blurted as he passed the medic and closed in on the downed Orc. 
  Doc knew the Sergeant was good for it and trusted him. As he began picking up the pace to catch up to 
  Aleeshrak, Doc grabbed Snot and tossed him onto his shoulder. Skin slid hastily into a prone position next 
  to Ripper, kicking up dirt from the crater he now found himself in.  “And just what do you think you’re doing 
  down here?” Skin asked Ripper, whose granite skin had returned to normal. 
  “I slow… Huff…  Them down, Sarn’t. Take many… Huff... Wif me too, I rekkin. I dun… Huff... runnin. Got me 
  too many… Huff... Good death.” Ripper said as he struggled to get the words out. 
  “Big fella,” said Skin, “Shut your ass up.” Skin hopped to his feet and grabbed the much larger Orc by the belt 
  and bandoliers. The Halforc lifted him like a sack of potatoes and dropped him belly down on top of his ruck 
  and across his shoulders. “I’ll do the runnin, and you do the gunnin, how’s that sound, you daft git?” Skin said, 
  turning his head to face Ripper. 
  “Dat sound fine, Boss,” he replied through a tusky smirk with only one eye open. 
   
  Skin quickly took off towards the ridge that broke the horizon over the standing plants, seemingly unfazed by 
  the 400lbs green gorilla on his back, his long strides left a splashing wake in the mud and water. Ripper blasted 
  away with his four light machine guns, spraying hot lead with wild abandon so that he could cover the retreat 
  in spite of his wounds. Sergeant Green made good on his word and swiftly caught up with Doc, who was nearly 
  at the low embankment on the far side of the marshy field. “Doc! Keep going! Don’t stop until you hit that far 
  treeline!”, Skin screamed at his ally, who looked back over his shoulder with a thumbs up. As the two converged 
  into a running duo, Doc slammed his final potion into the robotic arm’s injector. The arm swung around and 
  slammed into Ripper’s hind side, stabilizing his wounds enough to cover the remainder of their escape. 
   
  Skin and company continued their rush towards their objective beyond the current horizon, catching up to 
  Aleeshrak, Snot, and their hobbled survivor. Upon converging into a single element once more, Aleeshrak and 
  Doc lobbed smoke to cover their tracks. As the group crested the ridge and began their descent into another 
  swampy field, Doc ran through his mental checklist once again. “Aleeshrak is fine… Skin is ok… Snot is 
  somehow fine. Resilient little guy. Definitely gonna have to work my magic on Ripper… Gotta get the big guy 
  
  36
  into better spirits”, Doc thought to himself. Despite having broken line of sight from their attackers, indirect fire 
  still rained down with completely random aim. Skin lead the pack with no visual indication of slowing down, 
  though Ripper had taken the time to get what little rest he could upon the squad leader’s shoulders. 
  “Split up! Don’t catch that mortar fire!”, Skin barked, and the squad spread out to avoid being clustered 
  together. The party followed suit and hastily trudged through the wet field. “Go for the treeline!”, the squad 
  leader continued. The team was only able to make it halfway through waist-high wet grass before the enemy 
  forces began to crest the ridge. Gunfire hammered into second field, ripping through the water and flora 
  indiscriminately. Many of the foes bunkered themselves at the apex and fired down upon the company with 
  increasingly accurate fire. Aleeshrak and Doc barely had time to face their attackers before the treeline at 
  their destination erupted with dense, overwhelming firepower. 
   
  A massive bipedal machine with two enormous automatic cannons stomped its way out of concealment on 
  bulky reverse-jointed legs. A high pitched cackle could be heard from up above while “TARGETING UNLUCKY 
  BASTARDS, MISTRESS” bellowed the mechanical titan. 
  At its flank, Warboi’s buggy had burst forth from behind the warmachine. The vehicle accelerated ahead and 
  kicked out sideways before coming to a sliding halt just as the party reached their newfound companions. 
  Warboi himself hopped up from the driver’s seat and leaned over part of the armor. 
  “GET IN LADZ, WE’Z GOT GITS TA KRUMP!”, the deranged and half-mad Orc shouted over the intense cannon fire 
  that now pummeled the ridge. Skin and Doc worked together to lift Ripper into the buggy. 
  “We need to get the hell out of here. Can you fit us all?”, Skin inquired. Warboi looked down at his buggy and 
  then back to the squad leader. 
  “Grotz climb on top an da rest of ya jump in or hang on to the sides”, Warboi instructs. The mercenaries follow 
  suit with Aleeshrak and Snot climbing to the top of the buggy, while Skin climbed into the passenger turret and 
  manned the heavy machine gun. The survivor found a place to ride on the sideboards. Doc climbed into the 
  buggy with Ripper and began a more thorough triage of the wounds. Warboi shouted up to the giant robot just 
  before stuffing himself back into the driver’s seat. “Mav! Cover our asses on the way out! Drinks iz on me!”, the 
  rowdy driver bellowed over the sustained fire Skin was laying down from the heavy machine gun.
  “COVERING FIRE IN ACTION. PLOTTING INTERCEPT COURSE.” The intense vocalization from the summoned 
  machine rumbled in their chests even over the intense gunfire. Doc glanced up and could see the tiny goblin 
  summoner perched on the shoulder of the colossus, a huge grin peeking from under her helmet. 
  “Don’t worry, Ripper. We’re getting out of here. Everything is going to be just fine!”, Doc said with charm. His 
  robotic arm diligently removed bullets and shrapnel as he cleaned and dressed the myriad of wounds that 
  had turned his body into fresh hamburger. Apply pressure here, stop bleeding, bandage there… Doc could 
  find his element no matter what the setting was.
  As the buggy peeled away and the eidolon began a firing withdrawal, Skin released the paddles and looked to the 
  rest of the party. “Hey, good job today, everyone. I know things didn’t go exactly as planned, but you all did a great 
  job of not dying”, Skin told his team, expressing his pride and satisfaction with his fellow mercenaries. Each one 
  responded in kind in their own ways, but Doc simply turned towards the squad leader for just a moment. 
  “All in a day’s work, Sergeant. I’m happy to help!”, Doc said, as he reached into his pack once more for one last 
  item… “Lollipop?”
  
  37
  Combat mediC 
  alChemiSt arChetype
  While some alchemists like to conduct 
  experiments in their laboratory, the combat medic 
  takes his expertise to the battlefield; applying his 
  skills to both heal his allies and take the fight to 
  the enemy as long as possible. Eschewing the use 
  of poisons, these adept practitioners of combat 
  and alchemy can deliver dangerous bombs or 
  healing buffs.
  Role: Combat Medics use their expanded 
  weapon and armor proficiencies to be a stronger 
  presence on the battlefield, getting up close and 
  personal to damage the enemy and heal their 
  friends either by granting infusions or injections. 
  They are also adept at maintaining a forced march, 
  sleeping in their armor, and shrugging off mortal 
  wounds. A combat medic could be an alchemical 
  healer that hangs back and hands out potions he 
  crafts out of combat; a bomb-throwing berserker 
  wading into the fray tossing bombs, self-healing, 
  and firing a weapon; or anywhere in between. 
  Weapon and Armor Proficiency: Combat 
  medics are proficient with all simple and 
  martial weapons, firearms, and bombs. They 
  are also proficient with light and medium 
  armor, but not with shields. 
  This replaces the combat medic’s weapon and 
  armor proficiencies and replaces poison 
  resistance and poison immunity.
  Last Man Standing: At 2nd level, a combat 
  medic gains Endurance and Diehard as 
  bonus feats. 
  This replaces poison use and swift poisoning. 
  Suggested Discoveries: Healing Bombs, 
  Injections, Swift Alchemy, Precise Bombs
   
  doC akoni iConiC Combat 
  mediC alChemiSt
  “Doc” Akoni is a large Baadan striding through 
  adulthood, hailing from a smaller family clan. 
  Though not as successful or as rich as other clans, 
  his family tried to provide him with the best 
  education and opportunities they could. Much like 
  Baadan culture, his family was everything to Doc. 
  The honor and independence of his family were of 
  utmost importance to him, and it was some of these 
  things that motivated him to become a doctor.
   
  Always a dreamer, Doc sought to empower his clan 
  and bring back as much knowledge and skill as 
  possible. When he was young, he often felt drawn to 
  help patch the warriors’ injuries. In adolescence, he 
  would continue to use these meager skills alongside 
  his brothers in battle. Being a middle child with no 
  certain destiny, he decided that learning medicine 
  was the best option for a career that held promise 
   
  neW alChemiSt diSCovery 
  available to all alChemiStS: 
  inJeCtionS
  Benefit: When the alchemist creates an 
  extract, he can distill it in a special way that al-
  lows it to be used on others. The extract does 
  not persist after the alchemist sets it down 
  like infusions, and as long as the extract exists, 
  it continues to occupy one of the alchemist’s 
  daily extract slots. An Injectable extract can 
  be used on a non-alchemist to gain its effects, 
  but the alchemist must make a touch attack 
  with a syringe on a non-willing or non-
  restrained patient, this touch attack gains a 
  bonus of one half the alchemists level, deals 1 
  point of lethal damage, and does not provoke.
  
  38
  both for himself and his clan. With his pack and all 
  his dreams, Doc left to seek training among the most 
  skilled doctors in the land.
   
  The Baade’s training went well for the most part. 
  Doc was a quick study and even began modifying 
  well-known techniques to better work with his 
  oversized hands. However, the dream of striking out 
  and seeing the world was always in the back of his 
  mind. Sometime before his graduation, Doc heard of 
  a job that would put his skill to the test. This “Savage 
  Company” he read about desired those with a strong 
  aptitude for learning and an even stronger will. The 
  reward was adventure, fame, and more money than 
  any one person could carry. With stars in his eyes, 
  Doc knew that this paramilitary group would give 
  him exactly what he wanted in life. 
   
  Soon after, Doc became a well-known asset among 
  Savage Company field teams. Always cheerful, 
  always motivated, and always on time. The red 
  medic was exactly the kind of man you wanted 
  in your foxhole. Even today, tales of the imposing 
  Baade make their ways around the taverns. Tales 
  of a cheerful, upbeat man with a heart of gold, 
  throwing himself headlong into danger to save 
  those in need. What the tales often fail to mention 
  is Doc’s care packages that make their way back 
  
  39
  to the clan. Money, supplies, books, anything Doc 
  gathers along the way that can aid his family. Even 
  the occasional lollipop. 
  XP 19200
  Male Baadan Combat Medic Alchemist 12
  NG Medium humanoid (baadan)
  Init +3; Senses darkvision, low-light vision, 
  scent, Perception +16
  DeFeNse
  AC 25, touch 18, flat-footed 21 (+7 armor, +4 
  dex, +1 dodge, +3 deflection)
  hp 102 (12d8+48)
  Fort +15, Ref +16, Will +11 (+13 vs fear)
  DR 3/– against impacts and attacks that cause 
  bludgeoning damage
  OFFeNse
  Speed 20 ft (30 ft.  without armor)
  Melee advanced bayonet +11/6 (1d4+3/19–20)
  Ranged trench sweeper +14/9 (1d8+1/x2)
  Special Attacks bombs 18/day +14 (DC 22, 
  6d6+7, 15ft splash 13 damage)
  Alchemist Extracts Prepared (CL 12th)
  4th—cure critical wounds, restoration, 
  stoneskin, freedom of movement
  3rd—cure serious wounds, remove disease, 
  communal protection from arrows, disable 
  construct,  communal endure elements
  2nd—fox’s cunning, bull’s strength, cat’s grace, 
  cure moderate wounds, lesser restoration, 
  bullet shield, cat’s grace
  1st—cure light wounds, ant haul, enlarge 
  person, expeditious retreat, shield, phantom 
  blood, true strike
  TaCTICs
  Before Combat The Iconic Combat Medic 
  imbibes his Mutagen.
  During Combat The Iconic Combat medic 
  rapidly eliminates threats with bombs if at 
  range and with his bayonet in melee, and 
  injects allies with extracts using his field 
  dok. After combat, he assesses his allies and 
  administers heal checks and crafted potions 
  as necessary.
  Base Statistics
  With Mutagen his statistics are AC 30, touch 19, 
  flat-footed 24, hp 126.
  sTaTIsTICs
  Str 14, Dex 18, Con 16, Int 22, Wis 12, Cha 12
  Base Atk +9; CMB +12; CMD 26
  Feats Brew Potion, Throw Anything, Heavy 
  Brute, Endurance, Diehard, Dodge, Mobility, 
  Toughness, Point Blank Shot, Iron Will
  Skills Craft (alchemy) +23, Disable Device 
  +17, Heal +21, Knowledge (nature) +21, 
  Perception +16, Spellcraft +21, Survival +17
  Languages Common, Baadan, Orc, Jargon, 
  Goblin
  Gear +3 riot gear, trench sweeper with 
  advanced bayonet, large trauma kit, field dok, 
  belt of physical might +4 dex/con, headband 
  of vast intelligence +4, ring of protection +3, 
  cloak of resistance +4, alchemy crafting kit, 
  portable alchemist’s lab, crucible, filter, retort, 
  backpack, bedroll, belt pouch, flint and 
  steel, ink, inkpen, iron pot, mess kit, soap, 
  torches(10), trail rations (5 days), waterskin, 
  adamantine mobile cover, 998 gp
  sPeCIal aBIlITIes
  Mutagen (Su) Mutagen prepared +6 Dex, +4 
  con, +4 natural armor, –2 Wis, –2 Cha for 120 
  minutes
  Discoveries (Su): Injections, Healing 
  Bomb, Precise Bombs, Greater Mutagen, 
  Underwater Demolition
  Swift Alchemy (Ex)
  
  40
  blitzkrieg unChained barbarian
  The air was heavy with the scent of copper and cordite. All was still but for the steady drip, drip, dripping 
  of blood. The dripping came from the remains of a man rent asunder by the antlers of a large deer head 
  mounted on the wall; what remained of him still dangling in the rack. The scene was carnage. Bodies 
  everywhere. Bullet casings littered the floor. One poor sod had a street sign impaling him like a bug in some 
  kid’s science show exhibit, from mouth to anus. Ripper lay dying in the middle of it all. His entire hulking form 
  was covered in blood, and some intestines were visible beneath the edge of his shirt. “‘Ow did Oi end up ‘ere?” 
  He pondered to himself, “Oh, yeah,” he remembered, “Loik all great prollemz, it startz wit a dame.”
  Ripper sat behind his desk smoking a cigar. The overhead fan of stretched hide spun lazily, giving the light 
  in the room a slow staccato. The room was silent but for the soft rush of air as the fan turned, an occasional 
  squeak of gears from the diminutive goblin Snot pedaling a bicycle in the corner to power the fan, and the 
  occasional shuffle of a chair or tinkle of glassware from the bar downstairs. They wouldn’t open for a few 
  hours. Ripper was interrupted in his relaxation by the sound of footsteps outside his door. The figure paused 
  outside the glazed window and turned in profile, he could make out a feminine jawline and a thick braid of 
  hair in the shadow cast on the glass. Trouble he thought. Hoaka opened the door and strode through, her 
  metallic sabatons clanking on the floorboards. She was clad from neck to toe in bulky, dull grey, metal armor 
  plates; helmet tucked under one arm. “Ripper, we need you to get something for us.” she said. 
  WAAAAAAw, thought Ripper, the gams on that one. Oi don’ know whut she’s on about, but she obviously 
  wants some. “Hugh,” Ripper grunted in reply. “Just go into Oldtown and buy us a keg of beer. I’m hosting a 
  celebration while the whole squad is here for downtime. Can you do that?” Hoaka asked. Of all da grog joints 
  in all da woild, she had to walk inta moin. What kinda cocked up scheme was this dame getting me caught 
  up in? But when all da chips fall, we all just animals in da end. “Uuuuuuuh huh,” Ripper grunted again. 
  Hoaka nodded slowly, presuming that for an affirmative and started backing out the door. “Ok, big fella, and 
  whatever you do, try to keep a low profile. We don’t want to cause any trouble.” Her face showed lines of deep 
  concern as she walked back down the hall and away. One thing Ripper knew, he needed answers.
  The orc grabbed up his quad machine guns and ammo pack, and after a moment’s consideration, donned a 
  trenchcoat as well. The back was split open to allow it to fit over the ammo drum. Ther, Ripper thought, suttel, 
  as he lowered his goggles onto his face.
  Ripper traversed the streets over to the ‘oomie quarter, oblivious of the looks he garnered from passers-by. 
  Two desperate thugs jumped out of an alley brandishing blades, “give us yer gold, ya mook,” one of them 
  shouted. 
  Ripper needed answers, so the tavern was the place to go. 
  The other mugger rushed Ripper and tried to stab him through the trench coat but his blade caught in the 
  ammo belts crisscrossed underneath and broke. The two thugs stood dumbfounded looking between the 
  broken knife and Ripper’s back as he continued walking, apparently lost in thought.
  
  41
  He stopped in front of the tavern door and waited. Snot looked up at Ripper, “Ya sure about this, boss, you 
  can get kinda confused about stuff other than fightin’ and shootin” After a moment he kicked Snot forward. 
  Snot looked confused for a second and then resigned. He walked into the tavern and climbed atop the bar. 
  “Hey. HEY! Listen up,” he shouted over the din, “may I present, The incomparable, invincible, unstoppable 
  Ripper, taker of heads, duke of duking, and baron of bloodshed.” He finished with a bow and flourish as 
  Ripper stepped through the batwing doors, turned slightly sideways to accommodate his shoulders. The 
  music from the small piano came to an abrupt halt and all activity ceased as the patrons took in the sight of 
  this 7-foot tall Orc brute bedecked in ammo belts and a trench coat, twin-linked machine guns strapped to 
  each arm. He strode forward, occupied benches and chairs sliding and tipping, and tables scraping across 
  the ground as they were pushed aside by his forward progress. Several of the patrons seated on those 
  benches or at those tables cried out in objection. Ripper got to the bar and rested his massive gun-strapped 
  fists on it. 
  The large man working the door stood up with his shotgun cradled in his arms, “Look, fella, we don’ want 
  no trouble,” the man said. 
  Ripper turned to see the man with his shotgun seemingly pointed at Snot and his gun-toting left hand shot 
  up on instinct to level on the man. “No! You!” Shouted Ripper, wanting the man to know who was being 
  addressed. The disgruntled patrons all pulled their firearms at seeing Ripper threaten the doorman, so 
  Ripper raised his other machine gun barrels and started brandishing them in the tense bar-goers faces. 
  The bartender then drew his own shotgun from under the counter and pointed it at Ripper’s head stating, 
  “Hey guys, let’s all calm down.” Snot did not appreciate a gun being pointed at his boss’s skull, so he aimed 
  his submachine gun squarely between the bartender’s eyes, a dribble of mucus running down his upper 
  lip. The tension grew as everyone held their breath, fingers shaking on hairpin triggers, eyes darting about 
  looking for a way out of this deathtrap; the air was thick with the smell of fear and sweat, and the rising 
  dust of the shuffling feet and furniture in the sawdust ground cover…
  Snot sneezed.
  The carnage that followed was too fast to track accurately, but thanks to his quick instincts Snot was able 
  to dive to the floor and roll under a table. He then crawled through the sawdust as the firefight raged, 
  men screamed and died, their bodies tossed through the air; Ripper fought like a rabid beast, gun barrels 
  and bullets tearing through flesh as he crushed through the masses. Snot made it behind the bar as the 
  bartender fell down dead, he crawled over the body and through the kitchen doorway as another tavern 
  patron’s corpse came flying through the window. The fight raged on for some time, so Snot made himself a 
  snack. After he was finished he walked back into the common room and climbed up on the blood-smeared 
  bar to survey the area. There was the drip drip, dripping body on the antlers. Over there was the impaled 
  man with the very much out of place street sign. And there in the middle, lying perfectly still on his back, 
  was his boss Ripper, covered in blood and guts. “Hey, boss, shouldn’t we get goin’?” Asked Snot. 
  Ripper stood up and brushed the gore from himself and said, “Thoisty.” 
  Snot hopped down and rolled a keg from behind the bar, “here ya go, boss!” Ripper lifted the keg and held it 
  above his head to take a drink from the spigot. 
  “We go now,” said Ripper, as he tucked the keg under his arm and walked out.
  
  42
  By the time they made it back to the grog joint where Ripper had his office, the place must’ve been open 
  because there was quite a ruckus coming from inside. Ripper pushed through the door intending to pass 
  through the crowd on his way up to his office but stopped short when he realized the crowd was his squad. 
  And there was Hoaka, all done up in her best outfit, obviously trying to tantalize him. Hoaka clanked over to 
  him with a surprised look on her face, “you made it, and you got the beer!” 
  Ripper stared at her slack-jawed, still covered in now-drying gore. Oi jus’ can’t read dames.
  “Wasn’t too much trouble I hope.” Hoaka looked at him incredulously. 
  Snot walked past the pair polishing a shotgun that he didn’t have earlier in the day, “nothin’ we can’t 
  handle, miss.” 
  blitzkrieg unChained 
  barbarian arChetype
  While most barbarians are relatively crude 
  with technology, the Blitzkrieg Barbarian has an 
  uncanny knack for using firearms in interesting 
  ways. They can deploy multiple guns at once and 
  even use them as bashing weapons. Their uniquely 
  developed rage works well with their firearm 
  prowess as they demolish foes with superior 
  firepower.
  “IF GUNZ IS GOOD, FINK ABOUT ‘OW MUCH MORE 
  GOOD LOTZ OF GUNZ IZ.”
  Role: The Blitzkrieg Barbarian is solely focused on 
  delivering and absorbing damage. his light armor 
  means he’s unlikely to avoid taking hits, but he has 
  the hit points to handle it. His abilities are focused 
  on having a profusion of firearms at the cost of 
  inaccurate fire. His method of hitting targets is to put 
  enough bullets in the direction of the enemy that 
  some of them must surely hit. Accuracy by volume.
  Weapon and Armor Proficiency: A blitzkrieg 
  barbarian is proficient with all simple weapons, 
  firearms, and light armor.  
  This modifies weapon and armor proficiencies.
  Gun Rage (Ex): A blitzkrieg barbarian can call 
  upon inner reserves of strength and ferocity, 
  granting him additional combat prowess. At 1st 
  level, a blitzkrieg barbarian can rage for a number 
  of rounds per day equal to 4 + his Constitution 
  modifier. For each level after 1st he possesses, the 
  blitzkrieg barbarian can rage for 2 additional rounds 
  per day. Temporary increases to Constitution, 
  such as that gained from bear’s endurance, do 
  not increase the total number of rounds that a 
  blitzkrieg barbarian can rage per day. A blitzkrieg 
  barbarian can enter a rage as a free action. The total 
  number of rounds of rage per day is renewed after 
  resting for 8 hours, although these hours need not 
  be consecutive.
  While in a rage, a blitzkrieg barbarian gains a 
  +2 bonus on all attack and damage rolls made 
  with firearms (even when using them as a melee 
  weapon), and on Will saving throws. In addition, he 
  takes a –2 penalty to Armor Class. He also gains 2 
  temporary hit points per Hit Die. These temporary 
  hit points are lost first when a character takes 
  damage, disappear when the rage ends, and are 
  not replenished if the barbarian enters a rage again 
  within 1 minute of his previous rage. While in a rage, 
  a barbarian cannot use any Charisma-, Dexterity-, 
  or Intelligence-based skill (except Acrobatics, Fly, 
  Intimidate, and Ride) or any ability that requires 
  patience or concentration (such as spellcasting). 
  In addition, any Rage Powers that apply to melee 
  attack or damage rolls instead apply only to 
  firearms for the blitzkrieg barbarian.
  
  43
  A blitzkrieg barbarian can end his rage as a free 
  action, and is fatigued for 1 minute after a rage 
  ends. A blitzkrieg barbarian can’t enter a new rage 
  while fatigued or exhausted, but can otherwise 
  enter a rage multiple times per day. If a barbarian 
  falls unconscious, his rage immediately ends. 
  This ability modifies Rage.
  Barrel Bludgeon (Ex): At 2nd level, a blitzkrieg 
  barbarian may choose to use a firearm as a melee 
  weapon. When he does, he is considered to be 
  proficient with the firearm as a melee weapon 
  and gains a bonus on the attack and damage rolls 
  equal to the enhancement bonus of the firearm 
  (and his bonus from gun rage while raging). The 
  damage dealt is of the bludgeoning type, deals the 
  same base damage as the firearm, and the critical 
  multiplier is treated as 20/×2. 
  This ability replaces uncanny dodge.
  MORE GUNS (Ex): At 3rd level, a blitzkrieg 
  barbarian may choose to wield a two-handed 
  firearm in one hand with a –2 penalty on attack rolls 
  while doing so. The weapon must be appropriately 
  sized for him, and it is treated as one-handed when 
  determining the effects of feats. 
  This ability replaces danger sense.
  Twin-Linked (Ex): At 5th level, a blitzkrieg 
  barbarian learns how to strap two identical firearms 
  together linking them into a single weapon. The 
  firearms must be the same base weapon, but may 
  have different enchantments or ammunition. 
  When firing a twin-linked weapon the blitzkrieg 
  
  44
  barbarian may choose to make two separate attack 
  and damage rolls against the same target with a 
  –4 penalty on attack rolls while doing so, this also 
  consumes twice the normal amount of ammunition. 
  Example: The blitzkrieg barbarian may choose to 
  use this in conjunction with MORE GUNS, suffering 
  a –6 penalty per attack for two twin-linked two 
  handed firearms, plus the normal penalties for two 
  weapon fighting. 
  This ability replaces improved uncanny dodge.
  Greater Gun Rage (Su): At 11th level, a blitzkrieg 
  barbarian’s bonus on all attack and damage rolls 
  made with firearms, and Will saving throws while 
  raging increases to +3. In addition, the amount of 
  temporary hit points gained when entering a rage 
  increases to 3 per Hit Die. 
  This ability modifies greater rage.
  Rain of Hate (Su): At 14th level, a raging 
  blitzkrieg barbarian never has to reload their 
  guns and never has a jam or misfire. Ammunition 
  is consumed normally and is supernaturally 
  transported from their pack or person into 
  the firearm as it is expended, if no additional 
  ammunition is available the gun cannot fire. This 
  effect only lasts for the duration of the blitzkrieg 
  barbarian’s rage.  
  This ability replaces indomitable will.
  Mighty Gun Rage (Su): At 20th level, a blitzkrieg 
  barbarian’s bonus on all attack and damage rolls 
  made with firearms, and Will saving throws while 
  raging increases to +4. In addition, the amount of 
  temporary hit points gained when entering a rage 
  increases to 4 per Hit Die. 
  This ability modifies mighty rage.
  ripper iConiC blitzkrieg 
  unChained barbarian
  Born to a roving warband of Orcs, Ripper learned 
  the hardships of life at a very young age. Be it 
  scraps of food to eat or scraps of cloth to wear, the 
  younglings of his nomadic tribe had to fight for 
  everything they had. What some would view as a 
  brutish, unloving way to raise children, Ripper would 
  later come to appreciate. The rough and tumble 
  lifestyle infused him with a survival instinct and sheer 
  force of will that few could ever hope to match. 
  Ripper soon after learned the ways of combat, 
  loving the thrill of tense, death-defying battles. As 
  early as he could hold an axe, Ripper found ways to 
  prove his worth and gain strength. Always pushing 
  for more power, more strength, and more guns; 
  Ripper quickly established himself as a force to be 
  reckoned with.
  While some would assume the massive Orc simply 
  wanted to be stronger than anyone else, the truth 
  was that Ripper had a secret desire to become a 
  warlord of legendary proportions. Simply winning 
  the fights was never enough for him. Establishing his 
  name among the tribes and spreading the tales of 
  his victories was all but a stepping stone to taking his 
  throne of skulls at the top of the body pile.
  Much like his unhinged approach to combat, Ripper’s 
  view of things has changed over the years. His 
  overwhelming strength leads him to begin assuming 
  that he, above all, is destined for greatness and 
  strength beyond measure. Every damsel desired him, 
  every lord would bow at his feet, every shop would 
  issue a discount at the mere mention of his self-
  proclaimed title of “The Taker of Heads.” No members 
  of the Company shared Ripper’s twisted view of the 
  world  but instead chose to simply let the Orc live 
  in his delusions. What nobody could ever take from 
  Ripper are his self-esteem and confidence. The very 
  same confidence that leads him to believe he had 
  absolute dominion over all those in his wake. 
  One creature that actually did fall sway to Ripper’s 
  
  45
  questionable leadership tactics was Snot, a small, 
  almost sickly person of untenable presence. 
  Somewhere along the way, Ripper had convinced 
  the jittery goblin that he was the boss, or at least 
  that’s what he believes. So long as the massive Orc 
  could still fight, Snot is protected from harm. Snot 
  often finds jobs and handles the mundane details of 
  life for his boss; it’s a symbiotic relationship. 
  While largely successful in his fights for glory, Ripper 
  has been downright terrible with his money. Be it 
  guns or ammunition, the brute simply cannot turn 
  down the chance to obtain more firepower. The most 
  expensive pieces of gear are his twin-linked machine 
  guns, two sets of two, strapped to each arm with a 
  central trigger on each handle. No one was really 
  sure if Ripper was smart enough to come up with the 
  design on his own, or if Snot was far more crafty than 
  he let on, but all knew the terrifying power Ripper 
  could bring to bear if need be. It was also these 
  machine guns that often brought Ripper’s bank 
  account to ruin, as he had to fund four individual 
  belt-fed weapon systems. Of which, he is unafraid to 
  use at literally any given moment.
  XP 19200
  Male Savage Orc Blitzkrieg Unchained 
  Barbarian 12
  CN Medium humanoid (orc)
  Init +6; Senses darkvision, Perception +16
  DeFeNse
  AC 21, touch 17, flat-footed 15 (+4 armor, +6 
  dex, +1 deflection)
  hp 114 (12d12+36)
  Fort +15, Ref +14, Will +9 (+14 vs spells and 
  spell-like abilities while raging)
  DR 2/– (4/– when raging), DR 3/slashing
  OFFeNse
  Speed 40 ft.
  Melee bludgeon +14/+14/+9/+9/+4/+4 
  (2d8+4)
  Ranged +2 modern light machine gun(one-
  handed, automatic) +17/+12/+7 (2d8+2/x4)
  Special Attack two-weapon fighting 
  +15/+13/+10/+8/+5/+3 (2d8+2/x4), 
  or two-weapon fighting/twin-linked 
  +11/+11/+9/+9/+6/+6/+4/+4/+1/+1/–1/–1 
  (2d8+2/x4)
  TaCTICs
  During Combat The Iconic blitzkrieg uses 
  his movement to line up enemies for line 
  attacks, if he has trouble hitting or takes 
  damage he rages.
  Gun Rage Statistics
  When gun raging his statistics are modified as 
  follows: +6 firearm attack, +3 will saves and 
  damage (+6 bonus on damage rolls against 
  creatures possessing spells or spell-like 
  abilities), –2 AC, and +36 temporary HP.
  sTaTIsTICs
  Str 18, Dex 22, Con 16, Int 10, Wis 12, Cha 12
  Base Atk +12; CMB +17; CMD 33
  Feats Heavy Brute, Two-weapon Fighting, 
  Improved Two-weapon Fighting, Leadership, 
  Weapon Focus (modern light machine gun), 
  Greater Two-weapon Fighting 
  Skills Craft (firearms) +15, Intimidate +16, 
  Perception +16, Survival +16
  Languages Common, Orc
  Gear +2 modern light machine gun x4, +1 
  mithral shooters plate, backpack, belt pouch, 
  blanket, flint and steel, iron pot, rope, soap, 
  torches (10), trail rations (5 days), waterskin, 
  belt of physical might +4 str/dex, ring of 
  protection +1, headband of alluring charisma 
  +2, cloak of resistance +4, personal ammo 
  drum, 3850 gp
  sPeCIal aBIlITIes
  Ferocity
  Fast Movement
  Gun Rage 41/day
  Barrel Bludgeon
  MORE GUNS
  Twin-linked
  Greater Gun Rage
  Rage powers: Accurate Stance, Superstition, 
  Witch Hunter, Increased Damage Reduction, 
  Deadly Accuracy, Flesh Wound 
  sNOT (COhOrT)
  XP 9600
  Male goblin pack-mule fighter 10
  CN Small humanoid (goblinoid)
  Init +3; Senses darkvision, Perception +0
  
  46
  DeFeNse
  AC 22, touch 16, flat-footed 17 (+6 armor, +4 
  dex, +1 size, +1 dodge)
  hp 85 (10d10+30)
  Fort +13, Ref +11, Will +7
  OFFeNse
  Speed 40 ft.
  Melee advanced bayonet +14/9 (1d3+4/19–20)
  Ranged Medium +1 sub-machine gun +16/11 
  (automatic) (1d8+4/x4)
  TaCTICs
  During Combat Snot tries to stay out of his 
  master’s way while staying useful. He mends 
  guns, carries ammo, and sometimes uses his 
  sub-machine gun to defend his master.
  sTaTIsTICs
  Str 16, Dex 18, Con 16, Int 11, Wis 11, Cha 10
  Base Atk +10; CMB +12; CMD 26
  Feats Exotic Weapon Proficiency (one-handed 
  sub-machine gun), Goblin Gunslinger, 
  Ankle Biter, Roll With It, Dodge, Mobility, 
  Underfoot, Tangle Feet, Amateur Gunslinger 
  (Quick Clear), Gunsmith
  Skills Acrobatics +14, Craft (firearms) +13, 
  Escape Artist +14, Sleight of Hand +16, 
  Stealth +25
  Languages Common, Goblin
  Gear Medium +1 sub-machine gun with 
  masterwork advanced bayonet and sling, +2 
  chain shirt, backpack, bedroll, belt pouch, 
  flint and steel, gunsmith’s kit, iron pot, mess 
  kit, powder horn, rope, torches (10), trail 
  rations (5 days), waterskin, muleback cords, 
  bag of holding type IV, grenade kit, cloak of 
  resistance +4, boots of striding and springing, 
  belt of physical might +2 str/dex, large trauma 
  kit, 500 gp
  sPeCIal aBIlITIes
  Unobtrusive
  Efficient Packer
  Weight Training
  Weapon Training (firearms +2)
  Advanced Weapon Training (Weapon 
  Specialist(Weapon Specialization (sub-
  machine gun)/Weapon Focus (sub-machine 
  gun))) [if you know a better way to write this 
  plz help]
  Grit 1
  
  47
  zen gunman monk
  There is something to be learned from a rainstorm. When a shower comes down on you suddenly, you may 
  try to run quickly and not get wet. But even dashing from tree to tree seeking cover, you still get rained on. 
  When you are at peace and have a strong purpose no storm will vex you, though you will still get soaked.
  Awareness returned to Seika in a blink with the dawn. She breathed deeply; another day, and with it 
  another chance at drawing closer to peace. She rose soundlessly, the motion catching the eye of the 
  companion on the third watch shift. She checked her attire, unruffled; she checked her body, firm and 
  sound; she checked her tools, present and without blemish. The fire had burned low so she set some small 
  sticks precisely arranged in the coals; now they needed time and the fire would be ready for cooking before 
  the others awoke. 
  They had camped in a pine grove near a small mountain lake so she walked to the pebbled beach to perform 
  her morning routine. With slow deliberation she moved through the kata; now as firm as a mountain; now 
  supple like a willow bough. Once complete she knelt and arranged the cloth from her kit. Disassembling her 
  firearms she checked each piece; having no cause to draw them on the previous day, there was no reason 
  to expect anything other than perfection, but complacency kills. By now Seika heard the grumblings of her 
  companions rising from their beds. She walked back to camp and began preparing the morning meal. A 
  thick porridge with a hint of savory fatback. There was some complaint about this the first time she prepared 
  it, some wanted bacon, others bread; but none could argue with the extra miles the hearty concoction had 
  added to their morning trek, or the fullness of their uncomplaining bellies until the noon meal; and since that 
  and rice were the things she could add to the meal preparations they obliged her. 
  After breakfast, while her party rubbed the sleep from their eyes and saw to their relieving and ablutions, 
  she saw to other often overlooked things about camp. The devil is in the details, as they say. She replaced 
  the rocks that had been moved to make bedrolls more comfortable, replaced moss scuffed aside by logs 
  being used for seats, and scattered loam over the now buried fire; it would remain warm for hours but one 
  would have to find it first. Everything in its place.
  They set out with the party leader setting the pace. Ever humble, Seika slipped into the middle of the pack. 
  All who worked with her knew her value, she had nothing to prove. A few hours into the patrol, when 
  some were tempted to contemplate their own feet, Seika caught sight of some birds taking flight, and her 
  awareness heightened like a floodlight. She tapped the leader and silently communicated a signal where 
  all could see, and then leaped soundlessly into the brush to one side. A moment later, as the party still 
  tried to identify the threat, the ambush sprang. Two lines of weapons fire opened up from either side of the 
  trail ahead, but Seika was not in the crossfire. Seika was among them. She slowed her sprint through the 
  brush on the side of the road by dropping down and sliding between the akimbo legs of the nearest raider. 
  Coming back up smoothly she disarmed the second man in line. As the first man was realizing what was 
  
  48
  happening and went to change targets, Seika smoothly drew her twin pistols and simultaneously blew 
  the brains out of both of the nearest enemies. By now the party had recovered and started returning 
  fire, breaking for cover, and tossing grenades. One of the grenades landed a bit too close to Seika, so she 
  leaped and rolled out of the way. Realizing they had an enemy in their midst, the raiders attempted to 
  surround Seika with close weapons drawn. Seika closed her eyes and assumed a placid stance until the 
  first attacker fired a shot. She went from her fully erect height to nearly brushing her face on the grass 
  in the blink of an eye, bringing one pistol to bear on the first attacker and the other firing at a different 
  raider. Her front leg was sticking straight out in front of her, then she smoothly pivoted into a kneeling 
  position near the side of the enemy’s ring. She reached behind her and grabbed a raider by the neck with 
  her forearm and launched him bodily over her shoulder, speeding him along with a kick before shooting 
  him with both pistols. In the confusion she had time to carefully place her next few shots; standing firm 
  and taking aim to bring down the rest nearby. 
  After the last shot was fired she reloaded both weapons and breathing deeply, regained her center. She 
  then holstered the pistols and walked back to the party. They were discussing the next steps and arguing 
  about the conflicting trail sign left by the raiders. One thought to follow the broken foliage to the west, 
  another the boot prints to the northeast. After a pause in the discussion, Seika pointed out the reddish 
  mud on the raider’s boots and the bluish tinting from local berries on their fingertips; their tracker knew 
  those were found near the streambed to the northwest. The age of the mud and tinting suggested they 
  had been camping near there recently and for some time. A couple of her companions looked at her in 
  shock with open mouths, perhaps waiting to see if she would gloat; then made preparations to circle 
  around the streambed area from an unexpected location. Seika thought if they had any discipline these 
  enemies would post guards in all directions, not just those from which they expected an attack. It was 
  fortunate they had not followed the broken foliage, as they discovered a trip-wire detonated grenade 
  planted in that direction. 
  After traversing the woods for several more hours, they came to a camp near the streambed. The careless 
  raiders had not posted lookouts on the far side of their camp, opposite the main path, and Seika’s brow 
  furrowed at the shame of it. The raiders had erected a small palisade, however; likely as a defense against 
  hostile wildlife as much as a defense against attacks. Until Savage Company took up the contract on 
  these raiders, they likely had no opposition in these dense woodlands. Unlike Seika, the rest of her party 
  did not want to try and jump or climb over the palisade so they moved back out of earshot and spent the 
  time until nightfall to craft ladders. They crept close to the wall after full dark and waited there by the wall 
  until the evening festivities and most of the fires died down. Her party could mostly see in the dark, and 
  that made the night their time to shine. Rising smoothly they set their ladders and one by one climbed up 
  and were helped down by the companion in front of or behind them. Seika gave a single silent leap and 
  passed cleanly over the pointed palisade tops and slid smoothly down the far side. No alarms raised so 
  far. No people anywhere in sight, actually. Seika felt an unease creep into her.
  
  49
  Striding noiselessly forward to gaze into the torchlit circle at the center of the encampment, Seika saw 
  not a single person. As her team moved forward to the edge of the light there came a deep laugh from the 
  far side of the round central area. There was a ripping sound and the largest round tent across the camp 
  rose up, tore, and fell away to reveal a massive creature. He must have been using some kind of enlarging 
  magic because no half-orc Seika had ever seen measured anywhere close to this beast’s 17-foot height. 
  He had one milky eye, was bare to the waist, and every visible inch of him was covered in the dots, lines, 
  and swirls of raised ritual scarring. One hand dragged some kind of cleaver bigger than a goat cart, while 
  the other hand was wrapped to the elbow in leather straps and enlarged spiked wire. 
  The ambient light had grown. They must have lit the logs of the palisade on fire while her team was 
  distracted by this behemoth’s entrance. No doubt they were set up to fire down into the camp should it 
  be necessary as well. “So be it.” Seika said aloud as she calmed her mind. If this was the day of her death, 
  perhaps she might find some measure of perfection in the trial of battle. She shrugged out of the robe 
  over her shoulders and drew her pistols. She strode into the makeshift arena bare to the waist herself but 
  for her chest wrap. She planted her feet and raised her weapons in a challenge; her mouth a hard line, 
  and her eyes burning cold from her furrowed brow. She resolved herself that if she was to be killed by this 
  creature, she would make him work for it. He bellowed as he swung the cleaver overhanded, Seika turned 
  her shoulders and let it fall past her a hair’s breadth away. She focused her ki into each bullet and fired 
  away, closing the gap to reduce his reach advantage. He tried a grab with the gauntleted hand but Seika 
  turned it away. She attempted to trip the brute but he recovered without going down. On and on they 
  fought, trading blows, stepping in, dodging back, her reloading, him heaving gallons of air. The rest of 
  the camp was fighting too as the tents caught fire. Bullets whizzed through the air as men on both sides 
  screamed and died. 
  And then something miraculous happened. Not an opening, or a chance to win. Not a slip that would 
  cause a failure on one side or the other. No, this miracle was in the matching of these two foes. In the 
  balance of brute strength with honed reflexes, in precise striking and wild swings. Seika saw the world 
  anew at that moment. She saw what she sought was not perfection; for surely perfection was the 
  opposite of this. She saw what she truly sought was balance. And at that moment she knew; whatever 
  happened she had won her goal, she could not ask for a better day to die. 
  There are tens of thousands of students who have studied meditation and obtained its rewards. Do not 
  doubt the possibilities because of the simplicity of the method. If you cannot find the truth right where 
  you are, where else do you expect to find it?
  
  50
  zen gunman monk 
  arChetype
  Some monks seek to become one with another 
  weapon entirely—the gun. The zen gunman takes 
  a weapon most other monks eschew and seeks 
  perfection in the pull of a taut trigger, the flex of 
  a gun’s stock, and the flight of a bullet fired true. 
  While these scions of firepower are still dangerous 
  in hand-to-hand fighting, their true mastery shines 
  through in their use of firearms; mastering feats of 
  skill that seem wholly unnatural.
  Role: Zen Gunmen may not be massive damage 
  dealers like some powerhouse classes, but their 
  abilities and choice of weapon means they are 
  always on target when it comes to delivering many 
  accurate hits. Even though they are unarmored they 
  excel at avoiding hits and damage. Zen gunmen 
  can focus their energies to avoid misses and 
  heighten their damage output and accuracy.
  Weapon and Armor Proficiency: Zen gunmen 
  are proficient with firearms (but not firearms with 
  the automatic or scatter property) as well as the 
  normal brass knuckles, cestus, club, crossbow 
  (light or heavy), dagger, handaxe, javelin, kama, 
  nunchaku, quarterstaff, sai, shortspear, short sword, 
  shuriken, siangham, sling, spear and temple sword. 
  This alters weapon and armor proficiency.
  Flurry of Blows (Ex): Starting at 1st level, a 
  zen gunman can make a flurry of blows as a full-
  attack action, but only when using a firearm (even 
  though it is a ranged weapon). She may not make 
  a flurry of blows with her unarmed attacks or any 
  other weapons. A zen gunman does not apply her 
  Strength bonus on damage rolls made with flurry 
  of blows. A zen gunman’s flurry of blows otherwise 
  functions as normal for a monk of her level.
  A zen gunman cannot use Rapid Shot when 
  making a flurry of blows with her firearm. 
  This alters flurry of blows.
  Bonus Feats: A zen gunman’s bonus feats must 
  be taken from the following list: Combat Reflexes, 
  Deflect Arrows, Dodge, Far Shot, Point Blank Shot, 
  Precise Shot, and Rapid Shot.
  At 6th level, the following feats are added to 
  the list: Smart Shot, Improved Precise Shot, Rapid 
  Reload, Mobility, and Parting Shot.
  At 10th level, the following feats are added to the 
  list: Improved Critical, Pinpoint Targeting, Shot on 
  the Run, and Snatch Arrows.
  A zen gunman need not have any of the 
  prerequisites normally required for these feats to 
  select them. 
  These feats replace the monk’s normal bonus feats.
  Perfect Strike (Ex): At 1st level, a zen gunman 
  gains Perfect Strike as a bonus feat, even if she does 
  not meet the prerequisites. A zen gunman can use 
  Perfect Strike with any firearm. At 10th level, the zen 
  gunman can roll her attack roll three times and take 
  the highest result. If one of these rolls is a critical 
  threat, the zen gunman must choose one of her 
  other two rolls to use as her confirmation roll.  
  This ability replaces stunning fist.
  Way of the Gun (Ex): At 2nd level, a zen gunman 
  gains Weapon Focus as a bonus feat with one type 
  of firearm.
  At 6th level, the zen gunman gains Weapon 
  Specialization with the same weapon as a bonus 
  feat, even if she does not meet the prerequisites. 
  This ability replaces evasion.
  Zen Gun Mastery (Ex): At 3rd level, a zen 
  gunman may use her Wisdom modifier instead of 
  her Dexterity modifier on ranged attack rolls when 
  using a firearm. 
  This ability replaces maneuver training.
  Point Blank Master (Ex): At 3rd level, a zen 
  gunman gains Point Blank Master* as a bonus feat, 
  even if she does not meet the prerequisites. 
  This ability replaces still mind.
  Ki Pool (Su): At 4th level, in addition to the 
  normal abilities of her ki pool, a zen gunman may 
  spend 1 point from her ki pool to increase the range 
  
  51
  increment for her firearm by 50 feet for 1 round. 
  This alters ki pool.
  Ki Bullets (Su): At 5th level, a zen gunman may 
  spend 1 point from her ki pool as a swift action 
  to change the damage dice of bullets she shoots 
  to that of her unarmed strikes. This lasts until the 
  start of her next turn. For example, a Medium zen 
  gunman’s pistol normally deals 1d6 damage; using 
  this ability, her bullets deal 1d8 damage until the 
  start of her next turn. 
  This ability replaces purity of body.
  Reflexive Shot (Ex): At 9th level, a zen gunman 
  can make attacks of opportunity with bullets from 
  her firearm. The zen gunman still threatens squares 
  she could reach with unarmed strikes, and can still 
  only make one attack of opportunity per round 
  (unless she has Combat Reflexes). 
  This ability replaces improved evasion.
  Trick Shot (Su): At 11th level, a zen gunman 
  may hit targets that she might otherwise miss. 
  By spending 1 point from her ki pool as a swift 
  action, the zen gunman can ignore concealment. 
  By spending 2 points, she can ignore total 
  concealment or cover. By spending 3 points, she 
  can ignore total cover, even firing bullets around 
  corners. The bullet must still be able to reach the 
  target; a target inside a closed building with no 
  open doors or windows cannot be attacked. These 
  effects last for 1 round. 
  This ability replaces diamond body.
  Ki Focus Firearm (Su): At 17th level, as long as 
  she has at least 1 point of ki in her ki pool, a zen 
  gunman may treat bullets fired from her firearm as 
  if they were ki focus weapons, allowing her to use 
  her special ki attacks as if her bullets were unarmed 
  attacks. 
  This ability replaces tongue of the sun and moon.
  Seika iConiC zen gunman 
  monk
  Born in the far east of the world, in a warrior 
  caste among a vast hobgoblin army, Seika was 
  no stranger to conflict. She saw countless battles, 
  many with great losses on both sides. The young 
  Hobgoblin felt immortal, untouchable... until the 
  day she was proven wrong.
  While the scars she carries allude to something 
  terrible had taken place, Seika does not reveal a 
  single shred of the detail. Many have tried asking or 
  offering brews in exchange for her stories, but the 
  woman has always maintained her silence. She felt 
  that no one should know the pain and suffering that 
  she has known. It was her burden to bear alone.
   
  In the wake of the turning point of her life, Seika 
  awoke to a new purpose that drove her to seek the 
  answers of the universe. Whatever happened to 
  her, she found it necessary to delve into chapels 
  and temples, eventually settling on a small group 
  of monks that taught her to think less of herself, 
  and more of the balance of life. Over time, Seika 
  sought to master the words of her fellow monks, 
  finding a way to combine her past life with her 
  future. And thus, the way of the gun became 
  Seika’s path to enlightenment.
   
  Through her travels, Seika met many good people, 
  and killed many more who weren’t; she studied art 
  and defended the helpless. She eventually found 
  herself on speaking terms with a Sergeant Green, 
  who offered her a job with Savage Company. While 
  originally hesitant, Seika accepted the offer. She 
  assumed that she would have the best chances of 
  traveling the world and seeking the balance to live 
  among the company of those who also lived and 
  died by the gun. Seika grew to secretly adore her 
  comrades and their hijinks. Despite this, she knew 
  that mercenary work was only a means to an end. 
  Though she thrived, the Hobgoblin felt that this was 
  simply another step along the path to perceiving 
  the true nature of the universe.  
  
  52
  But in the meantime, Seika had never felt 
  quite as alive as she did when fighting 
  alongside her comrades. Even in the 
  tensest of situations, the absolute hardest 
  moments to overcome, even on the very brink of 
  death itself… Seika found life in the balance.
  XP 19200
  Female savage hobgoblin zen gunman monk 12
  LN Medium humanoid (goblinoid)
  Init +7; Senses Perception +19
  DeFeNse
  AC 26, touch 26, flat-footed 22 (+5 wis, +3 dex, 
  +1 dodge, +4 monk, +3 deflection)
  hp 102 (12d8+48)
  Fort +14, Ref +15, Will +17
  OFFeNse
  Speed 70 ft.
  Melee unarmed +13/+8 (2d8+4)
  Ranged +1 frost semi-automatic handgun 
  +15/+10 (1d8 +1d6 cold +2/x4)
  Special Attacks flurry of blows 
  +16/+16/+11/+11/+6 (1d8 +1d6 cold +2/x4)
  TaCTICs
  During Combat The Iconic Zen Gunman 
  attacks from range, but switches to unarmed 
  if pressed into melee.
  sTaTIsTICs
  Str 16, Dex 16, Con 16, Int 14, Wis 20, Cha 13
  Base Atk +9; CMB +12 (+15 grapple/trip); 
  CMD 30
  Feats Point Blank Shot, Improved initiative, 
  Dodge, Perfect Strike, Improved Unarmed 
  Strike, Point Blank Master, Deflect Arrows, 
  Rapid Reload, Amateur Gunslinger (Quick 
  Clear), Amateur Deed (Lightning Reload), 
  Weapon Focus (semi-automatic handgun), 
  Combat Reflexes, Snatch Arrows, Deadly Aim
  Skills Craft (firearms) +17, Escape artist 
  +18, Knowledge (dungeoneering) +14, 
  Perception +19, Ride +18, Stealth +22, 
  Languages Common, Hobgoblin, Jargon, 
  Handsign
  Gear +1 frost semi-automatic handgun with 
  pistol lanyard x2, backpack, belt pouch, 
  blanket, rope, soap, torches (10), trail 
  rations (5 days), waterskin, monk’s robe, belt 
  of physical perfection +2, small trauma kit, 
  cloak of resistance +4, ring of protection +3, 
  headband of mental superiority +2, amulet of 
  mighty fists +1 ghost touch, 2190gp
  sPeCIal aBIlITIes
  AC bonus
  Perfect Strike 12/day
  Ki Pool 11 (magic/cold iron/silver)
  Ki Bullets
  Fast Movement
  Slow Fall 60 ft.
  High Jump
  Grit 1
  Reflexive Shot
  Trick Shot
  Abundant Step
  
  53
  The following are a selection of new feats 
  included in the Savage Company Campaign 
  Setting that appear in the iconic characters listed 
  in this book.
  aMaTeur DeeD (COMBaT)
  Although you are not a gunslinger, you have and 
  can use deeds. 
  Prerequisite: Grit or panache class feature, see text. 
  Benefit: You gain a single deed from a class that 
  grants deeds. You must be the character level of the 
  deed you wish to take per the gunslinger deed class 
  feature. 
  Special: You may take this feat multiple times, each 
  time it grants one additional deed.
  heavy BruTe (raCIal FeaT)
  You might be called a freak, but you’re built on a 
  more massive scale than the rest of your kind. 
  Prerequisite: Goblinoid, Orc, Oread, or Baade. 
  Benefit: You treat your size as one category larger 
  for the purposes of calculating CMB, CMD, carrying 
  capacity, and any size-based special attacks you use 
  or that are used against you. A creature with this 
  feat qualifies as Large for the purpose of taking the 
  feat Awesome Blow.
  PrONe shOOTer (COMBaT)
  Your training with ranged attacks gives you an edge 
  when firing while prone. 
  Prerequisite: Proficiency with firearms or 
  crossbows. 
  Benefit: You gain a +4 bonus on ranged attack rolls 
  made while Prone. 
  Normal: You only gain a +4 bonus to AC against 
  ranged attacks for being prone.
  Feats
  
  54
  If there is something that keeps a soldier 
  alive other than his training, it’s his gear. We’ve 
  worked on bringing you a greatly expanded list 
  of weapons, adventuring equipment, explosives, 
  armor, and alchemical creations to outfit your 
  team and help them complete their objective. 
  Many items are non-magical replacements for 
  items you already know. This helps if you don’t 
  have a healer or caster in your party, or are 
  running a low-magic campaign. Depending 
  on your adventures, some equipment or even 
  weapons may be issued as part of an assignment, 
  their disposition to be accounted for upon 
  completion of the mission. Some of the larger 
  weapons come with a high cost and are intended 
  as part of an army or large operation, these might 
  not make sense for a PC to own individually, are 
  often impractical for adventuring, and can be 
  downright game-breaking in the wrong hands. 
  The list below shows the currently completed 
  weapons, but there are many more that will be 
  added to the finished book.
  WeaponS
  The following weapons are a selection that 
  appears with the featured iconic characters.
  Bayonet, Advanced 
  Cost 15 gp; Weight 1 lbs.  
  Damage 1d3 (small), 1d4 (medium) 1d6(large) 
  Critical 19–20 x2 Type piercing and slashing 
  Category light, two-handed Proficiency 
  martial Weapon Group blades, light; close 
  Range 10 ft. 
  The advanced bayonet is designed to fit 
  under the barrel of specifically manufactured 
  firearms without preventing the firearm from 
  being used normally. The blade is made with a 
  sawback that can be used for cutting wood and 
  when joined with its sheath it forms a wire cutter.   
  Semi-Automatic Handgun 
  Cost 1,000 gp; Weight 2 lbs.  
  Damage 1d6(small) 1d8(medium) 2d6(large) 
  Critical x4 Type bludgeoning and piercing 
  Category light Proficiency firearms Weapon 
  Group firearms Range 20 Misfire 1 Capacity 7 
  With enough knockdown power to put a man 
  in his grave and a slim profile, this tried and true 
  mechanical marvel 
  has been the final 
  word in sidearms 
  throughout many 
  major wars.
  Modern Light Machine Gun 
  Cost 1,500 gp; Weight 27 lbs.  
  Damage 2d6(small) 2d8(medium) 3d8(large) 
  Critical x4 Type bludgeoning and piercing 
  Category two-handed Proficiency firearms 
  Weapon Group firearms Range 100 ft. Misfire 1–2 
  Capacity belted Special automatic  
  This fully automatic machine gun is a force 
  multiplier that will act as the anchorpoint to many 
  balanced squad loadouts.
  Equipment
  
  55
  Infantry Rifle, Lever Action 
  Cost 1,000 gp; Weight 10 lbs.  
  Damage 1d8(small) 1d10(medium) 2d8(large) 
  Critical x4 Type bludgeoning and piercing 
  Category two-handed Proficiency firearm 
  Weapon Group firearms Range 80 ft. Misfire 1 
  Capacity 5   
  The lever action infantry rifle is the pinnacle of 
  firearms design. Accurate, reliable, and able to 
  put rounds on target to devastating effect. The 
  box magazine can be loaded with a stripper clip 
  through the open action on top, or quickly ejected 
  and replaced with a fresh loaded magazine, and 
  it comes ready to be equipped with an advanced 
  bayonet and weapon sling.
  Trench Sweeper 
  Cost 1,000 gp; Weight 8 lbs.  
  Damage 1d6(small) 1d8(medium) 2d6(large) 
  Critical x2 Type bludgeoning and piercing 
  Category two-handed Proficiency firearm 
  Weapon Group firearms Range 20 ft. Misfire 1–2 
  Capacity 5 Special scatter 
  A combat shotgun designed for the front lines, the 
  trench broom shoots in a 30-foot cone when firing 
  pellets, has a 20-foot range increment when firing 
  a bullet(slugs), and it comes ready to be equipped 
  with an advanced bayonet and weapon sling. 
  A trench sweeper uses metal cartridges (loaded 
  with either a bullet or pellets) as ammunition.
  Submachine Gun 
  Cost 800 gp; Weight 6 lbs.  
  Damage 1d6(small) 1d8(medium) 2d6(large) 
  Critical x4 Type bludgeoning and piercing 
  Category one-handed Proficiency exotic Weapon 
  Group firearms Range 20 ft. Misfire 1–2 Capacity 
  30 Special automatic  
  A submachine gun is a compact automatic weapon, 
  however it is too large to use in one hand without 
  special training; thus, it is an exotic weapon. A 
  character can use a submachine gun two-handed 
  as a standard firearm.
  Fragmentation Grenade 
  Price 350 gp; Weight 3 lb. 
  This thick metal sphere is finely grooved with 
  furrowed lines and holds a compact charge of 
  potent explosive. The grenade detonates on contact 
  releasing a shower of metal fragments that deal 
  4d6 bludgeoning and piercing damage in a 5-foot-
  radius burst (Reflex DC 18 halves). You throw a 
  fragmentation grenade as if it were a splash weapon.
  CONsTruCTION reQuIreMeNTs
  Cost 175 gp 
  Skill Craft (alchemy) DC 30
  Flashbang Grenade 
  Price 350 gp; Weight 3 lb. 
  This metal cylinder holds a small charge of flash 
  powder and alchemical agents. The grenade 
  detonates on contact releasing a loud report 
  and blinding flash that staggers all creatures for 
  1 round and blinds for 1d4 rounds in a 10-foot-
  radius burst (Fortitude DC 18 negates). You throw 
  a flashbang grenade as if it were a splash weapon. 
  Creatures behind improved cover gain a save 
  bonus to this fortitude save the same as their 
  normal bonuses to reflex saves. 
  CONsTruCTION reQuIreMeNTs
  Cost 175 gp 
  Skill Craft (alchemy) DC 30
  Smoke Grenade 
  Price 350 gp; Weight 3 lb. 
  This metal cylinder holds a charge of alchemical 
  agents that react and ignite to create a large 
  column of colored smoke. The cloud functions as 
  fog cloud, continually filling an area in a 10-foot-
  radius for 10 minutes. Smoke grenades come in 
  
  56
  Type
  Description
  Melee
  Light
  Bayonet, Advanced
  A new bayonet that attaches adjacent to a firearm barrel via specialized lugs 
  or can be wielded as a melee weapon
  One Handed
  Battle Censer
  This large flail has a hollow head that can hold objects or alchemical 
  concoctions
  Two Handed
  Killa Lance
  This long pole is used to deliver a one-time use explosive charge
  Exotic
  Donkey Puncher, Goblin
  This crude flail has a long handle and a head that is little more than a large 
  rock
  Hatemaul
  Nothing says "I hate you" quite like this two-handed hammer that can be 
  used to deliver a round of buckshot on impact
  Firearms
  Light
  Semi-Automatic Handgun
  A light magazine-fed handgun with an exposed hammer, perfect for dual-
  wielding
  One Handed
  Cattlemen's Revolver
  A larger caliber revolver with reduced capacity. A working man's gun.
  Two Handed
  Crude Zipgun
  Barely recognizeable as a firearm, these one-shot zipguns are cheap enough 
  to throw away
  Grenade Launcher
  This device is used to launch alchemical grenades long distances
  Infantry Rifle, Lever Action
  This reliable rifle can be used to place a high volume of accurate fire on 
  target within normal firefight ranges.
  Modern Light Machine Gun
  Your basic belt-fed fully automatic machine gun. Can be carried and fired by 
  a single soldier.
  Take jū Zipgun
  A more masterful form of the zipgun, can be used to deliver alchemical 
  treatments to bullets
  Trench Sweeper
  A pump-action shotgun that delivers devistating scatter attacks at short 
  distances.
  Exotic
  Anti-materiel Rifle
  This single-shot bolt action rifle is designed for taking out vehicles, but the 
  ballistic range makes it a favorite among long-distance marksmen.
  Big Iron Revolver
  This big bore revolver takes a lot of wrist strength to control since it packs 
  the same punch as a rifle with a one-handed firearm
  Coach Gun
  A chopped-down version of a double-barrel shotgun, can be fired one-
  handed
  Minigat
  A truly devistating weapon, the minigat needs time for its six barrels to "spin 
  up" before firing
  Submachine Gun
  This small automatic machine-gun can be fired two-handed or one-handed 
  with special training
  Thrown Weapons
  Flashbang Grenade
  A less-lethal grenade for more nuanced operations
  Fragmentation Grenade
  Your basic anti-personnel explosive device
  
  57
  Gas Grenade
  Creates a cloud of noxious gas that irritates the eyes. lungs, and skin
  Incendiary Grenade
  Creates a short-term area of extreme heat for blocking enemy movement or 
  destroying equipment
  Smoke Grenade
  Can be used to lay down temporary concealment or for signalling allies
  Explosives
  Black Powder Keg
  A small barrel of black powder that can be dosed out for loading 
  ammunition cartridges or used as an explosive
  Breaching Charge
  A special Shaped Charge designed to open avenues of egress
  Compound Explosive Brick
  Through special alchemical means, this explosive can be molded like clay 
  but is much less susceptible to accidental discharge
  Dynamite Bundle
  7 sticks tied together, a more potent version of the Dynamite stick
  Dynamite Stick
  A small but potent explosive device used in construction, mining, and 
  demolition
  Law of Fire
  A one-time use direct fire missile intended for destroying vehicles and hard 
  structures
  RPGL
  Launches a projectile that trails a wire that becomes a conduit for delivering 
  an electrical charge
  Shaped Charge
  A small amount of compound explosive molded into a special charge the 
  has a more directed discharge
  Vehicle and Mounted Weapons
  Big Gat
  A larger version of the gat that delivers a near-constant stream of bullets 
  once the barrels have "spun up"
  Buzzsaw
  A large machine-saw for dealing melee damage from vehicles
  Excavator Claw
  A multi-purpose vehicle apendage for grabbing and stabbing
  Grenade Machine Gun
  This weapon is extremely expensive and not very reliable but capable of 
  delivering a lot of ordinance in a short amount of time
  Harpoon Launcher
  This pneumatic system launches a large harpoon for tethering other vehicles
  Heavy Flamethrower
  A weapon for spouting a long stream of fire for taking out enemy troops or 
  cooking them in their vehicles
  Heavy Grenade Launcher
  A very long range grenade launcher too heavy to carry
  Heavy Machine Gun
  The go-to for most vehicle turrets, this automatic machine gun can chew 
  through enemy troops and buildings alike
  Net Launcher
  A reloadable short range net gun for capturing single targets
  Rocket Pod
  A vehicle mounted system for launching multiple rockets one at a time
  Wreckin Ball
  This heavy iron ball can be swung into vehicles or buildings to cause massive 
  impacts
  Autocannon
  A direct fire siege gun that reloads itself from a magazine
  Heavy Autocannon
  An extremely large autoloading direct fire siege cannon that can only be 
  placed on the largest of vehicles.
  Siege Weapons
  Mortar Tube
  The smallest true siege weapon, can be quickly deployed by a two-man 
  team and used to deliver accurate indirect fire
  AP Mortar Shell
  A round used with the mortar tube for shredding through enemy personnel 
  with shrapnel and overpressure
  Incendiary Mortar Shell
  A round used with the mortar tube for raining fire down on a large area
  
  58
  many colors and can also have their color changed 
  by such effects as prestidigitation before they are 
  thrown. You throw a smoke grenade as if it were a 
  splash weapon.
  CONsTruCTION reQuIreMeNTs
  Cost 175 gp 
  Skill Craft (alchemy) DC 30
  Incendiary Grenade 
  Price 350 gp; Weight 3 lb. 
  This metal cylinder holds a volume of highly volatile 
  alchemical reagents. The grenade ignites on contact 
  releasing intense flames that burn all creatures 
  and objects in a single 5-foot-square with 6d6 fire 
  damage for 1d6 rounds (Reflex DC 18 halves). You 
  throw an incendiary grenade as if it were a splash 
  weapon.
  CONsTruCTION reQuIreMeNTs
  Cost 175 gp 
  Skill Craft (alchemy) DC 30
  Gas Grenade 
  Price 350 gp; Weight 3 lb. 
  This metal cylinder holds a charge of noxious 
  alchemical agents that react and ignite to create a 
  volume of thick foul smelling dark green smoke. The 
  cloud functions as fog cloud, continually filling an 
  area in a 10-foot-radius for 1d6 rounds, any creature 
  in this area who breathes the smoke is sickened 
  (Fortitude DC 18 negates). You throw a gas grenade 
  as if it were a splash weapon.
  CONsTruCTION reQuIreMeNTs
  Cost 175 gp 
  Skill Craft (alchemy) DC 30 
  Law of Fire 
  Cost 1,500 gp; Weight 10 lbs.  
  Damage 10d6(medium) Critical x2 Type fire 
  Category two-handed Proficiency firearms 
  Weapon Group explosives Range 800 ft. Capacity 1  
  Activating the law of fire with a standard action, this 
  launcher tube with a single alchemical rocket places 
  an explosive payload on target dealing 10d6 points 
  of fire damage to anyone within a 20-foot burst (DC 
  18 Reflex half).
  CONsTruCTION reQuIreMeNTs
  Cost 750 gp 
  Skill Craft (alchemy) DC 30
  armor
  Along with new weapons, comes a large quantity 
  of new armor to wear. The following armors are 
  a selection that appear with the featured iconic 
  characters.
  Shooters Plate 
  Light Armor 
  Cost 400 gp; Weight 12 lbs.  
  Armor Bonus +3; Max 
  Dex Bonus +6; Armor 
  Check Penalty –1 Arcane 
  Spell Failure Chance 20%; 
  Speed 30 ft./20 ft. 
  Designed for use by 
  military riflemen, this 
  armor consists of metal 
  chest and back plates 
  with a leather or heavy cloth 
  enclosure. Often the rugged canvas carrier has 
  many pouches affixed to it for carrying various 
  types of gear. The plates are constructed in a way to 
  mitigate damage from firearms, this armor has DR 
  3/Slashing.
  Riot Gear 
  Medium Armor 
  Cost 500 gp; Weight 12 lbs.  
  Armor Bonus +4; Max Dex Bonus +5; Armor 
  Check Penalty -1 Arcane Spell Failure Chance 
  30%; Speed 20 ft./15 ft. 
  A full coverage collection of plates that are backed 
  by heavy quilted padding. This special type of 
  armor provides DR 3/– against impacts and attacks 
  that cause bludgeoning damage. The special 
  padding of the armor has no effect on other kinds 
  of damage. 
  
  59
  Type
  Cost
  Dmg 
  (S)
  Dmg 
  (M)
  Dmg 
  (L)
  Critical
  Range
  Area
  Misfire
  Capacity
  Weight
  Type
  Special
  Melee
  Light
  Bayonet, Advanced
  15 gp
  1d3
  1d4
  1d6
  19-20 
  x2
  10 ft.
  -
  -
  -
  1 lbs.
  P and S
  Firearms
  Light
  Semi-Automatic Handgun
  1,000 
  gp
  1d6
  1d8
  2d6
  x4
  20 ft.
  -
  1
  7
  2 lbs.
  B and P
  Light
  Two Handed
  Modern Light Machine 
  Gun
  1,500 
  gp
  2d6
  2d8
  3d8
  x4
  100 ft.
  -
  1-2
  belted
  27 lbs.
  B and P
  Automatic
  Infantry Rifle, Lever Action
  1,000 
  gp
  1d8
  1d10
  2d8
  x4
  80 ft.
  -
  1
  5
  10 lbs.
  B and P
  -
  Trench Sweeper
  1,000 
  gp
  1d6
  1d8
  2d6
  x2
  20 ft.
  -
  1-2
  5
  8 lbs.
  B and P
  Scatter
  Exotic
  Submachine Gun
  800 gp
  1d6
  1d8
  2d6
  x4
  40 ft.
  -
  1-2
  30
  6 lbs.
  B and P
  Automatic
  Thrown Weapons
  Fragmentation Grenade
  350 gp
  4d6
  x2
  10 ft.
  5 ft. 
  radius
  3 lbs.
  B and P
  Splash
  Flashbang Grenade
  350 gp
  N/A
  x2
  10 ft.
  10 ft. 
  radius
  3 lbs.
  Stunned 1d4 
  Rounds
  Smoke Grenade
  350 gp
  N/A
  x2
  10 ft.
  10 ft. 
  radius
  3 lbs.
  Opaque Smoke 
  per Fog Cloud
  Incendiary Grenade
  350 gp
  6d6
  x2
  10 ft.
  5 ft. 
  square
  3 lbs.
  Fire
  Duration 1d6 
  rounds
  Gas Grenade
  350 gp
  N/A
  x2
  10 ft.
  10 ft. 
  radius
  3 lbs.
  Opaque Smoke 
  per Fog Cloud
  Explosives
  Law of Fire
  1,500 
  gp
  -
  10d6
  -
  x2
  800 ft.
  20 ft. 
  radius
  0
  1
  10 lbs.
  Fire
  
  60
  other gear
  Field Dok 
  Price 3,600 gp; Slot -; Aura moderate conjuration; 
  CL 9th; Weight 10 lbs. 
  This heavy duty metal framed backpack is 
  constructed from rugged dark green waterproofed 
  canvas and has multiple straps securing it about the 
  shoulders and waist, but what is most noticeable is 
  the long articulated metal arm extending straight 
  up from the top of the pack that curves down 
  to about waist level ending with a set of pincers 
  adorned with hypodermic needles, shears, or rolled 
  bandage dispensers. The pack functions as a handy 
  haversack and the arm functions like an alchemist’s 
  Vestigial Arm. 
  CONsTruCTION reQuIreMeNTs
  Cost 1800 gp
  Craft Wondrous Item, secret chest, mage hand
  Mobile Cover 
  Price: 96 gp. 
  Layered panels of metal connected with spring 
  loaded tracks and levers make up this heavy device 
  that looks like a stack of tower shields. While it is 
  far too heavy and bulky to be wielded as a shield, it 
  can be deployed to provide cover much like a tower 
  shield, panels sliding apart to reveal two firing ports 
  and aiming windows. As a standard action, you 
  can extend and deploy a mobile cover to grant you 
  and another creature total cover until the mobile 
  cover is retrieved. When deploying the mobile cover 
  you must choose one edge of your space and a 
  matching edge of an adjacent square. The mobile 
  cover extends and becomes a solid 10ft wall firmly 
  attached to the ground. Any creatures adjacent to 
  the mobile cover gain total cover for attacks that pass 
  through it from the other side. Retrieving a mobile 
  cover is a full round action. A mobile cover has a 
  hardness of 10, 60 hit points, and weighs 135 lbs.
  CONsTruCTION reQuIreMeNTs
  Cost 48 gp 
  Skill Craft (armor) DC 20
  Operators Suppressor 
  Price 12,000 gp; Slot -; Aura faint illusion; CL 3rd; 
  Weight 2 lbs. 
  This hollow cylinder is made out of a dull gray 
  metal and feels cool to the touch. When pressed 
  against the muzzle of any one or two handed 
  firearm, it resizes itself and attaches to the end of 
  the barrel. When the firearm is used, all audible 
  noise caused by the firearm is eliminated, this effect 
  is also conferred upon the ammunition, but only to 
  eliminate the noises associated with gunfire. With 
  rapid and prolonged use the Suppressor will start to 
  radiate heat and may even begin to glow, however 
  its sound dampening effect is not diminished. A 
  full round action is required to remove the device 
  allowing it to be used on a different firearm.
  CONsTruCTION reQuIreMeNTs
  Cost 6,000 gp 
  Craft Wondrous Item, Silence
  Personal Ammo Drum [insert picture]
  Price 5,800 gp; Slot back; Aura moderate 
  transmutation; CL 9th; Weight 10 lbs.
  This large rigid backpack is made of a drum 
  constructed from lightweight metal. Its internal 
  storage holds 1,000 rounds of ammunition and 
  up to 80 pounds of additional gear. Magazines, 
  projectiles, powder, casings, and loose bullets are 
  kept in individual containers that mount inside 
  the barrel, and belts of linked ammunition are fed 
  into the barrel from the bottom and magically 
  arrange themselves onto serpentine racks for easy 
  dispensation. The inside of the barrel alters itself as 
  needed to accommodate any combination. 
  There is also a compartment for a gunsmith’s kit 
  
  61
  and powder barrel. Regardless of what quantities 
  of these items are placed within the personal ammo 
  drum, its weight does not change.  
  As a swift action, the wearer can command the 
  drum to fully reload a single firearm that he is 
  wielding. When the wearer reaches into it for a 
  specific item, that item is always on top. Thus, no 
  digging around and fumbling is ever necessary 
  to find what a personal ammo drum contains. 
  Retrieving any specific item from a personal ammo 
  drum is a move action, but it does not provoke the 
  attacks of opportunity that retrieving a stored item 
  usually does.
  CONsTruCTION reQuIreMeNTs
  Cost 2,900 gp 
  Craft Wondrous Item, abundant ammunition, secret 
  chest
  Speedloader Magazine 
  Price: 50 gp 
  This device allows for the rapid reloading of a single 
  type of magazine fed firearm or revolver. If it has 
  been loaded with cartridge ammunition ahead 
  of time (such loading requires a full round action) 
  the specific firearm that it fits may be loaded with 
  the Speedloader Magazine as a free action, this 
  action empties the Speedloader Magazine until it 
  has been reloaded again. Speedloader Magazines 
  can be used on different identical types of firearms, 
  but each type of firearm requires its own specific 
  Speedloader Magazine that has been crafted to fit.
  CONsTruCTION reQuIreMeNTs
  Cost 25 gp 
  Skill Craft (gunsmithing) DC 20
  Trauma Dressing 
  Price: Small 50 gp, Medium 300 gp, Large 750 gp. 
  This field-expedient combination of styptics, 
  medicated salve, gauze, and tight wound 
  wrappings can be applied to negate the effects of 
  most flesh wounds and control bleeding. Applying 
  any Trauma Dressing takes a standard action and 
  a successful DC15 Heal check. Trauma Dressings 
  come in three sizes, treat this as non-magical 
  healing equal to the following spells: Small = Cure 
  light wounds, Medium = Cure moderate wounds, 
  Large = Cure serious wounds. 
  CONsTruCTION reQuIreMeNTs
  Cost 25 gp, 150 gp, 375 gp 
  Skill Craft (alchemy) DC 30
  Grenade Kit 
  Price: 7000 gp. 
  This kit contains a bandolier, grenade sabot (20), 
  and 4 each of the following alchemical grenades: 
  fragmentation grenade, flashbang grenade, smoke 
  grenade (different colors), incendiary grenade, gas 
  grenade.
  Trauma Kit 
  Price: Small 2000 gp, Large 4500 gp. 
  The small kit contains the following items: small 
  trauma dressing (5), medium trauma dressing 
  (3), large trauma dressing (1), troll styptic, all in a 
  small pouch. 
  The large kit contains the following: small 
  trauma dressing (10), medium trauma dressing 
  (5), large trauma dressing (3), troll styptic (3), in a 
  shoulder bag.
  
  62
  If you’re like us, whenever you watch one of those road warrior movies your mind starts playing with 
  the idea of how fun some of those over-the-top vehicle mods, crashes, battles, and highflying acrobatics 
  could be in a tabletop game. We have added numerous base vehicles and a new modular vehicle 
  customization system that allows you to build thousands of vehicle variants for your 
  game, anywhere from weaponized dirtbikes to tanks. In addition, sometimes the 
  existing vehicle rules can be a bit clunky so we have added things like Thrashcans, 
  medium sized vehicles for small sized pilots that have no facing rules and 
  function similarly to a mount, and for more exciting and fast paced vehicle 
  combat, we’ve created rolling road combat rules.
  Rolling Road is a ruleset that lets you simulate 
  with d20 rules any battle where the majority of 
  the combatants are moving at a similar 
  speed and direction, and the 
  ground is largely similar and 
  unmoving. These rules can be used 
  for a variety of vehicles in conjunction, or even mounts 
  and fast running characters. We tried to mesh them with 
  the existing vehicle and vehicle combat rules, but add 
  a layer of freedom to move at higher speeds, with the 
  excitement and danger intrinsic to that speed, while still 
  being a fun addition to the game.
  Vehicles
  
  63
  thiS doCument iS a Small exCerpt from the upComing 
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  raCial optionS, or enJoy militariStiC flavor to your 
  CampaignS, then thiS book iS for you. our produCt 
  haS hundredS of pageS of material, inCluding neW 
  and reimagined monStrouS raCial optionS, a boatload 
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  Wekillpeopleformoney, folloW uS on inStagram @
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  64
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   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.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, 
  LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Campaign Setting: Inner Sea Races © 2015, Paizo Inc.; Authors: 
  Ross Byers, John Compton, Adam Daigle, Crystal Frasier, Matthew Goodall, Alex 
  Greenshields, James Jacobs, Amanda Hamon Kunz, Ron Lundeen, Rob McCreary, 
  Jessica Price, David N. Ross, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and 
  Jerome Virnich.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim 
  Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, 
  Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork 
  Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 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 Ultimate Campaign. © 2013, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam 
  Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason 
  Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  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 Equipment. © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, 
  Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, 
  Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, 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.
  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.
  Savage Company Recruit Orientation © 2019 SHM Publishing, Owen Martin, 
  Adam Martin, Bryan Miller, David Thomas, and Doug Morgan
  
  65
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/SHM Publishing - Savage Company Campaign Setting (2019).pdf