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  NeoExodus chronicles: Weapons  
  of machinesmith destruction
  As nations roar into full-blown warfare and soldiers 
  begin the march to battle, the machinesmiths answer the 
  call to arms. They bring forth newfound terror to the 
  battlefield—fantastic weaponry and new experiments in 
  mass destruction: portable cannons, armor giving a man 
  the strength of a bull, and constructs that can both kill and 
  cook. Twisting old techniques into newfound uses, the 
  machinesmith constantly innovates in an arms race that 
  can mean life or death for her and her nation.
  NEW GREATWORK:  
  THE CONSTRUCTOR
  Some machinesmiths create magnificent technologies that 
  enhance their already considerable abilities to forge, sculpt, 
  or otherwise craft wondrous tools. These machinesmiths 
  build constructors. These greatworks, capable of building 
  anything from mundane items to powerful magic weapons, 
  are invaluable to adventuring machinesmiths looking for 
  the right tool at the right time.
  Base Constructor: A base constructor is an item that 
  takes up the machinesmith’s belt or hands slot. It has 
  a number of charges equal to the machinesmith’s 
  Intelligence modifier + 1/3 her class level per day. As a 
  full-round action that provokes attacks of opportunity, 
  the machinesmith can expend a charge to create a 
  simple item made of glass, clay, wood, stone, or a soft, 
  non-precious metal or alloy such as brass, bronze, 
  copper, or tin. The machinesmith creates this item 
  from raw Mobius energy and does not need to have 
  the materials on hand that it would normally require. 
  The item can weigh no more than 5 pounds plus 
  1 pound per machinesmith level. The item cannot 
  contain complex chemical components or moving 
  parts, as a firearm would. The item must be sized so the 
  machinesmith can easily carry and hold in one or both 
  hands. From the moment the item is created, it appears 
  in hand, ready to use. Weapons created with a base 
  constructor have the fragile weapon quality.
  Using the base constructor, the machinesmith can 
  also create masterwork items. Doing so costs another 
  charge, and the machinesmith must make a Craft check 
  with a DC equal to the item’s 
  normal craft DC +10. If the 
  machinesmith 
  fails 
  this 
  check, the base constructor 
  NEOEXODUS CHRONICLES:
  WEAPONS OF MACHINESMITH 
  DESTRUCTION
  creates a normal item instead, but the extra charge is 
  still expended. Masterwork weapons created this way 
  do not have the fragile weapon quality.
  Items created by a base constructor have a fleeting 
  existence. They last a number of minutes equal to the 
  machinesmith’s class level before dissipating back into 
  nothingness.
  1st Upgrade: At 5th level, the machinesmith can create 
  iron and steel items. Also, she can create slightly more 
  complex items than before, specifically those that 
  require more than one component, such as a bow or 
  a wooden spear with a steel point. The machinesmith 
  can also imbue a created item with magical properties. 
  To create a magical item, she must first create a 
  masterwork item, then expend a third charge and 
  make a Spellcraft check with a DC equal to the normal 
  check required for creating the item +15, not including 
  any DC increases for not meeting the prerequisites 
  of the item. If the machinesmith has the prototypes 
  for the spells required to build the item, she can 
  expend those prototypes to reduce the DC for creating 
  the item. The machinesmith must still possess the 
  necessary crafting feats for the item, and she must have 
  a caster level equal to the caster level of the item or 
  high enough to fulfill the 
  item’s requirements, if 
  any. If the machinesmith 
  3.5 SYSTEM COMPATIBLE
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  NeoExodus chronicles: Weapons  
  of machinesmith destruction
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  the item as normal through the constructor, spending 
  double the normally required charges, as if giving 
  the item unlimited duration. She must also sacrifice 
  material equal to half the market value of the item. 
  Items created this way are treated as normal magic 
  items, receiving the normal number of charges and the 
  ability to emulate spells. If these items are dispelled, 
  they are suppressed as normal rather than destroyed. 
  The machinesmith must still possess the necessary 
  crafting feats to build such items.
  NEW MACHINESMITH TRICKS
  The augmentations, gadgets, and techniques listed here 
  expand the options for machinesmith tricks. Unless noted 
  otherwise, these tricks follow the standard rules on page 7 
  of Classes of NeoExodus: Machinesmith.
  NEW ANALYZER AUGMENTATIONS
  Chance Optimizer (Su): Whenever the machinesmith 
  rolls a 1 on an attack roll, skill check, or saving throw, as 
  an immediate action she can spend 2 charges from her 
  analyzer to reroll the check. She must always take the 
  second result. The machinesmith must be at least 12th 
  level to select this trick. 
  Swift Motion Analyzer (Su): As a swift action, the 
  machinesmith can activate the motion analyzer 
  function on her analyzer. The machinesmith must be at 
  least 8th level and possess the motion analyzer trick to 
  select this trick.
  Spell Copier (Su): As a full-round action, the 
  machinesmith can spend 2 charges to scan and 
  completely copy a scroll into her analyzer’s data bank. 
  Doing so erases the scroll, as if it were used normally. 
  The machinesmith can then, as a standard action, 
  spend a number of charges equal to the spell level 
  of the scanned scroll to cast it from her analyzer. In 
  this case, the machinesmith is treated as a caster of 
  the appropriate type using the scroll’s original save 
  DC and caster level. If the spell requires an expensive 
  material component, the machinesmith can only use 
  the spell once in this way before she must provide the 
  necessary material components for each future use of 
  this ability. A machinesmith can only store one scroll in 
  the analyzer at once. If a machinesmith scans another 
  scroll, the new scroll erases the old one from the 
  analyzer. The machinesmith must be at least 8th level 
  to select this trick. 
  NEW MECHANUS 
  AUGMENTATIONS
  Mobius Reactor (Su): The machinesmith optimizes 
  the power output of the mechanus’ Mobius core, 
  letting it use the excess power to increase its abilities in 
  other ways. It gains a number of charges equal to the 
  fails this check, the item is destroyed and the charges 
  are wasted.
  For example, say that a 8th-level machinesmith wishes to 
  create a +1 longsword. First, she would spend 3 charges from 
  her constructor and make a DC 20 Craft (Weapons) check. 
  Then, she would make a DC 23 Spellcraft check to imbue the 
  sword with the appropriate amount of magic. If she instead 
  wished to make a +1 flaming longsword, she would still need 
  to expend the charges from her constructor and make the 
  Craft check. However, in this case, the Spellcraft DC would 
  increase to 30, or to 35 if she had not memorized any of the 
  prototypes needed to fulfill the prerequisites.
  The machinesmith cannot create cursed items, potions, 
  scrolls, wands, or staves. Items with any abilities that 
  emulate a spell (e.g., ring of invisibility) lose those 
  abilities. If the machinesmith creates an item that 
  uses charges, that item starts with no charges and 
  can only benefit the machinesmith through passive 
  means. For example, a luck blade still gives its bonus 
  to saving throws and its reroll ability, but effectively 
  has no wishes. Magic items created this way are even 
  more temporary than mundane items created by the 
  machinesmith; they last only 1 round per level. The 
  machinesmith cannot create magic items for which she 
  does not possess the necessary crafting feat. If a magic 
  item created this way is successfully dispelled, the item 
  dissipates entirely as if the Duration of the item had 
  expired. Magic items with effects that trigger upon 
  destruction (e.g., staff of the magi) lose those effects.
  2nd Upgrade: At 10th level, the machinesmith’s 
  constructor can create more exotic and otherworldly 
  materials from raw Mobius energy: mithril, darkwood, 
  ironwood, alchemical silver, and even crystal. She can 
  also create complex mechanical items, such as pocket 
  watches and small steam engines, but not firearms 
  unless she has the Gunsmithing feat. Any chemical 
  components must still be provided normally. The 
  mundane and masterwork items she creates become 
  more persistent, lasting for 1 hour per machinesmith 
  level.
  3rd Upgrade: At 15th level, the machinesmith’s 
  constructor can create more durable magic items, 
  letting them last 1 minute per machinesmith level 
  before dissipating entirely. Also, the machinesmith ca 
  make a constructed item last indefinitely by expending 
  double the normally needed charges to make that 
  item. However, these spent charges do not return to the 
  constructor until the item is destroyed or is dismissed 
  by the machinesmith, which requires a standard action.
  Master Upgrade: At 20th level, the machinesmith’s 
  constructor becomes a veritable factory for all 
  things the machinesmith can imagine. As long as 
  the item meets the necessary weight and handling 
  requirements, the machinesmith can create it by using 
  the constructor. The machinesmith can also create 
  permanent magic items. To do so, she must create 
  
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  NeoExodus chronicles: Weapons  
  of machinesmith destruction
  machinesmith’s Intelligence modifier + 1/2 her level 
  (minimum 1). These charges return automatically if not 
  used for 8 consecutive hours.
  As a swift action, the machinesmith can command the 
  mechanus to use a swift action and expend a charge 
  from its Mobius reactor to gain one of the following 
  benefits: one extra natural attack at its highest base 
  attack bonus, a +4 dodge bonus to armor class, or 
  damage reduction 2/—. The machinesmith must be at 
  least 4th level to select this trick.
  Drone Carrier (Su): The machinesmith installs small 
  bays into the mechanus, useful for launching drones 
  and other constructs. The machinesmith can load a 
  single built prototype of the construct subschool or a 
  prototype with drone in its name. As a full-round action, 
  the mechanus can launch the stored prototype as if the 
  mechanus had activated it. This prototype still uses the 
  machinesmith’s original modifiers (e.g., caster level and 
  spell DCs). Releasing a prototype in this way provokes 
  an attack of opportunity upon the mechanus. While 
  the mechanus carries the prototype, it takes up one of 
  the machinesmith’s prototype slots. The machinesmith 
  must be at least 6th level to select this trick.
  Venomous Fangs (Su): The machinesmith enhances 
  the bite attack of her mechanus and installs a hollow 
  tank at the base of the fangs. This tank can be filed with 
  one dose of any injury-based poison. Whenever the 
  mechanus damages an opponent with a bite attack, 
  as a free action it can inject the contents of the tank 
  into the victim. The mechanus’ bite attack deals an 
  additional 2 damage.
  Feral Intelligence (Su): The machinesmith installs a 
  rudimentary but quite advanced intelligence into the 
  mechanus.
  The mechanus gains an Intelligence score of 2. This 
  score can never be increased.
  This intelligence allows the mechanus to develop some 
  basic skills and combat tactics, not too dissimilar from 
  beasts. While it still cannot speak, it does develop a 
  simple personality that tends toward being protective 
  of its creator and taking unclear commands too literally.
  The mechanus gains feats appropriate for a character 
  with its Hit Dice. Because of its limited intellect, though, 
  it can only select from the following feats: Acrobatic, 
  Agile Maneuvers, Athletic, Blind-Fight, Combat Reflexes, 
  Diehard, Dodge, Endurance, Great Fortitude, Greater 
  Bull Rush, Greater Overrun, Greater Sunder, Improved 
  Bull Rush, Improved Initiative, Improved Natural Attack, 
  Improved Overrun, Intimidating Prowess, Improved 
  Sunder, Iron Will, Lightning Reflexes, Mobility, Power 
  Attack, Run, Skill Focus, Spring Attack, Stealthy, 
  Toughness, Weapon Finesse, and Weapon Focus.
  The mechanus also gains one skill point per Hit Dice. 
  It can only gain ranks in the following skills, which 
  it treats as class skills: Acrobatics (Dex), Climb (Str), 
  Escape Artist (Dex), Intimidate (Cha), Perception (Wis), 
  Stealth (Dex), Survival (Wis), and Swim (Str).
  When the mechanus receives its master upgrade, it 
  loses this augmentation. In its place, the machinesmith 
  can select another machinesmith trick; however its 
  feats and spent skill points remain unchanged. The 
  machinesmith must be at least 12th level to select this 
  trick.
  NEW MOBIUS SUIT AUGMENTATIONS
  Install Weapon (Su): The machinesmith can install 
  a single one-handed melee weapon, one-handed 
  firearm, or crossbow into her Mobius suit. This weapon 
  is always considered drawn and wielded while the 
  machinesmith is wearing the suit. While wearing the 
  suit and wielding this weapon, the machinesmith gains 
  a +1 circumstance bonus on attack rolls with the 
  installed weapon.
  Iron Fist (Ex): While wearing the Mobius suit with 
  at least one charge left, the machinesmith gains the 
  benefits of the Improved Unarmed Strike feat. Also, 
  while wearing her Mobius suit, her unarmed strikes 
  deal 1d6 bludgeoning damage.
  
  NeoExodus chronicles: Weapons  
  of machinesmith destruction
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  machinesmith can choose the greater version of a feat 
  she has already selected with this trick. A machinesmith 
  can select this trick multiple times. Each time, she must 
  either select a different feat or a greater version of a feat 
  she already possesses on her weapon.
  CONSTRUCTOR AUGMENTATIONS
  Disharmony Blast (Su): The machinesmith can spend 2 
  charges from her constructor to cast mage’s disjunction 
  as a spell-like ability with a caster level equal to her 
  level. The machinesmith must be at least 16th level to 
  select this trick.
  Large Scale (Su): When the machinesmith constructs a 
  single item, its weight limit is multiplied by a hundred, 
  letting her make large items such as wagons and small 
  cottages. Creating such an item takes one round of 
  concentration that provokes an attack of opportunity. 
  When created, the item appears adjacent to the 
  machinesmith. Creatures present where the object 
  appears are pushed into the nearest empty square but 
  are otherwise unharmed. The machinesmith must be at 
  least 12th level to select this trick.
  Mass Assembly (Su): When making a non-magical, 
  non-masterwork item, the machinesmith can create 
  more items at a time while still spending 1 charge. The 
  combined weight limit of the items cannot exceed 
  the normal weight limit. The machinesmith can only 
  create a maximum number of items at once equal to 
  her Intelligence modifier. The machinesmith must be at 
  least 6th level to select this trick.
  Recall Item (Su): The machinesmith selects a magical 
  or masterwork item she has successfully created before. 
  Whenever the machinesmith uses the constructor to 
  create this item, she receives a +10 circumstance bonus 
  on all skill checks required to make it. The machinesmith 
  must be at least 8th level to select this trick.
  NEW CONVERTER AUGMENTATIONS
  Combustion Field (Su): As a standard action, the 
  machinesmith can spend 2 charges to ignite the air 
  surrounding her in a sudden flash of white-hot flame 
  in a 10-foot radius. This flash of fire deals 1d6 damage 
  per 2 machinesmith levels. A Reflex save halves this 
  damage. The DC for this saving throw is 10 + 1/2 the 
  machinesmith’s level + her intelligence modifier. The 
  machinesmith must be at least 6th level to select this 
  trick.
  Environmental Attuner (Su): The machinesmith can 
  attune her converter to alter the temperature of the air 
  around her, letting her remain comfortable in extremely 
  hot or cold environments. While the converter has at 
  least 1 charge, the machinesmith is treated as if under 
  the effects of endure elements. The machinesmith must 
  be at least 8th level to select this trick.
  Reality Slider (Su): The machinesmith can spend 2 
  charges from her Mobius suit to cast dimension door as 
  a spell-like ability. The machinesmith must be at least 
  12th level to select this trick
  Spell Deflector Unit (Su): The machinesmith can 
  spend 4 charges from her Mobius suit to cast spell 
  turning as a spell-like ability. The machinesmith must be 
  at least 16th level to select this trick.
  NEW MOBIUS WEAPON AUGMENTATIONS
  Impact Hammer (Ex): Whenever the machinesmith 
  confirms a critical hit with her Mobius weapon, she can 
  spend a charge from her weapon to emit a concussive 
  burst into the enemy. This enemy must succeed on a 
  Fortitude save (DC 10 + 1/2 the machinesmith’s level 
  + her Intelligence modifier) or be stunned for 1d4 
  rounds. This augmentation can only be applied to 
  Mobius weapons that deal bludgeoning damage. The 
  machinesmith must be at least 6th level to select this 
  trick.
  Phantom Stroke (Su): As part of a full attack action, 
  the machinesmith can spend 1 charge from her 
  Mobius weapon to attack again at her full base attack 
  bonus. This extra attack does not stack with haste, the 
  speed weapon property, or any similar effects. The 
  machinesmith must be at least 6th level to select this 
  feat.
  Proficiency Enhancer (Su): The machinesmith installs 
  a device that allows her weapon to follow her mental 
  commands, letting her strike her enemies more surely. 
  Now, for attack rolls, the machinesmith can use her 
  Intelligence modifier in place of her Strength modifier 
  (or Dexterity modifier for ranged weapons). This trick 
  can be selected up to three times. The second time, 
  the machinesmith can use her Intelligence modifier 
  in place of her Strength modifier to determine the 
  damage of her Mobius weapon. The third time, the 
  machinesmith can add her Intelligence modifier to the 
  damage dealt by Mobius weapons that use crossbows 
  or firearms as their base.
  Serrated Blade (Ex): This augmentation replaces each 
  sharp edge of the weapon with a vibrating serrated 
  blade, making it cut far deeper than before. As a swift 
  action, the machinesmith can spend 1 charge from 
  her Mobius weapon to deal an additional 2 points of 
  bleed damage for a number of rounds equal to the 
  machinesmith’s level. This damage does not stack with 
  itself. The machinesmith must be at least 4th level to 
  select this trick.
  Superior Maneuver (Ex): The machinesmith selects a 
  single feat from the following list: Improved Dirty Trick, 
  Improved Disarm, Improved Drag, Improved Feint, 
  Improved Redirection, Improved Steal, Improved Trip. 
  This feat becomes available to use with her Mobius 
  weapon. If this trick is taken at 8th level or higher, the 
  
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  NeoExodus chronicles: Weapons  
  of machinesmith destruction
  Stop Time (Su): The machinesmith can use her 
  converter to stop the very energies of time itself. The 
  machinesmith can spend 5 charges from her converter 
  to cast time stop as a spell-like ability. The machinesmith 
  must be at least 18th level to select this trick.
  GADGETS
  Alchemical Sprayer (Ex): Worn on the back, this set 
  of dual tanks is attached by a sturdy rubber hose to a 
  hollow steel wand, which must be held in two hands. A 
  backpack and alchemical sprayer cannot be worn at the 
  same time. The right tank holds pressurized air, while 
  the left holds up to 12 flasks or bottles of any liquid 
  substance. 
  As an attack, the machinesmith can spray the substance 
  in a 15-foot cone, affecting those hit with it. Any 
  creatures that succeed on a Reflex save (DC 10 + 1/2 
  the machinesmith’s level + her Dexterity modifier) are 
  not affected. As a move action, the machinesmith can 
  switch the alchemical sprayer into stream mode. In this 
  mode, the sprayer fires a concentrated stream up to 
  30 feet at one target against its touch AC. Each attack 
  made with the sprayer consumes a single bottle or flask 
  of the substance. 
  Substances 
  cannot 
  be 
  mixed 
  without 
  dire 
  consequences, so the machinesmith must completely 
  clean the alchemical sprayer before using a different 
  substance. Cleaning the sprayer takes 1 hour of work. 
  Refueling the alchemical sprayer’s liquid tanks requires 
  1 minute of careful funneling and attunement. After 12 
  discharges of the sprayer, the pressurized air tank must 
  be recharged with 1 minute of working the attached 
  hand pump.
  This gadget can be selected as the base for a Mobius 
  weapon. If it is made into a Mobius weapon, its air tank 
  never needs to be recharged. Any feats that modify 
  damage rolls with the Mobius weapon also apply to 
  any initial damage dealt by substances launched from 
  the sprayer. The alchemical sprayer has hardness 8 and 
  15 hit points, and it weighs 30 pounds
  Alchemical Sprayer, Improved (Su): This upgraded 
  version of the alchemical sprayer contains a valve, 
  which lets the machinesmith attach a single bottle of 
  magical oil to the gadget. Attaching an oil bottle is a 
  standard action, and switching between the normal 
  tank and oil tank is a swift action. The oil can be 
  used between other substances without requiring the 
  sprayer to be cleaned. The oil can be fired just like other 
  substances. However, oil cannot affect more targets 
  than its base spell would allow (e.g., oil of haste would 
  affect multiple targets, but oil of cure light wounds 
  would only affect one). The machinesmith must be at 
  least 6th level to select this trick.
  Spare Hand (Ex): This long clockwork arm is strapped 
  to the chest and acts as a third arm. Cranking the 
  device’s mechanism lets it operate for double the 
  cranking time, and the mechanism can be cranked for 
  up to 1 hour (e.g., cranking for 1 hour would produce 
  2 hours of operation time). The arm takes up the chest 
  item slot but can aid in a number of tasks, including 
  holding items and wielding shields. The arm provides 
  a +2 mechanical bonus on any skill checks that involve 
  fine work. As a swift action, the arm can retrieve any 
  item from the machinesmith’s person. The arm has 
  hardness 8 and 15 hit points. It weighs 8 pounds.
  Automatic Fighter (Ex): This small clockwork 
  construct is built with a single melee weapon and 
  often resembles an armored knight, a terrible demon, 
  or some other violent-looking form. As a full-round 
  action, the machinesmith can deploy the automatic 
  fighter in any adjacent unoccupied square. Once active, 
  at the start of its turn the automatic fighter makes 
  one attack against every enemy within reach of its 
  weapon, using the machinesmith’s base attack bonus 
  + her Intelligence modifier and dealing the damage of 
  the weapon +6. It makes separate attack rolls for each 
  opponent. Despite its size, it suffers no size penalties for 
  utilizing weapons up to one category larger than itself. 
  The construct is stationary and will continue to attack 
  until deactivated with a standard action. Each round of 
  activity burns a half pint of oil. The construct can hold 
  up to 10 pints of oil at a time. 
  The construct can be built with any melee weapon the 
  machinesmith possesses. To change the weapon that 
  the automatic fighter wields, the machinesmith must 
  spend 20 gp and work for 1 hour to install new parts 
  and readjust the construct’s settings. The automatic 
  fighter has 20 AC, hardness 10, 40 hit points, and counts 
  as an object for the purposes of spells and effects. It 
  weighs 50 pounds. The machinesmith must be at least 
  8th level to select this trick. 
  Brass Earthworm (Ex): When at rest, the brass 
  earthworm appears to be a heavy brass cylinder 
  roughly the size of a small log. When activated as a full-
  round action, the earth worm can be set to a specific 
  mode and dropped on the ground, where it will expand 
  to a flexible tube lined with treads and a large drill 
  head that completes one of the following projects in 
  30 seconds.
   
  •  Tunnel: The brass earthworm burrows 100 feet in 
  the direction it is set, leaving a tunnel behind it, 3 
  feet in diameter.
   
  •  Moat: The earthworm rushes in circles around the 
  machinesmith, up to 40 feet away but no less than 
  10 feet away, creating a circular moat that is 10 
  feet deep.
   
  •  Trench: The earthworm rushes back and forth in 
  the direction it is set, creating a ditch roughly 30 
  feet long and 10 feet deep.
  The brass earthworm requires 2 flasks of oil to power 
  its engine for one run. Refueling it costs 2 full-round 
  
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  actions. If used in combat, the earthworm has a 
  burrow speed of 20 feet and cannot attack. The brass 
  earthworm has hardness 5, 10 AC, and 30 hit points. It 
  weighs 50 pounds.
  Folded Horse (Ex): This two-wheeled contraption 
  folds into a cube roughly the size of a small foot 
  stool for easy carrying and packing. When unfolded 
  it turns into a Medium vehicle with a single seat for a 
  Medium or Small creature and handlebars for steering. 
  Activating the contraption is a full-round action that 
  provokes an attack of opportunity. Once activated, the 
  machinesmith can ride the folded horse like a horse 
  using Ride; others can ride it if they have the User 
  Friendly Gadget technique. 
  The folded horse has a speed of 60 feet over flat 
  terrain and 30 feet over rough or hilly terrain. Unlike 
  a horse, the gadget cannot attack, but it does not 
  require training to enter combat. To remain active, the 
  operator must have one hand on the device at all times; 
  otherwise, it stops in place and the rider must make a 
  DC 25 Ride check to avoid being thrown off. One flask 
  of oil allows the folded horse to operate for a half hour. 
  It has 10 AC, hardness 10, and 40 hit points. It weighs 
  40 pounds and can carry the rider plus 100 pounds. 
  The machinesmith must be at least 4th level to select 
  this trick.
  Igniter (Ex): This small handheld gadget looks like a 
  miniature alchemical sprayer. In place of the hose is a 
  small nozzle sprouting from the top of the tanks. For 
  the device to function, one tank must contain oil. When 
  activated, the igniter acts as a tindertwig. The device 
  functions for 15 minutes before needing to be refueled 
  and pumped again, which takes a minute operating 
  a small pump on the device. As a standard action, 
  the machinesmith can expend all remaining fuel in 
  the igniter to launch a 30-foot cone of flame in any 
  direction. This flame ignites any combustible material 
  in its area and deals 2d6 fire damage with a Reflex save 
  to avoid catching on fire. To be used in this way, the 
  igniter must be at least half full of fuel. The igniter has 
  hardness 2, 7 hit points, and it weighs 1/4 pound.
  Pneumatic Launcher (Ex): This gadget looks like a large-
  barreled, two-handed musket with a complex firing 
  mechanism. As a standard action, the machinesmith 
  load it with any object able to be shoved down the 
  mouth of the barrel, which is roughly 6 inches wide. 
  When activated as an attack action, the pneumatic 
  launcher pushes the object out with incredible force, 
  using compressed air stored inside a brass tank on the 
  gadget’s underside. The object can travel up to 200 feet 
  before impacting the ground. It is an exotic weapon 
  with a range increment of 40 feet and a critical rating of 
  ×2. If it hits, it deals 1d6 bludgeoning damage as well 
  as any other effects caused by the chosen ammunition 
  (GM’s discretion). 
  Fragile objects stuffed down the barrel—such as a glass 
  bottle, pottery, or even bags of marbles, shards of glass, 
  kitchen utensils—simply shatters upon being launched, 
  spraying a 15-foot cone of jagged shards from the 
  weapon. This effect deals 1d6 slashing damage to all 
  in the affected area, prompting a Reflex save to halve 
  the damage. 
  Each tank of pressurized air holds enough charge for 10 
  shots. Once emptied the tanks must be recharged by 
  operating a hand crank to pressurize the air within for 
  a minute per shot (maximum 10). It weighs 5 pounds. 
  This gadget can be selected as a base for a Mobius 
  weapon. If done so, the Mobius core keeps the air tank 
  always pressurized, so it never needs to be recharged. 
  Portable Cannon (Ex): Made from lightweight materials 
  and utilizing a clever recoil-absorption mechanism, 
  this cannon packs all the punch of its larger, clumsier 
  brothers but without the weight and crew requirement. 
  The portable cannon is a siege firearm that deals 5d6 
  points of bludgeoning and piercing damage, has a 
  critical multiplier of ×4, and has a misfire chance of 1. 
  Its range increment is 100 feet and its minimum range 
  is 5 feet. Reloading it requires a standard action, but 
  the Rapid Reload feat reduces this load time to a move 
  action. 
  It can be carried by one person, but must be deployed 
  on its mount before it can be fired, which requires a 
  standard action. It occupies the same square as the 
  operator, but it cannot be moved unless the operator 
  spends a move action to pick up the cannon, in which 
  case it must be re-deployed before being used again. 
  Each shell for the cannon costs 30 gp. The cannon can 
  fire any specialized shells or balls a normal cannon can, 
  such as grapeshot. The cannon›s peculiar construction 
  and design means the User Friendly Gadget trick 
  cannot be selected for this gadget
  This gadget can serve as the base for a Mobius weapon. 
  If done so, the machinesmith can reload the portable 
  
  7
  NeoExodus chronicles: Weapons  
  of machinesmith destruction
  cannon as a move action, made possible by a built-in 
  automated loading procedure, and it never misfires. The 
  machinesmith must be at least 6th level and possess 
  the firearms expertise trick to select this gadget. It has 
  50 hit points and weighs 40 pounds.
  Rampage Armor (Ex): This complex, bulky suit of 
  plate armor is distinguished by the hydraulics and 
  gears visible in its joints and the backpack-sized engine 
  around its shoulders. Like plate armor, rampage armor 
  requires help to don, which takes a half hour to do so 
  correctly. Once inside, the machinesmith must spend 
  a full-round action to activate the armor, allowing her 
  to move about freely and benefit from its effects. To 
  function, the armor requires one flask of alchemist’s 
  fire per hour. 
  If the armor is not put on properly or lacks fuel, it 
  cannot be moved by the wearer in any way, leaving her 
  paralyzed until she can remove herself from the armor, 
  taking 10 minutes, or activate it. When functioning 
  properly, the armor provides a +2 mechanical bonus 
  to Strength, and the wearer’s Strength is treated as +10 
  higher when determining carrying capacity. The armor 
  has the same hit points and hardness as plate armor. 
  The machinesmith must be proficient in heavy armor 
  and at least 8th level to select this trick.
  Rampage armor can serve as the base for a Mobius 
  suit. If done so, the Mobius core provides all the power 
  the gadget requires, eliminating the need for refueling. 
  Rampage armor can be enchanted like normal armor.
  Rampage Armor, Improved (Ex): This armor functions 
  as rampage armor, except it provides a +4 mechanical 
  bonus to Strength instead of +2. Also, by spending a 
  swift action and 10 minutes of the armor’s fuel, the 
  machinesmith can gain an extra attack while making 
  a full attack. This effect does not stack with haste, the 
  speed weapon property, or other such effects. If this 
  armor is used as a base for a Mobius suit, to use this 
  effect the machinesmith instead spends a charge from 
  her Mobius armor. The machinesmith must be at least 
  14th level to select this trick.
  Razor Saw (Ex): This oil-powered circular saw 
  simplifies the act of breaking down doors or cutting 
  through obstacles. Holding the saw in two hands, the 
  machinesmith can cut through simple wooden or 
  thin metal doors within moments. As a move action, 
  the machinesmith can activate the razor saw. Once 
  activated, the saw can run for 10 minutes before 
  needing refueling, which is a full-round action. It cannot 
  cut through thick stone or metal. Each time the saw is 
  used on a reinforced door, iron bars, or a similarly hard 
  structure, it has a cumulative 10% chance to break. The 
  saw is loud with a distinctive noise, imposing on the 
  operator a –20 penalty on all Stealth checks and a –5 
  penalty on all Perception checks based on hearing.
  The razor saw can be used as an exotic weapon. If 
  wielded in such a way, it is a two-handed weapon that 
  deals 1d12 slashing damage with a critical rating of 
  19–20/×3. 
  This gadget can serve as the base for a Mobius weapon. 
  If done so, the Mobius core powers the steam saw, 
  eliminating the need for fuel. Activating a Mobius-
  powered razor saw is a swift action. The machinesmith 
  must be at least 4th level to select this gadget. It has 25 
  hit points and weighs 10 pounds.
  Razor Saw, Improved (Ex): This version of the steam 
  saw features improved torque in the motor and an 
  adamantine-edged blade, letting it cut through 
  any material except adamantine as easily as it cuts 
  through wood. If used as a weapon, it counts as 
  an adamantine weapon for sundering or penetrating 
  damage reduction. The machinesmith must be at least 
  10th level to select this trick
  Thunder Stunner (Ex): This gadget looks like a 
  blunderbuss, but it has a much-shortened barrel and 
  can be operated with one hand. In actuality it’s a device 
  that focuses and enhances the effects of thunderstones. 
  Loading a single thunderstone costs a standard action. 
  When fired as an attack action, the thunder stunner 
  fires a loud, concussive cone of force up to 15 feet. 
  Creatures caught in this cone must make a Fortitude 
  save or be deafened for 1 hour and stunned for 1d4 
  rounds. Creatures that succeed on this save are merely 
  dazed for 1 round.
  Filth Gatherer (Ex): Featuring a tap in its side and an 
  iron crank above, this simple clay jug holds up to four 
  gallons of impure water, poured into the top. Operating 
  the crank pumps the water through a number of filters, 
  chemical separators, and complex mechanisms that 
  separate any impurities in the water into a separate 
  container within the jug, leaving clean, drinkable water 
  on the bottom. Opening the tap releases the purified 
  water, while opening the separate compartment reveals 
  the gathered waste—poisons, dirt, disease—cleansed 
  from the water and safely contained. This brown ooze 
  can be used as a poison coating that causes victims 
  to contract filth fever. If the water contained another 
  disease or poison, this coating also causes that effect 
  with the same DC as the original poison or disease. The 
  filth gatherer is Small, and it has hardness 8 and 30 hit 
  points. It weighs 50 pounds while empty.
  TECHNIQUES
  Absorb Spell (Su): Once per day when using the axiom 
  ability, if the machinesmith exceeds the caster level 
  check required to counter a spell by 5 or more, she 
  can absorb the spell to reconstruct a single expended 
  prototype of the spell’s level or lower. The machinesmith 
  must be at least 12th level to select this trick.
  
  NeoExodus chronicles: Weapons  
  of machinesmith destruction
  8
  Heavy Hauler (Ex): Accustomed to carrying heavy 
  machinery and tools, the machinesmith treats her 
  Strength as 4 higher for the purposes of determining 
  carrying capacity.
  Greater Axiom (Su): The machinesmith’s axiom ability 
  increases in power and capability. The machinesmith 
  can “lose” any prepared prototype of 6th level or 
  higher to have it function as greater dispel magic with 
  a caster level equal to her machinesmith level. The 
  machinesmith must be at least 16th level to select this 
  trick.
  Forge Fighter (Ex): The machinesmith can use crafting 
  tools such as hammers, wrenches, and screwdrivers as 
  weapons without suffering the normal –4 penalty for 
  utilizing improvised weapons. 
  Mechanical Mindset (Ex): Constant work with 
  mechanics, logic, and rationality have honed in 
  the machinesmith an unconscious ability to coldly 
  rationalize and overcome any mental strife. Once per 
  day, the machinesmith can reroll any saving throw 
  against a mind-affecting effect. The reroll must be used 
  before the machinesmith knows the result of failing the 
  saving throw. This trick can be selected multiple times, 
  each time allowing an additional reroll per day. 
  Mobius Smite (Su): As a swift action, the machinesmith 
  can channel one use of her repair ability through 
  a melee or ranged attack to deal +1 damage to 
  constructs. This damage increases by +1 for every 4 
  machinesmith levels to a maximum of +5 at level 20. 
  If the machinestmith has the repair flesh trick, she can 
  also deal this additional damage to any living creature.
  Scavenge Core (Su): The machinesmith learns to 
  harden the Mobius core of her greatwork and even 
  imbue it with the magical energies of its constituent 
  item. If the machinesmith’s greatwork is destroyed or 
  dismantled, the machinesmith can harvest the core 
  from the wreckage and place it into a new greatwork. 
  This new greatwork gains all the magical enhancements 
  of the old one, including enhancement bonuses and 
  other properties. However, these enhancements 
  override all magical enchantments provided by items 
  used to construct the new greatwork. 
  Share Trick (Ex): Selecting a known trick, the 
  machinesmith provides its benefits to all allies within 
  5 feet. The machinesmith cannot select gadgets with 
  this trick.
  If the machinesmith’s mechanus has chosen the same 
  ability with share trick, the mechanus can use that trick 
  at any distance away from the machinesmith.
  Reconstruct Prototype (Su): When the duration of a 
  prototype ends or it is dismissed, as a free action  the 
  machinesmith can rebuild it as if it was never used by 
  spending a number of uses from her repair ability equal 
  to the level of the prototype. The machinesmith must 
  be at least 12th level to select this trick.
  Multidisciplined Crafter (Ex): The machinesmith 
  selects one Craft specialty. From then on, she can 
  substitute the skill bonus for that specialty for those of 
  associated skills. When doing so, the machinesmith uses 
  her total Craft skill bonus, including class skill bonuses, 
  in place of the associated skill’s bonus, regardless of 
  whether it is a class skill or whether she has ranks in it.
  The Craft specialties and associated skills are as follows:
  Alchemy: Heal, Knowledge (Nature)
  Armor: Disguise, Intimidate
  Blacksmithing: Appraise, Sense Motive
  Bows: Acrobatics, Perception 
  Clockwork: Disable Device, Perception 
  Jewelry: Appraise, Diplomacy
  Leather: Handle Animal, Ride 
  Sculpting: Bluff, Sleight of Hand 
  Stonemasonry: Climb, Knowledge (Geography) 
  Traps: Disable Device, Perception 
  Weaving: Disguise, Knowledge (Local) 
  Weapons: Acrobatics, Intimidate
  Woodcarving: Knowledge (Nature), Survival 
  The machinesmith must be at least 4th level to select 
  this trick. The machinesmith can select this trick again 
  at 8th, 12th, and 16th level, each time selecting a 
  different Craft specialty. 
  NEW PROTOTYPES
  Construct subschool: This subschool is usually 
  associated with conjuration or transmutation spells. 
  Construct spells either create or animate mechanical 
  objects to produce a specific effect as determined by 
  the spell. All mechanical objects produced by construct 
  spells can be attacked and destroyed like normal 
  objects. Unless otherwise noted, constructs created by 
  these spells are Tiny, have AC and CMD equal to 12 + 
  the spell’s level, and use the spellcaster’s saving throws. 
  These constructs have hit points equal to the caster 
  level of the spell + 5 and hardness equal to the spell’s 
  level. When all constructs produced by the spell are 
  destroyed, the spell is considered dispelled.
  ANIMATED SHIELDBEARER
  School transmutation (construct); Level machinesmith 
  1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (any shield)
  Range medium (100 ft. + 10 ft./level)
  Target shield touched
  Duration 1 round/level (D)
  Saving Throw none
  Spell Resistance no
  
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  NeoExodus chronicles: Weapons  
  of machinesmith destruction
  This spell attaches a tiny humanoid or spider-like 
  construct to the back of a light or heavy shield, but not 
  a tower shield. Once cast, the construct skitters towards 
  the target at a speed of 30 feet. Once it enters the 
  target’s space, using the shield it attempts to deflect 
  attacks against the target as best it can. As long as 
  the construct remains in the target’s space, the target 
  gains a shield bonus to AC equal to the bonus of the 
  shield attached to the construct. If the target moves, 
  the construct attempts to move with it, but it cannot fly 
  or swim. If attacked, the construct and shield must be 
  targeted separately. 
  ANIMATED SWORDSMAN
  School transmutation (construct); Level machinesmith 
  2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F (any one-handed weapon)
  Range medium (100 ft. + 10 ft./level)
  Target shield touched
  Duration 1 round/level (D)
  Saving Throw none
  Spell Resistance no
  This spell attaches a tiny humanoid or spider-like 
  construct to the hilt of a one-handed melee weapon. 
  Once cast, the construct skitters toward its target 
  at a speed of 30 feet. When it attacks, it strikes the 
  target with its attached weapon using your base attack 
  bonus (allowing for multiple attacks at a high enough 
  level) plus your Intelligence modifier. On a hit, it deals 
  damage equal to the weapon’s normal damage, +1 
  per 3 caster levels. All relevant magical bonuses the 
  weapon originally had apply to these attacks, including 
  critical threat ranges and multipliers.
  If the target moves, the construct tries to follow it 
  on your turn, but it cannot threaten, fly, or swim. If it 
  moves out of the spell’s range, cannot reach the target, 
  or successfully kills the target, the construct returns to 
  the caster until the caster designates another target as 
  a move action.
  CONCUSSIVE BARRAGE
  School conjuration; Level machinesmith 6, sorcerer/
  wizard 6, cleric [kaga] 6 
  Casting Time 1 standard action
  Components V, S, M (alchemist’s fire worth 20 gp)
  Range medium (100 ft. + 10 ft./level)
  Area 10-ft.-radius burst
  Duration instantaneous
  Saving Throw Reflex half; see text
  Spell Resistance yes
  This spell functions like cluster bomb, except each bomb 
  deals 3d6 fire damage and 3d6 sonic damage. Also, any 
  opponent that fails its save against this spell must 
  succeed on another Fortitude save or be permanently 
  deafened and stunned for 1d4 rounds. Opponents who 
  succeed on this save are not deafened and are instead 
  staggered for 1d4 rounds.
  CURATIVE CONSTRUCT
  School transmutation (construct); Level machinesmith 
  2, sorcerer/wizard 3, cleric [kaga] 2
  Casting Time 1 standard action
  Components V, S, M (a tiny humanoid construct)
  Range Medium (100 ft. + 10 ft./level)
  Effect 1 animated construct 
  Duration 1 minute/level (D) or until discharged
  Saving Throw none
  Spell Resistance no
  This spell animates a tiny construct that provides 
  emergency medical assistance. Upon casting, the 
  spellcaster must choose one of the three benefits 
  listed below. Switching to another benefit after casting 
  requires a move action. Once cast, the construct skitters 
  towards the target at a speed of 30 feet and, once 
  it enters its target’s space, provides one of the three 
  following benefits:
  First, it can grant a +2 circumstance bonus to saving 
  throws versus poison and disease while adjacent to the 
  target or inside its space. 
  Second, it can staunch bleeding and stabilize a dying 
  target. On the caster’s turn, the construct automatically 
  ends any bleeding effects on the target or, if it is dying, 
  stabilizes it.
  
  NeoExodus chronicles: Weapons  
  of machinesmith destruction
  10
  Last, as part of casting this spell, the caster can give 
  the construct a potion or infused extract. The construct 
  carries the potion or infused extract with it for its 
  duration. As a free action, the target can retrieve the 
  bottle held by the construct, but must use a standard 
  action to drink or apply the contents. Others cannot 
  remove the bottle from the construct without first 
  destroying it. If the construct is destroyed or its duration 
  expires before the bottle is retrieved, the bottle it 
  carries has a 50% chance of being destroyed. 
  If the target moves, on the caster’s turn the construct 
  does its best to follow the target but cannot threaten, 
  fly, or swim. If the construct moves out of the spell’s 
  range or cannot reach its target, it returns to the caster 
  until the caster designates another target as a move 
  action.
  ELECTROSHOCK COIL
  School transmutation (electricity); Level machinesmith 
  5
  Casting Time 1 standard action
  Components V, S, M (a coil of copper wire)
  Range touch
  Target one metallic melee weapon touched
  Duration 1 minute/level (D)
  Saving Throw Reflex negates
  Spell Resistance no
  This spell attaches a charged wrapping of wire to 
  the base of the blade or the metal headpiece of 
  the weapon, sending a powerful current of electricity 
  through it. The weapon now deals an additional 3d6 
  electricity damage that does not stack with the shock 
  weapon property. Also, whenever the weapon confirms 
  a critical hit, the target must now succeed on a Reflex 
  save or be stunned for 2d4 rounds. 
  EXPLOSIVE TIPS
  School transmutation (fire); Level machinesmith 3
  Casting Time 1 standard action
  Components V, S
  Range personal 
  Duration 1 round/level (D) or until discharged
  Saving Throw Reflex half
  Spell Resistance no
  This spell causes ammunition to explode on contact 
  with a target or solid surface. Whenever a creature 
  affected by this spell hits on a ranged attack with a 
  bow, crossbow, firearm, siege weapon, sling, or thrown 
  shuriken, each piece of ammunition explodes in a 
  10-foot burst from the target, dealing 1d6 fire damage, 
  +1 for every 2 caster levels, with a Reflex save for half 
  damage. Targets that fail this save catch on fire.
  INDUSTRIAL FLAME WEAPON
  School transmutation (fire); Level machinesmith 2
  Casting Time 1 standard action
  Components V, S, M (a vial of lamp oil)
  Range touch
  Target one melee weapon touched
  Duration 1 round/level (D)
  Saving Throw Reflex negates
  Spell Resistance no
  This spell attaches to a weapon a mechanism that 
  continually coats and ignites its cutting or impact edge 
  with fiery oil. Each time this weapon hits, it deals an 
  extra 1d6 fire damage. A target that takes fire damage 
  from this spell must succeed on a Reflex save or catch 
  on fire.
  MASTER KEY
  School transmutation (fire); Level machinesmith 3, 
  sorcerer/wizard 4
  Casting Time 1 round
  Components V, S, M (an iron cylinder packed with 
  explosive material)
  Range touch 
  Duration 5 rounds or until discharged
  Saving Throw Reflex half
  Spell Resistance no
  This spell attaches a small but powerful explosive 
  device to a door, wall, or other object. The object must 
  be Small or larger, or must be a part of a larger object 
  such as the bars of a jail cell window. The device is too 
  cumbersome to attach to living creatures. This device 
  detonates when its duration elapses or when the caster 
  discharges the spell as a swift action. When it explodes, 
  the device emits a 15-foot cone towards the object 
  to which it is attached, dealing 1d6 piercing and fire 
  damage per caster level (maximum 15d6) to the object. 
  This damage ignores half of the object’s hardness. If 
  the explosion destroys the object, the cone continues 
  outward, dealing damage to creatures beyond it (Reflex 
  save for half damage).
  MECHANICAL HELPER 1
  School transmutation (construct); Level machinesmith 
  2
  Casting Time 1 standard action
  Components V, S, F (a small human-shaped mechanical 
  doll worth at least 50 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one animated construct 
  Duration 1 minute/level (D) 
  Saving Throw none
  Spell Resistance no
  This spell animates a small construct built to help the 
  caster. The construct provides a +2 circumstance bonus 
  on any Craft, Survival, or Perception checks, and it can 
  perform the following tasks:
  The construct can build a simple camp, setting up 
  a single tent, starting a small fire, and securing the 
  master’s possessions within the tent while preparing a 
  
  11
  NeoExodus chronicles: Weapons  
  of machinesmith destruction
  bedroll, so long as the master possesses the necessary 
  objects for it to accomplish this task. 
  The mechanical helper can also do chores such as 
  cleaning equipment, brushing horses, sweeping floors, 
  and other simple tasks at the GM’s discretion. This 
  construct cannot attack or threaten.
  MECHANICAL HELPER 2
  School transmutation (construct); Level machinesmith 
  3
  Casting Time 1 standard action
  Components V, S, F (a small human-shaped mechanical 
  doll worth at least 750 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one animated construct
  Duration 1 hour/level (D) 
  Saving Throw None
  Spell Resistance no
  This spell functions as mechanical helper 1, except 
  the construct can also use the skill modifiers and 
  feats of the spellcaster to accomplish tasks it is asked 
  to perform. It can create items, assuming its master 
  provides the materials, tools, and spells required for 
  the creation of any item and a suitable place for the 
  construct to work.
  The construct can also memorize a number of 
  documents equal to its master’s Intelligence modifier. 
  On command, it can perfectly recall them to the master 
  in a high-pitched mechanical voice. The construct 
  understands all languages its master knows.
  MECHANICAL HELPER 3
  School transmutation (construct); Level machinesmith 
  6
  Casting Time 1 hour
  Components V, S, F (a small human-shaped mechanical 
  doll worth at least 3,000 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one animated construct
  Duration instantaneous
  Saving Throw none
  Spell Resistance no
  This spell functions as mechanical helper 1 and 
  mechanical helper 2, except as noted above. 
  MOBIUS CONVERTER
  School transmutation (construct); Level machinesmith 
  3
  Casting Time 1 standard action
  Components V, S, M (one copper cylinder filled with 
  iron filings)
  Effect one Mobius battery
  Duration 1 hour/level (D) or until discharged
  Saving Throw none (harmless)
  Spell Resistance no
  The caster creates a small Mobius battery, which can 
  be used to regain spell slots as if using a pearl of power 
  for spell, prototype, or extract slots of 3rd level or 
  lower. The caster can only have one Mobius battery 
  in existence at a time. If the caster attempts to create 
  another one, the original battery is destroyed.
  MOBIUS CONVERTER, IMPROVED
  School transmutation (construct); Level machinesmith 
  6
  Casting Time 1 standard action
  Components V, S, M (one copper cylinder filled with 
  iron filings)
  Effect one Mobius battery
  Duration 1 hour/level (D) or until discharged
  Saving Throw none (harmless)
  Spell Resistance no
  This spell functions as Mobius converter except the 
  battery can be used on extract, prototype, or spell 
  slots of 6th level or lower. The caster can only have 
  one Mobius battery in existence at a time. If the caster 
  attempts to create another one, the original battery is 
  destroyed.
  VIBRATIONAL BLADE ENHANCEMENT
  School transmutation; Level machinesmith 2
  Casting Time 1 standard action
  Components V, S, M (a coil of copper wire)
  Range touch
  Target one slashing or piercing melee weapon touched
  Duration 1 round/level (D)
  Saving Throw Reflex negates
  Spell Resistance no
  This spell attaches a mechanism that vibrates the 
  blade of the weapon at fantastic speeds, making it 
  appear blurry. The weapon, when it connects, now 
  does hideous damage and is likely lethal when it lands 
  a critical blow. The weapon’s damage multiplier on a 
  critical hit increases by one (e.g., ×2 to ×3, ×3 to ×4). The 
  weapon also deals an additional 1d4 bleed damage. 
  Casting the spell multiple times does not stack the 
  bleed damage or increase in critical multiplier, and this 
  spell does not stack with the keen weapon property or 
  any other effect that increases threat range or alters 
  threat multiplier.
  
  NeoExodus chronicles: Weapons  
  of machinesmith destruction
  12
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  enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 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.
  NeoExodus Chronicles: Weapons of Machinesmith Destruction Copyright 
  2014, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By Jonathan Palmer
  Editing By Joshua Yearsley
  Artwork by  Arturo Zaid Gutierrez
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
  3.5 SYSTEM COMPATIBLE
  LPJXX22
  world of Exodus
  Ne o e xo du s  C hr o nic le s :
  Campaign Setting
  3.5 SYSTEM COMPATIBLE
  NeoExodus: A House Divided Campaign Setting Special NeonCon 2011 Edition
  Exodus boasts a turbulent history - from the rise of the Kaga to the 
  defeat of the First Ones and the events of the Twilight War. From 
  creation of the Imperial Alliance to the present crisis that threatens 
  to tear that alliance apart. Great heroes and terrible villains drove its 
  march, though even in hindsight the two are not always easily sepa-
  rated. Theirs were the titanic passions, the burning obsessions and base 
  treacheries in which modern Exodus was forged and tempered. The 
  world of Exodus Needs heroes…
  Inside this book you will find you’ll need to embark on adventures in 
  the exciting setting of NeoExodus: 
   •  The history of the world of Exodus from The Reign of the First 
  Ones to The Dominion-Protectorate Wars and The Twilight War to 
  the creation of the Imperial Alliance. 
   •  The Nation of Exodus including the powerful Caneus Empire, to 
  the magic wielding Dominion, to the mechanical powered Arman 
  Protectorate, the unifying Imperial Alliance and many more.
   •  Religious of Exodus including The Cult of the Emissary, Khayne, 
  Lawgiver, Sanguine Covenant and Xonism.
   •  9 All new races usable as player characters or NPCs including the 
  Cavians who are psionic rat-men; the Cyneans who are arcane 
  crystalline humanoids; Dalreans who are plantlike humanoids; and 
  the P’tans who are feline-looking creatures that can conjure black 
  lightning. 
   •  New Base classes, archetypes and prestige classes including 
  Apothecary, High Guard, Janissary, Peacekeeper and Protectorate 
  Artillerist.
   •  Over 80 new Feats including Anatomical Targeteer, Black 
  Lightning Sheath, Craft Magic Candle, Hail of Thorns, Information 
  Network, Plantsight and Terran Sorcery.
   •  Over 55 new spells including Babble Sphere, Bind Shape Changer, 
  Cone Of Claws, Feast Of Maggots, Hellish Reprisal, Sensory 
  Depravation and Wall Of Silence.
   •  New mundane and magical items including Alchemist’s Bandolier, 
  Bal spearclub, Instant Rope, Magic Candles, Panther Hide Armor, 
  Quick-Setting Glue and Telescopic Staff.
   •  Over 20 new monsters and Templates including Arcaneslime, 
  Draco, Necryos, Protectorate Golem and Razofiend.
  3.5 SYSTEM COMPATIBLE
  LPJ9484
  $26.99
  NeoExodus: A House Divided Campaign Setting 
  LPJ9484
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  LPJ9516
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  e ne mie s  o f  Ne o e xo du s :
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  E n e m i e s  o f  N e o E x o d u s :
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  Start
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  FOR GAME MASTERS
  Enemies of NeoExodus: Crimson Hand  
  $4.99 
  o
  Enemies of NeoExodus: First Ones 
  $5.99 
  o
  Enemies of NeoExodus: Folding Circle 
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  Enemies of NeoExodus: Widowmaker Scarlet 
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  Heroes of NeoExodus: Brelin Swift 
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  Monsters of NeoExodus: Annihilation Sphere 
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  Monsters of NeoExodus: Bilecrawler 
  $1.25 
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  Monsters of NeoExodus: Caliban 
  $1.25 
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  Monsters of NeoExodus: Cerebral Assassin  
  $1.25 
  o
  Monsters of NeoExodus: Chanting Queen  
  $1.25 
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  Monsters of NeoExodus: Fleshweaver 
  $1.25 
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  Monsters of NeoExodus: Harvester of Sorrow  
  $1.25 
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  Monsters of NeoExodus: Necrostruct 
  $1.25 
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  Monsters of NeoExodus: Scythians 
  $1.99 
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  FOR PLAYERS & GAME MASTERS
  Classes of NeoExodus: Machinesmith  
  $2.75 
  o
  NeoExodus: A House Divided Campaign Setting  
  $9.99 
  o
  NeoExodus Chronicles: Psionic Cavian  
  $2.99 
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  NeoExodus Chronicles: Races of NeoExodus 
  $6.99 
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  NeoExodus Chronicles: World of Exodus 
  FREE 
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  Secret Societies of NeoExodus: Order of Kaga 
  $3.99 
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   Secret Societies of NeoExodus: Sanguine Covenant 
  $3.99 
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  Secret Societies of NeoExodus: Section Omega 
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  Treasures of NeoExodus: Helm of the Communal Mind 
  $1.39 
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  Treasures of NeoExodus: Ichor Sting  
  $1.39 
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  Treasures of NeoExodus: Judgment Seeker  
  $1.39 
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  Treasures of NeoExodus: Malice Blade  
  $1.39 
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  Treasures of NeoExodus: Mordant Wrath  
  $1.39 
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  Treasures of NeoExodus: Oathbreaker  
  $1.39 
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  Treasures of NeoExodus: Omen Blade  
  $1.39 
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  Treasures of NeoExodus: Protectorate Twilight Bow  
  $1.39 
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  ADVENTURES
  NeoExodus Adventures: Undying Legacy of the First Ones 
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  NeoExodus Legacies: Encounter at Ramat Bridge  
  $3.99 
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  NeoExodus Legacies: Ruins of Trovaska  
  $3.99 
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  PRODUCT CHECKLIST
  AVAILABLE ONLINE AT RPGNOW, DRIVETHRURPG & PAIZO
  EXODUS BOASTS A TURBULENT 
  HISTORY - FROM THE RISE OF THE 
  KAGA TO THE DEFEAT OF THE FIRST 
  ONES AND THE EVENTS OF THE 
  TWILIGHT WAR. FROM CREATION OF 
  THE IMPERIAL ALLIANCE TO THE 
  PRESENT CRISIS THAT THREATENS 
  TO TEAR THAT ALLIANCE APART. 
  GREAT HEROES AND TERRIBLE 
  VILLAINS DROVE ITS MARCH, 
  THOUGH EVEN IN HINDSIGHT THE 
  TWO ARE NOT ALWAYS EASILY 
  SEPARATED. 
  THEIRS 
  WERE 
  THE 
  TITANIC 
  PASSIONS, 
  THE 
  BURNING OBSESSIONS AND BASE 
  TREACHERIES IN WHICH MODERN 
  EXODUS 
  WAS 
  FORGED 
  AND 
  TEMPERED. 
  THE WORLD OF EXODUS  
  NEEDS HEROES...
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9381 - NeoExodus Chronicles - Weapons Machinesmith Desctruction.pdf