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Weird West Roleplaying for the Pathfinder RPG

Weird West is used to describe a combination of the Western with another literary genre, usually
horror, occult, or fantasy.
Cowboys and gunfighters are iconic American heroes and using them as heroes in other milieus was
only natural. The Western uses themes that are compatible with the themes found in other genres.
Like science fiction stories set on distant planets, Westerns use the themes of unknown wilderness
and the survival of pioneers. Westerns also offer stories of struggles to maintain social order in a
lawless environment.
This leads naturally into the science fiction Western where anachronistic science is injected into a
Western setting usually in a steampunk manner. Given that space is the final frontier it is also
unsurprising that the themes that originated in Westerns re-appear in science fiction too, resulting in
the space Western.
The supernatural menaces of horror fiction are easy to inject into this setting, creating the horror
Western. Writer G. W. Thomas has described how the two combine: "Unlike many other cross-genre
tales, the weird Western uses both elements but with very little loss of distinction. The Western setting
is decidedly 'Western' and the horror elements are obviously 'horror.'"
The Weird West also accommodates less easily classified genres including alternate history,
speculative fiction and more fantastical elements.
If anything, the Weird West genre is becoming more popular. It shows the potential to inject new life at
a time when few authors are working with traditional Western stories. Jeff Mariotte's comic book series
Desperadoes has been running, off and on, for a decade now and he still remains bullish about the
genre.
The rules in this book are intended to update the weird west roleplaying game Deadlands d20 to the
Pathfinder RPG system. While every attempt has been made to preserve the flavor of the rules some
liberty has been taken with the classes to bring them up to the level of other Pathfinder basic classes.
Changes have also been made to streamline the skill system and make other rules compatible with
Pathfinder.
Deadlands is a genre-mixing alternate history roleplaying game which combines the Western and
horror genres, with some Steampunk elements. The game is set in the United States in the last
quarter of the 19th century. The history is identical to real-world history, up until July 3, 1863. On this
date a group of American Indians from various tribes, led by a Sioux shaman performed a ritual in an
effort to drive out the European settlers. This ritual created a conduit to a spiritual realm populated by
powerful malicious entities known as the Reckoners. The events surrounding and immediately
subsequent to the ritual are known as The Reckoning.
The ultimate goal of the Reckoners is to turn the entire Earth into an evil, haunted wasteland
literally a Hell on Earth. However, the Reckoners cannot directly enter Earth's realm unless the overall
fear level of the entire planet becomes sufficiently high. To this end, they use their powers to create
monsters, madmen, zombies, and other creatures and villains that will sow fear and terror throughout
the land.
The first instance of this occurred on July 4, 1863, at the site of the Battle of Gettysburg that had just
ended; dead soldiers from both sides of the conflict rose from the battlefield and began
indiscriminately attacking the surviving soldiers and civilians. Since then, undead gunslingers, hostile
Indian spirits, strange cults, and deadly creatures have begun terrorizing the world.
The unleashing of the Reckoners has had a number of important side effects. Magic was revealed to
be real, although it involves challenging otherworldly spirits, manitous, in contests that are either
viewed as a negotiation or a test of will.
Players take on the role of various mundane or arcane character types, including Gunfighters,
Lawmen (such as U.S. Marshals or local sheriffs), Hucksters (magic users), Shamans, Blessed (those
of faith), and Mad Scientists in an attempt to learn about the Reckoning and the mysterious beings
behind it.
Chapter 1: Characters

Race
There is only one race in Deadlands human. Everyone pretty much knows the basics
there.
There are different cultures in the Deadlands setting: the civilized nations of the Union and
Confederacy, the various Indian tribes throughout the West, the Chinese immigrants in the
Maze, and so forth. On top of those, your characters may come in contact with Mexico to the
south or Canada to the north.
Still, cultural differences aside, folks are all pretty much the same physically when you get
right down to it. Your choice of character class, skills, feats, and how you roleplay your
character are what defines him as a member of a different cultural group. Heres a quick
recap of human racial traits to make sure you get all the bonuses your character is entitled to.

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their
choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to
their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank
whenever they gain a level.
Languages: Humans begin play speaking their native language. Humans with high
Intelligence scores can choose any languages they want (except secret languages).

Alternate Racial Traits


You can exchange the skilled racial trait for one of the following alternate racial traits.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a bonus
equal to half their character level to any one Craft or Profession skill, and once per day they
may ignore an effect that would cause them to become fatigued or exhausted.
Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1
bonus on Reflex saves and a +1dodge bonus to armor Class when adjacent to at least two
other allies. Crowds do not count as difficult terrain for them.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong
survive. They gain a bonus equal to half their character level on Survival checks. They also
gain a +5 bonus on Constitution checks to stabilize whendying and add half their character
level to their Constitution score when determining the negative hit point total necessary to kill
them.
Class
A characters class is one of his most defining features. Its the source of most of his abilities,
skills, and feats, and these help give him a unique and valuable role in any adventuring party.
As player characters successfully overcome the challenges set before them, they gain
valuable experience that ultimately leads to greater powers and abilities. This progression is
represented by a simple experience system that rewards characters for facing challenges,
defeating monsters, disarming traps, and accomplishing story goals. As experience points
accumulate, characters advance in level, gaining new abilities, feats, spells, skills, and other
class-related powers. The rate of this advancement depends on the type of game that you
and your GM would like to play. Some prefer a fast-paced game, where characters gain levels
every few sessions, while others prefer a game where advancement occurs less frequently. In
the end, it is up to your group to decide what rate fits you best.
A character starts with maximum hit points at 1st level (the maximum number on its Hit Die).
To determine hit points for levels beyond 1st, roll the dice indicated by its Hit Dice.
Favored Class: Each character begins play with a single favored class of his choosing
typically, this is the same class as the one he chooses at 1st level. Whenever a character
gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice
of favored class cannot be changed once the character is created, and the choice of gaining a
hit point or a skill rank each time a character gains a level (including his first level) cannot be
changed once made for a particular level. Prestige classes (see Prestige Classes) can never
be a favored class.
Fate Chips: There are moments in any struggle that influence the outcome. Does the brave
lay low the villain before he can finish casting a devastating spell? Does the sly maverick
avoid detection as she sneaks into the mad scientists lair? Does the pious blessed finish
casting her healing spell before the rain of arrows ends the life of her companions? Just a few
die rolls decide each of these critical moments, and while failure is always a possibility, true
heroes find a way to succeed, despite the odds. Fate chips represent this potential for
greatness. They give heroes the chance to succeed even when the dice turn against them.
Fate Chips are tokens of some sortpoker chips work best for Deadlands but gaming
stones, beads, or even candy (dont eat em til you use em!) work just as well. Fate chips
represent luck and give the player a little control over his game.
Fate Chips are only awarded to player characters. NPCs, animal companions, familiars,
cohorts, and mounts do not receive fate chips. Unlike other points in the game, fate chips do
not renew over time or with rest. Once spent, they are gone forever. Fate Chips are awarded
as a character gains levels or whenever a character accomplishes a truly heroic feat. The
marshal is the final arbiter on the award and use of fate chips.
Awarding Fate Chips: Each character begins play with 1 Fate Chip, regardless of her level.
In addition, whenever a character gains a level, she earns an additional Fate Chip. Aside from
these basic rules, awarding additional Fate Chips is up to the marshal. Characters can have
no more than 3 Fate Chips at any one time. Excess Fate Chips are lost.

Using Fate Chips: Fate Chips can be spent at any time and do not require an action to use
(although the actions they modify consume part of your characters turn as normal). You
cannot spend more than 1 Fate Chip during a single round of combat. Whenever a Fate Chip
is spent, it can have any one of the following effects.
Act Out of Turn: You can spend a Fate Chip to take your turn immediately. Treat this as a
readied action, moving your initiative to just before the currently acting creature. You may only
take a move or a standard action on this turn.

Bonus: If used before a roll is made, a Fate Chip grants you a +8 luck bonus to any one d20
roll. If used after a roll is made, this bonus is reduced to +4. You can use a Fate Chip to grant
this bonus to another character, as long as you are in the same location and your character
can reasonably affect the outcome of the roll (such as distracting a monster, shouting words
of encouragement, or otherwise aiding another with the check). Fate Chips spent to aid
another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a Fate Chip on your turn to gain an additional standard or move
action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a Fate Chip and
petition the marshal for a hint about what to do next. If the marshal feels that there is no
information to be gained, the Fate Chip is not spent.

Recall: You can spend a Fate Chip to recall a spell you have already cast or to gain another
use of a special ability that is otherwise limited. This should only be used on spells and
abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a Fate Chip to reroll any one d20 roll you just made. You must take the
results of the second roll, even if it is worse.

Cheat Death: A character can spend 2 Fate Chips to cheat death. How this plays out is up to
the marshal, but generally the character is left alive, with negative hit points but stable. For
example, a character is about to be slain by a critical hit from an arrow. If the character
spends 2 Fate Chips, the marshal decides that the arrow pierced the characters holy symbol,
reducing the damage enough to prevent him from being killed, and that he made his
stabilization roll at the end of his turn. Cheating death is the only way for a character to spend
more than 1 Fate Chip in a turn. A character can not spend fate chips this way for another
character or npc.

Defense Bonus: A character's class and level grant an innate bonus to Armor Class. This
bonus measures the character's combat savvy and applies in all situations, even when the
character is flat-footed or would lose his or her Dexterity bonus for some other reason.

Multiclassing: Because magic is such a new thing to the Weird West multiclassed characters
may not choose more than one spellcasting base class. A huckster may not choose shaman,
blessed, or Mad Scientist as a second class and vice versa.
Blessed

A blessed hero is divinely chosen to protect the


innocent from harm and fight back the evil of the
Reckoning. While his powers are less flashy than
hucksters or evil cultists, they are more stable
and reliable. The powers of good restrict their
champions in this way as tests of their continuing
faith.
Different blessed give different names to the
source of their power. In the Old West, most
blessed are Christian preachers or nuns who
believe the Lord Almighty is responsible for their
arcane gifts. Buddhists, Muslims, and other
religions are also present, however, and gain similar powers and gifts.

Characteristics
The blessed is a healer and protector. While hes not powerful in a stand-up fight, a hero of
this sort has numerous advantages granted by her patron divinity to help her survive the worst
the Reckoners or anyone else has to throw at her.

Alignment
The blessed must be of any good alignment.

Background
The blessed may be an itinerant preacher, a town minister, a nun, a pious schoolmarm, a
missionary, a slayer born to fight evil, or even a reclusive hermit. He doesnt have to be part of
an organized religions hierarchy, though most are. Regardless of his actual practices, the
blessed must have a deep and guiding devotion to his faith and its precepts.

Game Rule Information

Abilities
Wisdom determines how many miracles a blessed knows and how likely he is to invoke divine
power when he calls for it. A good Charisma makes the blessed more effective in dealing with
potential converts and angry heathens. A high Constitution increases his durability, important
when the Lords work calls for sinners blood to be spilled.

Hit Die
D6
Class Skills

Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge
(religion) (Int), Knowledge (occult), Linguistics (Int), Perform (Cha), Profession (Wis), Sense
Motive (Wis), and Spellcraft (Int or Wis).
Skill Ranks Per Level: 4 + Int modifier
Table: The Blessed
Level BAB Fort Ref Will Special Defense
Save Save Save Bonus
1 +0 +2 +0 +2 Channel Energy 1d6, Domains, +0
Miracles
2 +1 +3 +0 +3 +1
3 +1 +3 +1 +3 Channel Energy 2d6 +1

4 +2 +4 +1 +4 +1

5 +2 +4 +1 +4 Channel Energy 3d6, Divine +2


Intervention 1/week
6 +3 +5 +2 +5 +2
7 +3 +5 +2 +5 Channel Energy 4d6 +2

8 +4 +6 +2 +6 +3
9 +4 +6 +3 +6 Channel Energy 5d6 +3

10 +5 +7 +3 +7 Divine Intervention 2/week +3

11 +5 +7 +3 +7 Channel Energy 6d6 +4

12 +6/+1 +8 +4 +8 +4
13 +6/+1 +8 +4 +8 Channel Energy 7d6 +4

14 +7/+2 +9 +4 +9 +5
15 +7/+2 +9 +5 +9 Channel Energy 8d6, Divine +5
Intervention 3/week
16 +8/+3 +10 +5 +10 +5
17 +8/+3 +10 +5 +10 Channel Energy 9d6 +6

18 +9/+4 +11 +6 +11 +6


19 +9/+4 +11 +6 +11 Channel Energy 10d6 +6

20 +10/+5 +12 +6 +12 Divine Intervention 4/week +7


Class Features

Armor and Weapon Proficiency


The blessed are proficient with all simple weapons and firearms.

Channel Energy
A blessed can release a wave of positive energy by channeling the power of his faith through
his holy symbol. This energy can be used to cause or heal damage, depending on the
creatures targeted.
A blessed can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or
living) in a 30-foot radius centered on the blessed. The amount of damage dealt or healed is
equal to 1d6 points of damage plus 1d6 points of damage for every two blessed levels
beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled
energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the
blessed's level + the blessed's Charisma modifier. Creatures healed by channel energy
cannot exceed their maximum hit point totalall excess healing is lost. A blessed may
channel energy a number of times per day equal to 3 + his Charisma modifier. This is a
standard action that does not provoke an attack of opportunity. A blessed can choose whether
or not to include herself in this effect.
A blessed must be able to present his holy symbol to use this ability.

Domains
A blessed chooses two domains to represent his spiritual inclinations and abilities (subject to
The Marshal's approval). A blessed can select an alignment domain (Chaos, Good, or Law)
only if his alignment matches that domain.

Each domain grants a number of domain spells and powers, depending on the level of the
blessed. A blessed adds domain spells not normally available to him to his spell list as a spell
of the level which he gains it as a domain spell. For instance, a blessed with the air domain
gains control winds as a 5th level domain spell. This spell is not normally available to blessed
because it's a druid spell therefore the blessed character gets to add it as a 5 th level blessed
spell. If a domain spell would normally not be available to the blessed until a higher level, the
blessed character gains it at the lower level. Using the air domain again the blessed character
gains wind wall as a second level domain spell. This spell is not normally available to the
blessed until they are able to cast third level spells but because the air domain grants it as a
second level spell the blessed with this domain treat it as second level. If a domain grants a
domain spell at the same level that a blessed could normally cast it, such as obscuring mist
for the air domain, then they may cast it at half cost. The blessed uses his level as his
effective cleric level when determining the power and effect of his domain powers.
Miracles

Blessed call upon their deity in order to draw power from the Hunting Grounds to cast
magical spells called Miracles. See the skills section for a complete description of the class
specific skill spellcraft, and chapter three Magic for the blesseds spell list. To prepare or
cast a miracle, a blessed must have a wisdom score equal to at least 10 + the miracle's level.
The Difficulty Class for a saving throw against a blesseds miracle is 10 + the miracle level +
the blesseds wisdom modifier
Selecting Spells: Blessed may learn and cast spells equal to half their level or lower,
rounded up. A third or fourth level blessed, for example, may cast up to second level spells. A
seventh level blessed may cast up to fourth level spells. Blessed start with four zero or first
level spells. On gaining each additional class level, they may choose a number of additional
spells equal to their Wisdom bonus. New spells may be chosen from any currently available
level. These spells must be chosen immediatelya character cannot save up choices for
later levels. Most standard Pathfinder spells are available to blessed in Deadlands. Blessed
choose spells as clerics. Those spells that arent available in the Weird West are listed under
Prohibited Spells. Spells from other D20 products may be used with the Marshals permission.
In general, spells which affect or allow astral or ethereal travel (the Hunting Grounds in the
world of Deadlands ), spells which detect evil, and wish-like abilities are not allowed.

Spell Check: In traditional fantasy settings, sorcerers have been wielding eldritch sorceries
for centuries or longer. Thats not the case in Deadlands. Sure, a few bizarre beings have
been around long enough to truly master the arcane arts, but to most, magic only came back
into the world a little over a decade ago. That means that using magic in the Deadlands
setting isnt always a sure thing. Sometimes it works like your character hoped and
sometimes it doesnt. Each magic-using class uses spellcraft to cast the appropriate type of
magic. Whenever a blessed wants to cast a miracle he knows, he has to make a check. The
DC of the spell is equal to 15 plus two times its level. A zero level spell has a DC of 15; a first
level spell like cure light wounds has a DC of 17; and a third level spell such as dispel magic
has a DC of 21. Any decent spellcaster wont have much trouble making the roll, but having to
roll at all means the character has a chance for a spectacular success or deadly backlash
(see below). A natural roll of 20 when making a spell check roll is a spectacular success. A
natural roll of 1 on a spell roll results in backlash.
Backlash and Spectacular Success: Sometimes the forces of good suffer interference
from the powers of darkness, and sometimes the blesseds deity simply wants the champion
to persevere without divine intervention.
When a blessed rolls a natural 1 on a spellcraft check, his spell fails, though he still loses the
spell points. A blessed who rolls a natural 20 casts the spell for free (he spends no spell
points).
Spell Points: Channeling arcane energy from the Hunting Grounds is taxing on mortal
bodies. Experienced casters gain stamina and learn ways to lessen the effects of warping
reality, but even the best of them have their limits. After a point, the strain of working magic
begins to take a toll on the casters physical body. Spell points represent this experience and
the ability of the character to weather the strain of the Hunting Grounds. Blessed have spell
points equal to their Wisdom plus their Wisdom bonus at first level. Each level thereafter they
gain an additional amount of spell points equal to their wisdom bonus x their level.
Successfully casting a spell drains a number of spell points equal to three times its level.
Failing the roll does not drain spell points. (unless the character suffers backlash). First level
spells cost three spell points, fifth level spells cost 15, and so on. Zero level spells cost 0 spell
point. Failing a spell costs no spell points Once a blessed is out of spell points, he must
replenish them by sleeping before he can cast more spells. All arcane heroes regain their
level in spell points per hour spent in good, restful sleepa night in a blizzard or a mosquito-
infested swamp wont do it.

Divine Intervention

The blesseds faith in his deity becomes unshakable as he gains experience. Beginning at
5th level, he can, as a full round action, declare one spellcraft roll as an automatic 20. This
ability is usable once per week at 5th level, twice at 10th, three times a week at 15th, and
finally a maximum of 4 times per game week at 20th level.

Code of Conduct

A blessed gets his miracles from the powers of good, so he must be of good alignment and
behave himself. This means different things to different blessed, however. A Christian
preacher, for example, must obey the ten commandments and the teachings of the Bible. A
holy slayer may not practice religion, but must always help those in need and fight all evil that
comes her way, be it vampires or other unholy creatures of the nightif you catch our drift.
The exact code of the character should be discussed between the player and the Marshal.

Sinning

A priest who sins against his religion loses the ability to call for miracles. The degree of the sin
dictates how long. A minor infraction such as a Christian who curses or takes the Lords name
in vain deprives the hero of his miracles for 1d6 hours. A more serious infraction, such as
stealing, turning his back on the needy, or committing adultery, deprives the blessed of his
spells for 2d6 days. A blessed who commits a mortal sin, such as murder, has fallen from
grace. He cannot regain any of his powers (miracles, protection, and so on), until he finds a
blessed of the same denomination willing to cast atonement.
Then the character must perform a holy quest to redeem himself. The nature of the quest is
completely up to the Marshal, but should be proportional to the crime involved, and should set
it right if such a thing is possible. The Marshal has complete authority on what does and does
not offend the characters deity. A white lie told for the right reasons wont likely offend any but
the strictest powers. Shooting someone in the back isnt likely excusable in any religion, but
there may be exceptions in rare cases.
Brave
Part warrior and part shaman, the
brave is a leader of other warriors in
his tribe. He and his warband are the
first line of defense against other
tribes, white mens armies, a raging
bear, or even a slavering horde of
unnatural horrors. The brave is one of
the most respected warriors in his
tribe, and glory in battle is one of the
greatest rewards of his calling. An
experienced brave is likely a ferocious
fighter, highly skilled in tactics and
stealth, and has likely defeated dozens
of opponents.

Characteristics
Braves are fearsome opponents,
being both tough and canny. These
warriors also gain the assistance of the
spirits at higher levels, and their
knowledge of the wilderness makes
them even more formidable away from
the confines of civilization.

Background
The long Civil War between the
States means neither the USA nor the
CSA has been able to gather the
manpower to subjugate the new Sioux Nations or the Coyote Confederation. Braves are the
backbone of an Indian tribes strength, and most braves spend their time providing for their
tribes or patrolling their lands.
A few lone braves wander outside their homelands to learn the ways of the white man.
Others use their knowledge of the spirit world to seek out and defeat the evils awakened by
the Reckoning. Even female Indians can be considered braves. Though rare, there are a few
historical examples of women warriors in Indian lore even in the real world. The effects of the
Reckoning in the world of Deadlands has created even more opportunities for women to join
their tribes war parties. Some female braves may be dispossessed widows or former
captives raised by the tribe. The latter may even have left or escaped and are now as capable
as men at going on the warpath.

Game Rule Information

Abilities
A high Strength is most beneficial to a brave, as his class abilities are largely centered
around combat and many of his preferred weapons can make use of a good Strength
modifier. A high Dexterity improves his AC and his chances to hit with ranged weapons, while
a good Constitution improves his hit points and Fortitude saves.

Hit Die
d12/level

Class Skills
Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge
(Indian lore) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex),
Survival (Wis), and Swim (Str).
Skill Ranks Per level: 2 + intelligence modifier

Table: Brave
Level BAB Fort Ref Will Special Defense
Save Save Save Bonus
1 +1 +2 +2 +0 Indian Sign Language, +1
Mounted Combat, Warcry,
Track
2 +2 +3 +3 +0 Warcry Power, Woodland +2
Stride
3 +3 +3 +3 +1 Trackless Step +2
4 +4 +4 +4 +1 Warcry Power +3
5 +5 +4 +4 +1 Spirit Bond +3
6 +6/+1 +5 +5 +2 Warcry Power, Dead Eye +3
7 +7/+2 +5 +5 +2 Damage reduction 1/ +4
8 +8/+3 +6 +6 +2 Warcry Power +4
9 +9/+4 +6 +6 +3 +5
10 +10/+5 +7 +7 +3 Warcry Power, Damage +5
reduction 2/
11 +11/+6/+1 +7 +7 +3 Improved Dead Eye, Greater +5
Warcry
12 +12/+7/+2 +8 +8 +4 Warcry Power +6
13 +13/+8/+3 +8 +8 +4 Damage reduction 3/ +6
14 +14/+9/+4 +9 +9 +4 Warcry Power +7
15 +15/+10/+5 +9 +9 +5 +7
16 +16/+11/+6/+1 +10 +10 +5 Warcry Power, Greater Dead +7
Eye, Damage reduction 4/
17 +17/+12/+7/+2 +10 +10 +5 Tireless Warcry +8
Level BAB Fort Ref Will Special Defense
Save Save Save Bonus
18 +18/+13/+8/+3 +11 +11 +6 Warcry Power +8
19 +19/+14/+9/+4 +11 +11 +6 Damage reduction 5/ +9
20 +20/+15/+10/+5 +12 +12 +6 Warcry Power, Mighty +9
Warcry

Class Features

Armor Weapon Proficiency


Braves are proficient with all simple weapons, rifles, and bows. Braves are also proficient with
light armor and shields.

Indian Sign Language


Braves gain Indian Sign Language as a bonus language at first level.

Mounted Combat
Braves receive the mounted combat feat at 1st level.

Warcry (EX)
A brave can call upon inner reserves of strength and ferocity, granting him additional combat
prowess. Starting at 1st level, a brave can use this ability for a number of rounds per day
equal to 4 + his Constitution modifier. At each level after 1st, he can use it for 2 additional
rounds. Temporary increases to Constitution, such as those gained from warcry and spells
like bear's endurance, do not increase the total number of rounds that a brave can use warcry
per day. A brave can use warcry as a free action. The total number of rounds of per day is
renewed after resting for 8 hours, although these hours do not need to be consecutive.
While using warcry, a brave gains a +4 morale bonus to his Strength and Constitution, as well
as a +2 morale bonus on Will saves. In addition, he takes a 2 penalty to Armor Class. The
increase to Constitution grants the brave 2 hit points per Hit Dice, but these disappear when
the warcry ends and are not lost first like temporary hit points. While using warcry, a brave
cannot use any Charisma-, Dexterity-, or Intelligence-based skills
(except Acrobatics, Fly,Intimidate, and Ride) or any ability that requires patience or
concentration.
A brave can end his warcry as a free action and is fatigued afterwards for a number of rounds
equal to 2 times the number of rounds spent using the warcry. A brave cannot use warcry
again while fatigued or exhausted but can otherwise use it multiple times during a single
encounter or combat. If a brave falls unconscious, his warcry immediately ends, placing him
in peril of death.

Track (Ex)
A brave adds half his level (minimum 1) to Survival skill checksmade to follow or identify
tracks.
Warcry powers (Ex)
As a brave gains levels, the spirits give him the ability to use his warcry in new ways. Starting
at 2nd level, a brave gains a warcry power. He gains another warcry power for every two
levels of brave attained after 2nd level. A brave gains the benefits of warcry powers only while
using warcry, and some of these powers require the brave to take an action first. Unless
otherwise noted, a brave cannot select an individual power more than once.
Animal Fury (Ex): While using warcry, the brave gains a bite attack. If used as part of a full
attack action, the bite attack is made at the brave's full base attack bonus 5. If the bite hits, it
deals 1d4 points of damage (assuming the brave is Medium; 1d3 points of damage if Small)
plus half the brave's Strength modifier. A brave can make a bite attack as part of the action to
maintain or break free from a grapple. This attack is resolved before the grapple check is
made. If the bite attack hits, any grapple checks made by the brave against the target this
round are at a +2 bonus.
Clear Mind (Ex): A brave may reroll a failed Will save. This power is used as an immediate
action after the first save is attempted, but before the results are revealed by the GM. The
brave must take the second result, even if it is worse. A brave must be at least 8th level
before selecting this power. This power can only be used once per warcry.
Fearless warcry (Ex): While using warcry, the brave is immune to the shaken and frightened
conditions. A brave must be at least 12th level before selecting this warcry power.
Guarded Stance (Ex): The brave gains a +1 dodge bonus to her Armor Class against melee
attacks for a number of rounds equal to the brave's current Constitution modifier (minimum 1).
This bonus increases by +1 for every 6 levels the brave has attained. Activating this ability is
a move action that does not provoke an attack of opportunity.
Increased Damage Reduction (Ex): The brave's damage reduction increases by 1/. This
increase is always active while the brave is using warcry. A brave can select this warcry
power up to three times. Its effects stack. A brave must be at least 8th level before selecting
this warcry power.
Internal Fortitude (Ex): While using warcry, the brave is immune to
the sickened and nauseated conditions. A brave must be at least 8th level before selecting
this warcry power.
Intimidating Glare (Ex): The brave can make an Intimidate check against one adjacent foe as
a move action. If the brave successfully demoralizes her opponent, the foe is shaken for 1d4
rounds + 1 round for every 5 points by which the brave's check exceeds the DC.
Knockback (Ex): Once per round, the brave can make a bull rush attempt against one target
in place of a melee attack. If successful, the target takes damage equal to the
brave's Strength modifier and is moved back as normal. The brave does not need to move
with the target if successful. This does not provoke an attack of opportunity.
Low-Light Vision (Ex): The brave's senses sharpen and she gains low-light vision while using
warcry.
Mighty Swing (Ex): The brave automatically confirms a critical hit. This power is used as an
immediate action once a critical threat has been determined. A brave must be at least 12th
level before selecting this power. This power can only be used once per warcry.
Moment of Clarity (Ex): The brave does not gain any benefits or take any of the penalties
from warcry for 1 round. Activating this power is a swift action. This includes the penalty
to Armor Class and the restriction on what actions can be performed. This round still counts
against her total number of rounds of warcry per day. This power can only be used once per
warcry.
Night Vision (Ex): The brave's senses grow incredibly sharp while using warcry and she
gains darkvision 60 feet. A brave must havelow-light vision as a warcry power or a racial trait
to select this warcry power.
No Escape (Ex): The brave can move up to double her normal speed as an immediate action
but she can only use this ability when an adjacent foe uses a withdraw action to move away
from her. She must end her movement adjacent to the enemy that used thewithdraw action.
The brave provokes attacks of opportunity as normal during this movement. This power can
only be used once per warcry.
Powerful Blow (Ex): The brave gains a +1 bonus on a single damage roll. This bonus
increases by +1 for every 4 levels the brave has attained. This power is used as a swift action
before the roll to hit is made. This power can only be used once per warcry.
Quick Reflexes (Ex): While using warcry, the brave can make one additional attack of
opportunity per round.
using warcry Climber (Ex): When using warcry, the brave adds her level as an enhancement
bonus on all Climb skill checks.
using warcry Leaper (Ex): When using warcry, the brave adds her level as an enhancement
bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the
brave is always considered to have a running start.
using warcry Swimmer (Ex): When using warcry, the brave adds her level as an enhancement
bonus on all Swim skill checks.
Renewed Vigor (Ex): As a standard action, the brave heals 1d8 points of damage +
her Constitution modifier. For every four levels the brave has attained above 4th, this amount
of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A brave must be at
least 4th level before selecting this power. This power can be used only once per day and
only while using warcry.
Rolling Dodge (Ex): The brave gains a +1 dodge bonus to her Armor Class against ranged
attacks for a number of rounds equal to the brave's current Constitution modifier (minimum 1).
This bonus increases by +1 for every 6 levels the brave has attained. Activating this ability is
a move action that does not provoke an attack of opportunity.
Roused Anger (Ex): The brave may enter a warcry even if fatigued. While using warcry after
using this ability, the brave is immune to the fatigued condition. Once this warcry ends, the
brave is exhausted for 10 minutes per round spent using warcry.
Scent (Ex): The brave gains the scent ability while using warcry and can use this ability to
locate unseen foes (see Special Abilities for rules on the scent ability).
Strength Surge (Ex): The brave adds her brave level on one Strength check or combat
maneuver check, or to her Combat Maneuver Defense when an opponent attempts a
maneuver against her. This power is used as an immediate action. This power can only be
used once per warcry.
Superstition (Ex): The brave gains a +2 morale bonus on saving throws made to resist spells,
supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the
brave has attained. While using warcry, the brave cannot be a willing target of any spell and
must make saving throws to resist all spells, even those cast by allies.
Surprise Accuracy (Ex): The brave gains a +1 morale bonus on one attack roll. This bonus
increases by +1 for every 4 levels the brave has attained. This power is used as a swift action
before the roll to hit is made. This power can only be used once per warcry.
Swift Foot (Ex): The brave gains a 5-foot enhancement bonus to her speed. This increase is
always active while the brave is using warcry. A brave can select this warcry power up to
three times. Its effects stack.
Terrifying Howl (Ex): The brave unleashes a terrifying howl as a standard action.
All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the brave's
level + the brave's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has
made a save versus terrifying howl (successful or not), it is immune to this power for 24
hours. A brave must have the intimidating glare warcry power to select this warcry power. A
brave must be at least 8th level before selecting this power.
Unexpected Strike (Ex): The brave can make an attack of opportunity against a foe that
moves into any square threatened by the brave, regardless of whether or not that movement
would normally provoke an attack of opportunity. This power can only be used once per
warcry. A brave must be at least 8th level before selecting this power.

Woodland Stride (Ex)


Starting at 2nd level, a brave may move through any sort of undergrowth (such as natural
thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking
damage or suffering any other impairment. Thorns, briars, and overgrown areas that have
been magically manipulated to impede motion, however, still affect his.

Trackless Step (Ex)


Starting at 3rd level, a brave leaves no trail in natural surroundings and cannot be tracked. He
may choose to leave a trail if so desired.

Spirit Bond (Sp)


Upon reaching 5th level, a brave forms a bond with an ancestral spirit from the Hunting
Grounds. This bond allows the brave to enhance his weapon as a standard action by calling
upon the aid of the spirit for 1 minute per brave level. When called, the spirit causes the
weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement
bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus,
to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with
existing weapon bonuses to a maximum of +5, or they can be used to add any of the
following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock,
shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus
equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses
are added to any properties the weapon already has, but duplicate abilities do not stack. If the
weapon is not magical, at least a +1 enhancement bonus must be added before any other
properties can be added. The bonus and properties granted by the spirit are determined when
the spirit is called and cannot be changed until the spirit is called again. The spirit imparts no
bonuses if the weapon is held by anyone other than the brave but resumes giving bonuses if
returned to the brave. These bonuses apply to only one end of a double weapon. A brave can
use this ability once per day at 5th level, and one additional time per day for every four levels
beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a spirit is destroyed, the brave loses the use of this ability for 30
days, or until he gains a level, whichever comes first. During this 30-day period, the brave
takes a 1 penalty on attack and weapon damage rolls.

Dead Eye (Ex)


At 6th level, the brave gains the extraordinary ability to strike a foe in a vital spot, causing
more damage. See the Vital Strike feat for more details.

Damage Reduction (Ex)


At 7th level, a brave gains damage reduction. Subtract 1 from the damage the brave takes
each time he is dealt damage from a weapon or a natural attack. At 10th level, and every
three brave levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1
point. Damage reduction can reduce damage to 0 but not below 0.

Improved Dead Eye (Ex)


At 11th level, the brave is able to deal even greater damage when striking a foe in a vital spot.
See the Improved Vital Strike feat for details.

Greater Warcry (Ex)


At 11th level, when a Brave uses warcry, the morale bonus to his Strength and
Constitution increases to +6 and the morale bonus on his Will saves increases to +3.

Greater Dead Eye (Ex)


At 16th level, the brave becomes able to deal a crippling blow when striking a foe in a vital
area. See the Greater Vital Strike feat for details.

Tireless Warcry (Ex)


Starting at 17th level, a brave no longer becomes fatigued at the end of his warcry.

Mighty Warcry(Ex)
At 20th level, when a brave uses warcry, the morale bonus to his Strength and
Constitution increases to +8 and the morale bonus on his Will saves increases to +4.
Gunslinger
A gunslinger may be a feared killer, famous lawman, or
even a revered outlaw. Shes the legendary gun-for-
hire of the West, the hero with the uncertain past.
Although most folks think of the mysterious gal-with-
no-name who rides into town alone, the dandy with a
fancy New York target pistol is just as much a
gunslinger as a pistol-packing drifter. Whatever her
clothes and motivations, the gunslinger makes her
living with a pistol, rifle, or shotgun by her side.

Characteristics
The gunslinger is the master of firearms. More than
any other class, shes the best person to have on your
side in a shoot-out. The six-shooter is probably the
most well-known of all the gunslingers weapons, but
plenty of famous gunfighters carry scatterguns and
rifles as well.

Background
Gunslingers come from all walks of life. Your hero
might be a bandit on the run from the law, an ex-
soldier, a cowpoke with a knack for shooting, a veteran
border raider, a hired gun in the Great Rail Wars, or
just about any other idea you can come up with. The
only real requirement is that the hero knows the
business end of her chosen weapon like she knows the
back of her steady hands. Gunslingers also come in all
ages and genders. An aging marshal, a young kid out
to prove himself, or a lady sureshot like Annie Oakley
all fit this class.

Game Rule Information

Abilities
Since she makes her living with a gun, the most important ability for a gunslinger is Dexterity.
A good Dexterity improves her chance to hit her target, gives her a higher initiative, better
odds at winning a fast-draw contest, and even makes her harder to hit.
A high Constitution adds to a gunslingers hit points, giving her a greater chance to survive
her many gunfights. A good Charisma may help her avoid having to draw her smokewagon in
the first place, either by using Bluff or Intimidate to cow her opponents into keeping their
hoglegs holstered.

Hit Dice
d10/level
Class Skills
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Demolitions (Int), Gamblin (Int),
Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex),
Sense Motive (Wis), and Sleight of Hand (Dex)
Skill Ranks Per Level: 2 + Int modifier

Table: Gunslinger
Fort Defens
Ref Will
Level BAB Sav Special e
Save Save
e Bonus
1 +1 +2 +2 +0 Deeds, Grit, Quick Draw +1
2 +2 3 3 0 Nimble +1 +2
3 +3 3 3 1 Deeds +2
4 +4 4 4 1 Bonus feat +3
5 +5 4 4 1 Gun training 1 +3
6 +6/+1 5 5 2 Nimble +2 +3
7 +7/+2 5 5 2 Deeds +4
8 +8/+3 6 6 2 Bonus feat +4
9 +9/+4 6 6 3 Gun training 2 +5
10 +10/+5 7 7 3 Nimble +3 +5
11 +11/+6/+1 7 7 3 Deeds +5
12 +12/+7/+2 8 8 4 Bonus feat +6
13 +13/+8/+3 8 8 4 Gun training 3 +6
14 +14/+9/+4 9 9 4 Nimble +4 +7
15 +15/+10/+5 9 9 5 Deeds +7
16 +16/+11/+6/+1 10 10 5 Bonus feat +7
17 +17/+12/+7/+2 10 10 5 Gun training 4 +8
18 +18/+13/+8/+3 11 11 6 Nimble +5 +8
19 +19/+14/+9/+4 11 11 6 Deeds +9
20 +20/+15/+10/+5 12 12 6 Bonus feat, true grit +9
Class Features

Armor and Weapon Proficiency


Gunslingers are proficient with all simple weapons and firearms.

Quick Draw
Sometimes a gunfight comes down to who can get their shootin' Iron out first. For this reason
many gunslingers spend a whole bunch of time practicin' their draw. At 1st level the
gunslinger gains quick draw as a bonus feat.

Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they
belong to a mystical way of the gun, but its more likely that the volatile nature of firearms
simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers
have grit. In game terms, grit is a fluctuating measure of a gunslingers ability to perform
amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points
equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but
usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and
magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see
below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm
attack while in the heat of combat, she 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
gunslingers character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit
points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an
unattended object, reducing a helpless or unaware creature to 0 or fewerhit points, or
reducing a creature that has fewer Hit Dice than half the gunslingers character level to 0 or
fewer hit points does not restore any grit.

Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some
momentary bonus or effect, but there are some that provide longer-lasting effects. Some
deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list
of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless
otherwise noted, a deed can be performed multiple successive times, as long as the
appropriate amount of grit is spent to perform the deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of
normal AC when firing beyond her firearms first range increment. Performing this deed costs
1 grit point per range increment beyond the first. The gunslinger still takes the 2 penalty
on attack rolls for each range increment beyond the first when she performs this deed.
Gunslingers Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out
of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can
spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2
bonus to AC against the triggering attack. This movement is not a 5-foot step, and
provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4
bonus to AC against the triggering attack. The gunslinger can only perform this deed while
wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove
the broken condition from a single firearm she is currently wielding, as long as that condition
was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this
deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform
quick clear as a move-equivalent action instead of a standard action.
Greased Lightning (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she
gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if
her hands are free and unrestrained, and the firearm is not hidden, she can draw a single
firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt
or handle of her firearm as astandard action. When she does, she 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 gunslingers
size, the critical multiplier of this attack is 20/2. If the attack hits, the gunslinger can make
a combat maneuver check to knock the target prone as a free action. Performing this deed
costs 1 grit point.
Trick Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of
the following utility shots. Each utility shot can be applied to any single attack with a firearm,
but the gunslinger must declare the utility shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range
increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a
lower AC. The lock gains a bonus to its AC against this attack based on its quality. A
simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good
lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane
lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is
destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is
destroyed, but the object is jammed and still considered locked. It can still be unlocked
by successfully performing this deed, by using the Disable Device skill, or with the
break DC, though the DC for either break or Disable Device or the AC increases by 10.
A key, combination, or similar mechanical method of unlocking the lock no longer
works, though knock can still be employed to bypass the lock, and the creator of
an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or
smaller unattended object within the first range increment of her firearm. A Tiny
unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and
a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage
the object with the shot, but can move it up to 15 feet farther away from the shots
origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot
barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of
dealing damage, the shot ends a single bleed condition affecting the creature. The
gunslinger does not have to make an attack roll when performing the deed in this way;
she can instead shoot the firearm into the air, but that shot still uses up ammunition
normally.
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and
pool all of her attack potential into a single, deadly shot. When she does this, she shoots the
firearm at a single target, but makes as many attack rolls as she can, based on her base
attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were
making a full attack. If any of the attack rolls hit the target, the gunslingers single attack is
considered to have hit. For each additional successful attack roll beyond the first, the
gunslinger increases the damage of the shot by the base damage dice of the firearm. For
instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points
of damage with the shot, instead of 1d12 points of damage, before adding any damage
modifiers. Precision damage and extra damage from weapon special abilities (such
as flaming) are added with damage modifiers and are not increased by this deed. If one or
more rolls are critical threats, she confirms the critical once using her highest base attack
bonus 5. For each critical threat beyond the first, she reduces this penalty by 1 (to a
maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires.
She cannot perform this deed with a blunderbuss or other scatter weapon when attacking
creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
Distracting Shot (Ex): At 7th level, a gunslinger with at least 1 grit point can spend a standard
action to purposely miss a creature that she could normally hit with a firearm attack. When
she does, that creature becomes flat-footed until the start of its next turn.
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm
attack and choose a part of the body to target. She gains the following effects depending on
the part of the body targeted. If a creature does not have one of the listed body locations, that
part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the
creature she targets. Creatures that are immune to sneak attacks are immune to these
effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of
the gunslingers choice, even if the item is wielded with two hands. Items held in a
locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This
is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that
have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 1920.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check
or fall 20 ft.
Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm
attack, she can spend 1 grit point as a free action to have that attack deal
extra bleed damage. The amount of bleed damage is equal to the
gunslingers Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1
point of Strength, Dexterity, or Constitution bleed damage (gunslingers choice) instead.
Creatures that are immune to sneak attacks are also immune to these types
of bleed damage.
Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she
can reload a single chamber of a one-handed or two-handed firearm as a swift action once
per round. If she has the Rapid Reload feat she can reload a single chamber of the weapon
as a free action each round instead. Furthermore, using this deed does not provoke attacks of
opportunity.
Road agent spin (Ex): At 11th level, if she spends 1 grit point, the gunslinger may hold her
pistol or pistols out butt-first, as if to surrender to her opponent. Then she quickly spins and
flips the smokewagons, turning them on her opponent as a free action. Your character can
immediately make a Bluff check (opposed by her opponents Sense Motive skill); if she wins
the contest, the poor sap is surprised and your hero catches the opponent flat-footed!
Evasive (Ex): At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit
of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses
her gunslinger level as her rogue level for improved uncanny dodge.
Slingers Luck (Ex): At 15th level, the gunslinger 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 gunslinger must take the result of the second roll, even if it is lower. The deeds 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.
Border shift (Ex): At 15th level as long as your hero has two guns drawn, one in each hand,
and spend 1 grit point, when her primary weapon runs out of ammunition, she can then, as a
free action, make a border shift. Tossing the two guns from hand to hand so as to move the
fully loaded pistol to her shooting hand and the empty one to her off hand. She can continue
firing in that round without pause up to her full number of attacks.
Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points,
she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit
point.
Deaths Shot (Ex): At 19th level, when the gunslinger scores a critical hit, she 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 gunslingers level + the gunslingers Dexterity modifier. On a failed
saving throw, the target dies. This is a death attack. Performing this deed does not allow the
gunslinger to regain grit from confirming a critical hit or making a killing blow.
Creasin' (Ex): To "crease" someone is to graze their head with a bullet. stunning them.
Needless to say. only the best gunslingers can pull this trick offanyone else either misses
altogether. or puts a window in the poor fellow's skull. At 19th level, when a gunslinger hits a
creature, she can spend 2 grit points to stun the creature for 1 round. The creature must
make a Fortitude saving throw (the DC = 10 + 1/2 the gunslingers level + the gunslingers
Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to
critical hits are also immune to this effect.
Nimble (Ex)
Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC. Anything that causes the
gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge
bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of
+5 at 20th level).

Bonus Feats
At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to
those gained by normal advancement. These bonus feats must be combat or grit feats.

Gun Training (Ex)


Starting at 5th level, a gunslinger can select one specific type of firearm (such as a Colt Navy
Pistol, Colt Army Pistol, Winchester '73, or double barrel shotgun). She gains a bonus equal
to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when
she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead
of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of
firearm, gaining these bonuses for those types as well.

True Grit (Ex)


At 20th level, a gunslinger picks two deeds that she has access to and that she must spend
grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If
the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this
deed as long as she has at least 1 grit point. If a deed could already be performed as long as
she had at least 1 grit point, she can now perform that deed even when she has no grit points.
Huckster

A huckster is a mysterious soul who has learned the secrets


hidden in one of the most inconspicuous of all magical texts
Hoyles Book of Games. Within that cryptic text are said to be
encoded messages revealing ancient rituals and arcane
secrets. Some folks claim hucksters are just fakes and frauds,
but others say hucksters cast hexes more deadly than a
gunslingers bullets.

Characteristics
Hucksters work their magic through powerful hexes gleaned
from Hoyle's Book of Games. Sir Edmond Hoyle learned
arcane secrets in his travels in the late 18th century. To keep
superstitious types from burning him at the stake for witchcraft,
he pretended to be researching games of chance, some of
which (like Tarot) had ties to the occult and allowed him to visit
gypsies and other practitioners outside the circle of polite
society.
Hoyle cleverly encoded his secrets into his journal, never
meaning for them to be published. An unfortunate incident with
a family member who found the journal resulted in the
manuscript being published, and Hoyles Book of Games became an overnight success.
Some deciphered Hoyles codes right away, but few were able to practice his knowledge until
the Reckoning flooded the world with magical energy.
Later editions of Hoyles still carry the authors encrypted secrets, though each editing has
destroyed a little more of this eldritch information.
Hoyle learned that all magic had a few things in common. First, the energy for such magic
came from an unseen spirit world. (The Indians call this plane the Hunting Grounds.)
Second, magicians could not tap this energy without help. A few enlightened souls seemed to
draw their power from God or nature spirits, but Hoyle was never able to tap into this kind of
power. Those not so blessed had to deal with darker entities. American Indians call these evil
spirits manitous, but Christians call them demons.
Dealing with manitous is a dangerous game of wits and chance, but allows for unspeakable
power. To lessen his risk, Hoyle trained his mind to impose certain rules on his diabolic
conversations. He visualized the exchange as hand of pokera game especially suited to the
combination of wits and chance involved in cutting a deal with a manitou.
Now a small number of men and women have learned Hoyles secrets and become
magicians themselves. To mislead those who would persecute them, these modern-day
sorcerers call themselves hucksters.

Background
Hucksters learn their craft from many sources. Some learn the basics of the occult from
other sources, then hone their particular powers by deciphering Hoyles Book of Games.
Since the average resident of the West cant tell a hex from true black magic, hucksters tend
to be careful about using really flashy hexes in public places. Nothing puts a damper on a
night on the town like being burned at the stake for witchcraft!

Game Rule Information

Abilities
A good Intelligence is the most important ability for a huckster. It determines how many
hexes and tricks he knows and how well he casts them. Many of his class skills are based on
Charisma, so a good score in that ability is always helpful.

Hit Dice
d8/level

Class Skills
Bluff (Cha), Craft (Int), Diplomacy(Cha), Gambling (Int), Intimidate (Cha), Knowledge
( Arcana) (Int), Knowledge (occult) (Int), Knowledge (local) (Int), Linguistics (Int), Perform
(Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Spellcraft (Int or
Wis).
Skill Ranks Per Level: 4 + Intelligence Modifier

Table: Huckster
Level BAB Fort Ref Will Special Defense
Save Save Save Bonus
1 +0 +0 +2 +2 Hexes +1
2 +1 +0 +3 +3 Draw 1/day +1
3 +2 +1 +3 +3 +1
4 +3 +1 +4 +4 Advanced Learning +2
5 +3 +1 +4 +4 Draw 2/day, Old Hand 2 +2

6 +4 +2 +5 +5 +2
7 +5 +2 +5 +5 +3
8 +6/+1 +2 +6 +6 Draw 3/day, Advanced Learning, +3
Second Draw
9 +6/+1 +3 +6 +6 Blood Magic +3

10 +7/+2 +3 +7 +7 Old Hand 4 +4


11 +8/+3 +3 +7 +7 Draw 4/day +4
12 +9/+4 +4 +8 +8 Advanced Learning +4
13 +9/+4 +4 +8 +8 +5
Level BAB Fort Ref Will Special Defense
Save Save Save Bonus
14 +10/+5 +4 +9 +9 Draw 5/day +5
15 +11/+6/+1 +5 +9 +9 Old Hand 6 +5

16 +12/+7/+2 +5 +10 +10 Advanced Learning, Third Draw +6


17 +12/+7/+2 +5 +10 +10 Draw 6/day +6
18 +13/+8/+3 +6 +11 +11 +6
19 +14/+9/+4 +6 +11 +11 +7
20 +15/+10/+5 +6 +12 +12 Draw 7/day, Advanced Learning, 0ld +7
Hand 8

Class Features

Armor and Weapon Proficiency


Hucksters are proficient with all simple weapons and firearms plus the blade boot,
switchblade, rapier, and sword cane.

Hexes
Hucksters tap the Hunting Grounds to cast magical spells called hexes. See the skills
section for a complete description of the class specific skill spellcraft, and chapter three
Magic for the hucksters spell list. To prepare or cast a hex, a huckster must have
an Intelligence score equal to at least 10 + the hex level. The Difficulty Class for a saving
throw against a hucksters hex is 10 + the hex level + the hucksters Intelligence modifier.
Selecting Spells: Hucksters may learn and cast spells equal to half their level or lower,
rounded up. A third or fourth level huckster, for example, may cast up to second level spells. A
seventh level huckster may cast up to fourth level spells. Hucksters start with four zero or first
level spells. On gaining each additional class level, they may choose a number of additional
spells equal to their intelligence bonus. New spells may be chosen from any currently
available level. These spells must be chosen immediatelya character cannot save up
choices for later levels. Most standard Pathfinder spells are available to hucksters in
Deadlands. hucksters choose spells as wizards. Those spells that arent available in the
Weird West are listed under Prohibited Spells. Spells from other D20 products may be used
with the Marshals permission. In general, spells which affect or allow astral or ethereal travel
(the Hunting Grounds in the world of Deadlands ), spells which detect evil, and wish-like
abilities are not allowed.
Spell Check: In traditional fantasy settings, sorcerers have been wielding eldritch sorceries
for centuries or longer. Thats not the case in Deadlands. Sure, a few bizarre beings have
been around long enough to truly master the arcane arts, but to most, magic only came back
into the world a little over a decade ago. That means that using magic in the Deadlands
setting isnt always a sure thing. Sometimes it works like your character hoped and
sometimes it doesnt. Each magic-using class uses spellcraft to cast the appropriate type of
magic. Whenever a huckster wants to cast a hex he knows, he has to make a check. The DC
of the spell is equal to 15 plus two times its level. A zero level spell has a DC of 15; a first
level spell like soul blast has a DC of 17; and a third level spell such as dispel magic has a
DC of 21. Any decent spellcaster wont have much trouble making the roll, but having to roll at
all means the character has a chance for a spectacular success or deadly backlash (see
below). A natural roll of 20 when making a spell check roll is a spectacular success. A natural
roll of 1 on a spell roll results in backlash.
Backlash and Spectacular Success: Hucksters flirt with far more dangerous powers than
shamans or the blessed, and thus risk more dangerand more success. A hucksters
backlash (natural roll of 1) is 2d6 damage and 1d4 points of Intelligence. The latter returns at
the rate of 1 point per hour. On a spectacular success (natural 20), the huckster casts his
spell as if he were 1d6 levels higher than he actually is!
Spell Points: Channeling arcane energy from the Hunting Grounds is taxing on mortal
bodies. Experienced casters gain stamina and learn ways to lessen the effects of warping
reality, but even the best of them have their limits. After a point, the strain of working magic
begins to take a toll on the casters physical body. Spell points represent this experience and
the ability of the character to weather the strain of the Hunting Grounds. hucksters have spell
points equal to their intelligence plus their Intelligence bonus at first level. Each level
thereafter they gain an additional amount of spell points equal to their Intelligence bonus x
their level. Successfully casting a spell drains a number of spell points equal to three times its
level. Failing the roll does not drain spell points. (unless the character suffers backlash). First
level spells cost three spell points, fifth level spells cost 15, and so on. Zero level spells cost 0
spell point. Failing a spell costs no spell points Once a huckster is out of spell points, he must
replenish them by sleeping before he can cast more spells. All arcane heroes regain their
level in spell points per hour spent in good, restful sleepa night in a blizzard or a mosquito-
infested swamp wont do it.
Somatic Components: When a huckster is successful in slinging a hex, a trace of his
mystical game becomes real and a tell-tale hand of ethereal cards appears in his hands. The
cards fade to nothing a second or so after. To hide this mystical occurrence from others, most
hucksters are gamblers and keep a deck of real cards handy for quick shuffling and sleight of
hand. Because cards materialize in hucksters hands, all of their spells are considered to have
somatic components. A huckster whose hands are bound cannot cast spells.
Hoyles Book of Games: Hucksters are constantly on the lookout for early editions of
Hoyles Book of Games because later versions have been edited and their codes changed
and diluted. Hoyles original edition is particularly valuable most hucksters would kill to get
their hands on one.
Every huckster begins play with a contemporary copy of Hoyles Book of Games. Should the
character discover an older version of Hoyles, he may use the Linguistics skill to learn bonus
hexes. The exact procedure for this is explained for the Marshals eyes later in this book.
Should a huckster lose his copy of Hoyles Book of Games, he must find another before he
can learn any new hexes at his next level.
Draw (Su)
At 2nd level, a huckster is able to draw additional power from the manitous . Starting when
the draw is made, the huckster receives a bonus or special ability based on the type of draw
made.

At 2nd level, a huckster can use this ability once per day. At 5th level and every three levels
thereafter, the huckster can use this ability one additional time per day. Once activated, this
ability lasts until the combat ends, at which point all of the bonuses immediately end. The
huckster must participate in the combat to gain these bonuses. If he is frightened, panicked,
paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the
ability does not end, but the bonuses do not resume until he can participate in the combat
again.

When the huckster uses this ability, he must select one type of draw to make. As a swift
action, he can change this draw to another type.

Defensive Draw: The huckster's skin hardens becoming like metal granting him a +1
enhancement bonus to his existing natural armor bonus. This bonus increases by +1 for every
five huckster levels he possesses. At 10th level, this bonus is doubled against attack rolls
made to confirm critical hits against the huckster.

The enhancement bonus provided stacks with the target's natural armor bonus, but not with
other enhancement bonuses to natural armor. A creature without natural armor has an
effective natural armor bonus of +0.

Insight Draw: The huckster is filled with insight into his enemies defenses, granting a +1
insight bonus on all attack rolls. This bonus increases by +1 for every five huckster levels he
possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Luck Draw: The huckster is protected from the vile taint of his foes, gaining a +1 luck bonus
on all saving throws. This bonus increases by +1 for every five huckster levels he possesses.
At 10th level, the bonus is doubled against curses, diseases, and poisons.

Piercing Draw: This draw gives the huckster great focus and makes his spells more potent.
This benefit grants a +1 circumstance bonus on concentration checks and caster level checks
made to overcome a targets spell resistance. This bonus increases by +1 for every three
huckster levels he possesses.

Regenerative Draw: The huckster is surrounded by a healing light, gaining fast healing 1. This
causes the huckster to heal 1 point of damage each round as long as the huckster is alive
and the draw lasts. The amount of healing increases by 1 point for every three huckster levels
he possesses.

Resistance Draw: The huckster is shielded by a flickering aura, gaining 2 points of energy
resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the
draw is made. The protection increases by 2 for every three huckster levels he possesses.

Smiting Draw: This judgment bathes the hucksters weapons in energy from the hunting
grounds. The hucksters weapons count as magic for the purposes of bypassing damage
reduction. At 6th level, the hucksters weapons also count as one alignment type (chaotic,
evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must
match one of the hucksters alignments. If the huckster is neutral, he does not receive this
bonus. At 10th level, the hucksters weapons also count as adamantine for the purpose of
overcoming damage reduction (but not for reducing hardness).

Toughness Draw: This draw makes the huckster resistant to harm, granting DR 1/-. This DR
increases by 1 for every five levels he possesses. (This benefit does not stack with other
sources of damage reduction.)

Vicious Draw: The huckster channels the wrath of the manitous, gaining a +1 circumstance
bonus on all weapon damage rolls. This bonus increases by +1 for every three huckster
levels he possesses.

Advanced learning (Ex)


At 4th level, through his constant study of the codes in Hoyle's Book of Games, a huckster
can add a new spell to his list. The spell must be a blessed or shaman spell of a level no
higher than that of the highest-level spell the huckster already knows. Once a new spell is
selected, it is added to that huckster's spell list and can be cast just like any other spell he
knows. If a spell is both a blessed spell and a shaman spell, use the highest of the two spell
levels (when different) to determine what level the spell is for a huckster.
A huckster gains an additional new spell at 8th, 12th, 16th, and 20th level.

Old Hand
On reaching 5th level, a huckster learns to deal with backlash a bit better. Old Hand reduces
the damage from backlash by 2 points at 5th level, 4 points at 10th level, 6 points at 15th
level, and 8 points at 20th level. Half the hucksters Old Hand value is also deducted from his
Intelligence loss as well (so a 15th level huckster ignores 3 points of Intelligence loss due to
backlash).

Second Draw (Ex)


At 8th level, whenever a huckster uses his draw ability, he selects two different draws, instead
of one. This only consumes one use of his draw ability. As a swift action, he can change one
of these draws to another type

Blood Magic
At 9th level, a huckster may substitute his own hit points for spell points at a two for one basis
(i.e. one spell point costs two hit points). These hit points heal normally they are not
regained like spell points.

Third Draw (Ex)


At 16th level, whenever a huckster uses his draw ability, he selects three different draws,
instead of just two. This only consumes one use of his draw ability. As a swift action, the
huckster can change one of these draws to another type.
Mad Scientist

Clockwork and steam engines, ghost rock and steel,


potions and extractsthese are the tools of the mad
scientist. Working on the fringes of sanity, he crafts
inventions and concocts gizmos beyond the
imaginations of most folks, and some claim only a
fool would use them! Regardless of what the less-
enlightened say, the mad scientists infernal devices
are among the most powerful weapons available to
humanity in the Weird West.

Characteristics
A mad scientist tends toward planning more than
impulse. His gizmos and extracts, while powerful,
cant be thrown together in the heat of combat. He
needs time to mix ingredients, prepare blueprints,
and assemble inventions. Coupled with his relatively
low hit points and academic skill focuses, such a wild
inventor tends to avoid direct confrontation until hes
ready to deal with it on his terms. Thats not to say some mad scientists dont run off half-
cocked into danger, but most tend to look at a problem from a couple of obtuse angles before
acting. That said, mad scientists are called mad for a reason. Their unorthodox methods
result fromor some even claim causemental instability. Very few inventors of this sort are
without at least a couple of instabilities in the mental department.

Background
A few inventors of this sort land cushy positions with private corporations, teach in
prestigious universities Back East, or join academic societies at least until their
idiosyncrasies become too much for their colleagues or employers. Most, however, eventually
end up as freelance inventors hoping to create a better mousetrap, flamethrower, or Gatling
gun. Of course, such inventions need lots of field-testing.

Game Rule Information

Abilities
In spite of his mad insight, a mad scientist needs a high Intelligence to help him invent
truly impressive gizmos. A good Intelligence is critical to many of his class skills, like
Knowledge and Tinkerin, in addition to giving him more skill points. A high Dexterity helps him
wield gadget weapons more effectively as well as improving his AC. A good Constitution adds
to his hit points, making him more likely to survive a fight, field test, or research project gone
badly awry!

Hit Die
d6/level
Class Skills
Appraise (Int), Craft (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Fly (Dex), Heal
(Wis), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of
Hand (Dex), Tinkerin (Int), and Use Magic Device (Cha).
Skill Ranks Per Level: 6 + Int modifier.

Table: Mad Scientist


Level BAB Fort Ref Will Special Defens
Save Save Save e
Bonus
1 +0 +2 +0 +2 Weird Science, Alchemy, Bomb 1d6, +0
Brew Potion, Starting Gadget, Throw
Anything, Academic Mastery
2 +1 +3 +0 +3 Discovery, Jury Rig +2, Poison Use +1
3 +1 +3 +1 +3 Bomb 2d6 +1
4 +2 +4 +1 +4 Discovery +1
5 +2 +4 +1 +4 Bomb 3d6 +2
6 +3 +5 +2 +5 Discovery, Jury Rig +4 +2
7 +3 +5 +2 +5 Bomb 4d6 +2
8 +4 +6 +2 +6 Discovery +3
9 +4 +6 +3 +6 Bomb 5d6 +3
10 +5 +7 +3 +7 Discovery, Jury Rig +6 +3
11 +5 +7 +3 +7 Bomb 6d6 +4
12 +6/+1 +8 +4 +8 Discovery +4
13 +6/+1 +8 +4 +8 Bomb 7d6, Jinx +4
14 +7/+2 +9 +4 +9 Discovery, Jury Rig +8 +5
15 +7/+2 +9 +5 +9 Bomb 8d6 +5
16 +8/+3 +10 +5 +10 Discovery +5
17 +8/+3 +10 +5 +10 Bomb 9d6 +6
18 +9/+4 +11 +6 +11 Discovery, Jury Rig +10 +6
19 +9/+4 +11 +6 +11 Bomb 10d6 +6
20 +10/+ +12 +6 +12 Grand Discovery +7
5
Class Features

Armor and Weapon Proficiency


Mad scientists are proficient with all simple weapons and firearms. In addition, a mad
scientist is automatically proficient with any weapon or armor he designs or builds (including
the one he starts with). He is not proficient with weapons or armor designed and built by
another mad scientist, even if of a nearly identical type. Due to the nature of mad science,
gadgets vary greatly in function even though they may appear much the same.

Weird Science (Ex)


Through bursts of unexplainable insight, a mad scientist can design and build unique gadgets
that are more technologically advanced than current science allows. The devices may not
make sense in purely scientific analysis, but they are based on some sort of theory and do
work.
Making gadgets that defy common sense is easier than some might expect for a mad
scientist at least. The process outlined below should help you figure out the basics of the
device. You and your Marshal can then work out the actual game effects based on the design
and components of the gadget itself. There are four steps a deranged inventor must complete
to create a weird gizmo. Write down the details of each of the steps as you complete them for
later reference.
The first thing a mad scientist has to do is decide just what kind of weird gizmo hes trying to
make. This means the scientists playerthats youshould write down the name of the
device followed by a paragraph or two describing the scientific principles (as nutty as they
may be) your character employs to make it work. Its more fun to write the theory from the
perspective of the character, by the way. And be sure to share it with your posse. Mad
scientists can never keep their traps shut about their inventions.
Now its time to draft a blueprint. Though most mad scientists dont know it, they are actually
consorting with manitous as they draft their fantastic creations. The mad scientist must now
make a Craft (Mad Science) skill roll equal to the DC of the device, see table: Gizmo
Construction. Failing the roll means the inventor is stymied and cant try to build any other
devices for the next eight hours while he clears his head. A roll of 1 means the inventor has
contracted a dementia of If the roll is successful, the mad scientist gains a bonus to his
upcoming craft skill roll to actually build the device. The bonus is equal to +2 for every 5
points he rolled over the DC to devise the blueprint. With a DC of 5 and a roll of 17, for
example, the scientist adds +4 to his craft skill.
Once the scientist has concocted a theory and successfully drawn a blueprint for his weird
gizmo, he knows what materials he needs to actually build the thing. Now its time for a
scavenger hunt. Your character must now go out and actually buy or find the parts he needs.
Mad science devices sometimes require some strange components, and acquiring them is
sometimes an adventure in itself.
Now that youve gathered the devices components, its time to actually build it. The character
now makes a craft (mechanical) or craft (electronic), whichever is more appropriate, skill roll
against the devices relative DC, determined by the Marshal (see the Gizmo Construction
Table, partner). Dont forget to add any bonuses received from the designs blueprint. If the
roll is successful, the item is built in the time shown. For every 5 points rolled over the DC, the
construction time is halved. If the roll is failed, the character spends half the listed time before
he may try again. A character who rolls a 1 while building a device has gained a Dementia,
see below.
The base reliability of a device is 4. This is reduced to 3 if the builder is 5 th level, 2 at 10th
level, and 1 at 15th level or higher.
The Gizmo Construction Table has all the details that you kneed to know about building
your device. DC is the minimum craft roll needed to build the device. The mad scientist adds
any bonus from his blueprint to this roll. Description is a guideline for how far the gizmo is
above the normal technology level. Item is an example of some common weird gizmos in use
in the Weird West. Base Time is a rough guideline for how long weird gizmos in a particular
category tend to take. This can change drastically depending on the machine.

Table: Gizmo Construction


DC Description Item Base Time
10 Slight improvement on existing tech Faster printing press, 10% faster 15 hours
locomotive (a tune-up)
12 Major improvement on existing Gatling pistol, bullet-proof vest, 110 hours
technology automatic weapon, 25% faster
locomotive (total
reconfiguration)
15 Relatively simple but new use of Flamethrower, automatic 16 days
existing technology machine-gun
20 New use of cutting-edge tech Steam wagon, land ship 14 weeks
25 Entirely new but realistic tech Ornithopter, submersible 16 months
30 New technology that flaunts the laws Heat or freeze ray 112 months
of science
35 New technology that alters the laws of Mind-control ray 14 years
science
40 Technology that defies the laws of Dimension or time control 120 years
science device

The price of building insane devices well beyond the technological curve of the day is a tinge
of madness. Whenever a mad scientist rolls a 1 on a blueprint or construction roll, he
contracts a dementia of some kind. Roll 1d20 on the Dementia table. If the character suffers
the same dementia twice, the condition simply worsens .
Table: Dementia
d20 Demetia
result
1-2 Absent Minded: The scientist tends to forget everything but his work. He might
forget to wear his pants one day or eat raw coffee the next. Whenever he needs to
remember an important detail, he should make a DC 10 Wisdom roll. If he fails, he
cant remember it.
3-4 Delusion: The inventors mind snaps and he comes to believe something that is
patently untrue. Maybe he thinks hes a werewolf, or the sky is blue because the
Moon People paint it that way every morning. Or perhaps he believes hes not a
living person, but a character in some strange game with overly complex and abstract
rules over his behavior.
5-6 Eccentricity: The inventor becomes eccentric. Maybe he smothers his food in
vinegar or eats lots of bran to keep his digestive system clear (ugh). The condition is
basically harmless and amusing, though occasionally annoying.
7-8 Evil Deeds: An insidious manitou convinces the inventor that someone or something
is evil and must be stopped. Each time the inventor gets this result, his madness is
more pronounced. At first he may only talk badly about his enemies. Later on he
might attempt
to ruin or even kill them.
9-10 Depression: The inventor becomes incredibly depressed about himself, the futility of
humanity, or his chances of surviving another adventure. He often speaks of
humanitys
impending doom. His lack of faith gives him a -1 cumulative penalty to his Will saves
every time he gets this result.
11-12 Minor Phobia: The scientist develops a strange fear of something. He suffers a 2
penalty to his actions whenever the source of the phobia is present.
13-14 Major Phobia: As above, except the inventor is at 4 to his actions when in the
presence of the feared object or environment.
15-16 Mumbler: The inventor talks to himself constantly and his sentences often taper off
into
meaningless drivel. While working, he might occasionally hear voices talking back.
The
frightening truth is, the voices are real.
17-18 Paranoia: Everyones out to get the mad scientist or steal his ideas, or so he
believes. Or
maybe sinister creatures from the Astral Plane are lurking just outside his lab,
waiting to
steal his amazing breakthrough so they can conquer the Earth.
19-20 Schizophrenia: The mad scientist adopts drastically different attitudes from time to
time. At one moment he might be passive and restrained. Later on hes a raving
madman. If he gets this result multiple times, he develops entirely new personalities
who might have different names, mannerisms or character flaws. In fact, the
personalities might not even be of the same race or gender!
Alchemy (Su)
Mad Scientists are not only masters of creating weird science devices and mundane
alchemical substances such as alchemists fire, but also of fashioning magical potion like
extracts in which they can store spell effects. In effect, a Mad Scientist prepares his spells by
mixing ingredients into a number of extracts, and then casts his spells by drinking the
extract. When a mad scientist creates an extract or bomb, he infuses the concoction with a
tiny fraction of power from the hunting groundsthis enables the creation of powerful effects,
but also binds the effects to the creator.
A Mad Scientist can create two special types of itemsextracts and bombs, bombs are
detailed in their own sections below.
Extracts are the most varied of the two. In many ways, they behave like spells in potion form,
and as such their effects can be dispelled by effects like dispel magic using the Mad
Scientists level as the caster level. Unlike potions, though, extracts can have powerful effects
and duplicate spells that a potion normally could not.
A Mad Scientist can create extracts as long as his power points hold out. When a Mad
Scientist mixes an extract, he infuses the chemicals and reagents in the extract with magic
siphoned from the Hunting Grounds. Channeling arcane energy from the Hunting Grounds is
taxing on mortal bodies. Experienced casters gain stamina and learn ways to lessen the
effects of warping reality, but even the best of them have their limits. After a point, the strain of
working magic begins to take a toll on the casters physical body. Spell points represent this
experience and the ability of the character to weather the strain of the Hunting Grounds. Mad
Scientists have spell points equal to their Intelligence plus their Intelligence bonus at first
level. Each level thereafter they gain an additional amount of spell points equal to their
Intelligence bonus x their level.. Successfully creating an extract drains a number of spell
points equal to three times its level. Failing the roll does not drain spell points. (unless the
character suffers backlash). First level formulae cost three spell points, fifth level formulae
cost 15, and so on. Once a mad scientist is out of spell points, he must replenish them by
sleeping before he can create more extracts. All arcane heroes regain their level in spell
points per hour spent in good, restful sleepa night in a blizzard or a mosquito-infested
swamp wont do it. An extract immediately becomes inert if it leaves the Mad Scientists
possession, reactivating as soon as it returns to his keepinga Mad Scientist cannot
normally pass out his extracts for allies to use (but see the infusion discovery below).
An extract, once created, remains potent for 1 day before becoming inert, so a Mad Scientist
must re-prepare his extracts every day. Mixing an extract takes 1 minute of workmost Mad
Scientists prepare many extracts at the start of the day or just before going on an adventure,
but its not uncommon for a Mad Scientist to prepare extracts in the field as needed.
Whenever a Mad Scientist prepares a formula he knows, he has to make a craft (Mad
Science) check. The DC of the formula is equal to 15 plus two times its level. A first level
formula, like comprehend languages, has a DC of 17; and a third level formula, such as
gaseous form, has a DC of 21. Any decent Mad Scientist wont have much trouble making
the roll, but having to roll at all means the character has a chance for a spectacular success
or deadly backlash (see below). A natural roll of 20 when making a mad science roll is a
spectacular success. A natural roll of 1 on a mad science roll results in backlash.
Because of the manitous' constantly whispering secrets in their ears Mad Scientists take risks
similar to Hucksters. If a huckster suffers backlash on his mad science check the extract he
was preparing immediately blows up in his face causing 2d4 physical damage and the mad
scientist must roll on the dementia table. On the other hand if it was a spectacular Success
the extract is prepared as if the Mad Scientist were 1d4 levels higher.
Although the Mad Scientist doesnt actually cast spells, he does have a formulae list that
determines what extracts he can create. An extract is cast by drinking it, as if imbibing a
potionthe effects of an extract exactly duplicate the spell upon which its formula is based,
save that the spell always affects only the drinking Mad Scientist. The Mad Scientist uses his
level as the caster level to determine any effect based on caster level. Creating extracts
consumes raw materials, but the cost of these materials is insignificantcomparable to the
valueless material components of most spells. If a spell normally has a costly material
component, that component is expended during the consumption of that particular extract.
Extracts cannot be made from spells that have focus requirements (Mad Scientist extracts
that duplicate divine spells never have a divine focus requirement). A Mad Scientist can
prepare an extract of any formula he knows. To learn or use an extract, a Mad Scientist must
have an Intelligence score equal to at least 10 + the extracts level. The Difficulty Class for
a saving throw against a Mad Scientists extract is 10 + the extract level + the Mad
Scientists Intelligence modifier. A Mad Scientist may know any number of formulae. He stores
his formulae in a special tome called a formula book. He must refer to this book whenever he
prepares an extract but not when he consumes it. A mad scentist may learn and prepare
formulae equal to half their level or lower, rounded up. A third or fourth level mad scientist, for
example, may prepare up to second level formulae. A seventh level mad scientist may
prepare up to fourth level formulae. A Mad Scientist begins play with four 1 st level formulae of
his choice. At each new Mad Scientist level, he gains a number of new formula equal to his
intelligence bonus of any level that he can create.

Bomb (Su)
In addition to magical extracts, mad scientists are adept at swiftly mixing various volatile
chemicals and infusing them with magic from the Hunting Grounds to create powerful bombs
that they can hurl at their enemies. A mad scientist can use a number of bombs each day
equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the
round they are created, they degrade and become inerttheir method of creation prevents
large volumes of explosive material from being created and stored. In order to create a bomb,
the mad scientist must use a small vial containing an ounce of liquid catalystthe mad
scientist can create this liquid catalyst from small amounts of chemicals from an alchemy lab,
and these supplies can be readily refilled in the same manner as a spellcasters component
pouch. Most mad scientists create a number of catalyst vials at the start of the day equal to
the total number of bombs they can create in that dayonce created, a catalyst vial remains
usable by the mad scientist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that
provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw
Splash Weapon special attack. Bombs are considered weapons and can be selected using
feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a mad scientists bomb
inflicts 1d6 points of fire damage + additional damage equal to the mad
scientists Intelligence modifier. The damage of a mad scientists bomb increases by 1d6
points at every odd-numbered mad scientist level (this bonus damage is not multiplied on a
critical hit or by using feats such as Vital Strike). Splash damage from a mad scientist bomb is
always equal to the bombs minimum damage (so if the bomb would deal 2d6+4 points of fire
damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in
the splash damage can attempt a Reflex save for half damage. The DC of this save is equal
to 10 + 1/2 the mad scientists level + the mad scientists Intelligence modifier.
mad scientists can learn new types of bombs as discoveries (see the Discovery ability) as
they level up. A mad scientists bomb, like an extract, becomes inert if used or carried by
anyone else.

Starting Gadget
A mad scientist begins play with any one gizmo selected from Chapter Four. Alternatively,
the Marshal might allow the mad scientist to start with one device of his own creation.

Brew Potion (Ex)


At 1st level, mad Scientists receive Brew Potion as a bonus feat. A mad scientist can brew
potions of any formulae he knows (up to 3rd level), using his mad scientist level as his caster
level. The spell must be one that can be made into a potion. The mad scientist does not need
to meet the prerequisites for this feat.

Throw Anything (Ex)


All mad scientists gain the Throw Anything feat as a bonus feat at 1st level. A mad scientist
adds his Intelligence modifier to damage done with Throw Splash Weapon, including the
splash damage if any. This bonus damage is already included in the bomb class feature.

Academic Mastery (Ex)


A mad scientist adds half his class level (minimum 1) to all Knowledge skill checks and may
make all Knowledge skill checks untrained.

Discovery (Su)
At 2nd level, and then again every 2 levels thereafter (up to 18th level), a mad scientist makes
an incredible discovery. Unless otherwise noted, a mad scientist cannot select an individual
discovery more than once. Some discoveries can only be made if the mad scientist has met
certain prerequisites first, such as uncovering other discoveries. Discoveries that modify
bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be
applied to an individual bomb. The DC of any saving throw called for by a discovery is equal
to 10 + 1/2 the mad scientist's level + the mad scientist's Intelligence modifier.
Acid bomb*: When the mad scientist creates a bomb, he can choose to have it inflict acid
damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of
acid damage 1 round later.
Alchemical Simulacrum (Su): The mad scientist gains the ability to create a lesser
simulacrum. This works like the lesser simulacrum* spell, except it costs 100 gp in alchemical
materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh
rather than ice or snow if killed. a mad scientist must be at least 8th level before selecting this
discovery. The created simulacrum is a creature, not a supernatural effect.
Alchemical Zombie (Su): The mad scientist gains the ability to animate a relatively complete
corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in
alchemical reagents per HD of the corpse being animated; the dead creature gains the
zombie template. Zombies that are created in this manner count as undead created
by animate dead for the purposes of determining how many undead the mad scientist can
control. a mad scientist must be at least 8th level before selecting this discovery. The created
zombie is a creature, not a supernatural effect.
Blinding Bomb (Su)*: When the mad scientist creates a bomb, he can choose for it to
detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1
minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their
saves against the bomb are dazzled for 1 minute. This is a light effect. a mad scientist must
be at least 8th level before selecting this discovery.
Bottled Ooze (Su): The mad scientist has learned how to preserve a sample of oozes in a
sealed bottle, which he can prepare for use as an extract. When the mad scientist activates
the extract, he actually throws the bottle at a square within 30 feet, releasing the ooze, which
reconstitutes and attacks the closest creature. The ooze is not under the mad scientist's
control, but is otherwise treated as a summoned creature. The ooze remains for 1 round per
caster level, and decays into powder when the duration expires. If the mad scientist has
the infusion discovery, another character can use the infused specimen. Creating a bottled
ooze requires an extract with a level equal to the ooze's CR (so a CR 4 gray ooze requires a
4th-level extract). A mad scientist must be at least 6th level before selecting this discovery.
Cognatogen (Su): The mad scientist gains the ability to create a cognatogen, a mutagen-like
mixture that heightens one mental ability score at the expense of a physical ability score. If
the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances
his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a
penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including
the natural armor bonus). Anytime the mad scientist would prepare a mutagen, he may
instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they
were the same substancea mad scientist can only maintain one mutagen or cognatogen at
a time, a cognatogen that is not in a mad scientist's possession becomes inert, drinking a
cognatogen makes a non-mad scientist sick, and so on. When the effect of the cognatogen
ends, the mad scientist takes 2 points of ability damage to the ability score penalized by the
cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to
cognatogens.
Combine extracts: When the mad scientist creates an extract, he can place two formulae into
one extract. When the extract is consumed, both formulae take effect. This extract has a level
two levels higher than the highest-level formulae placed in the extract. a mad scientist must
be at least 8th level before selecting this discovery.
Concentrate poison: The mad scientist can combine two doses of the same poison to
increase their effects. This requires two doses of the poison and 1 minute of concentration.
When completed, the mad scientist has one dose of poison. The poison's frequency is
extended by 50% and the save DC increases by +2. This poison must be used within 1 hour
of its creation or it is ruined.
Concussive bomb*: When the mad scientist creates a bomb, he can choose to have it inflict
sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic
damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a
concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save. A mad
scientist must be at least 6th level before selecting this discovery.
Confusion Bomb* (Su): The mad scientist's bombs twist the target's perception of friend and
foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb
and is under the effect of a confusion spell for 1 round per caster level of the mad scientist.
Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would
normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). A mad
scientist must be at least 8th level before selecting this discovery.
Delayed bomb: The mad scientist can place a bomb so that it explodes a number of rounds
after the mad scientist ceases contact with the bomb. This delay can be any number of
rounds as chosen by the mad scientist, up to a number of rounds equal to his level. If at any
point the mad scientist reclaims possession of the delayed bomb, he can end the timer and
prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature
attempts to touch or move it, or if the bomb's contents are removed from the vial (such as if
the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the
square with the bomb when it detonates, and splash damage to all adjacent creatures as
normal. A mad scientist cannot have more than one delayed bomb at one time. If he creates
another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a
delayed bomb, as can a successfulDisable Device check (DC equals 10 + the mad scientist's
level + the mad scientist's Intelligence modifier). A mad scientist must be at least 8th level
before selecting this discovery.
Dilution: Once per day, the mad scientist can dilute any one potion or elixir, creating two
doses of the same potion from one. Diluting a potion costs a number of gp equal to one-
quarter of the potion's market value. A potion that has been diluted cannot be diluted again.
This discovery cannot be used to dilute extracts or mutagens. A mad scientist must be at least
12th level before selecting this discovery.
Dispelling Bomb: When the mad scientist creates a bomb, he can choose to have it dispel
magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb
are subject to a targeted dispel magic spell, using the mad scientist's level as the caster level.
This cannot be used to target a specific spell effect. The mad scientist must be at least 6th
level before selecting this discovery.
Doppelganger Simulacrum (Su): The mad scientist learns how to create a simulacrum, a
soulless duplicate, into which he can project his consciousness. As a full-round action, he
may shift his consciousness from his current body to any one of his available doppelganger
simulacra, which must be on the same plane as the mad scientist. If killed in a simulacrum, he
transfers to his own body automatically; if killed in his own body, he is dead. Unused
simulacra (including his abandoned original body) appear to be lifeless corpses, though they
do not decay. Creating a duplicate costs 1,000 gp in alchemical materials and requires 1
week to grow. A mad scientist must be at least 10th level and must have the alchemical
simulacrum discovery before selecting this discovery. The created simulacrum is a creature,
not a supernatural effect.
Elixir of life: Once per day, the mad scientist can brew an elixir of life. This special concoction
costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the
mad scientist who brewed it, restores life to a dead creature as per the spell true resurrection.
Alternatively, the mad scientist himself may drink the elixir of life, after which point he is
immediately targeted with aresurrection spell the next time he is killed. Used in this manner,
the effects of an elixir of life persist only for a number of days equal to the mad scientist's
Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life
end. A mad scientist must be at least 16th level before selecting this discovery.
Enhance potion: A number of times per day equal to his Intelligence modifier, the mad
scientist can cause any potion he drinks to function at a caster level equal to his class level.
Eternal potion: If a mad scientist drinks a potion that he extends, the effects of that potion
become permanent until he chooses to make another potion effect permanent. A mad
scientist must be at least 16th level and must possess the extend potion discovery before
selecting this discovery.
Explosive bomb*: The mad scientist's bombs now have a splash radius of 10 feet rather than
5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of
fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round
action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the
save. Dousing the target with at least 2 gallons of water automatically extinguishes the
flames.
Extend potion: A number of times per day equal to his Intelligence modifier, the mad scientist
can cause any potion he drinks that does not have an instantaneous duration to function at
twice its normal duration. This does not apply to extracts.
Fast bombs: A mad scientist with this discovery can quickly create enough bombs to throw
more than one in a single round. The mad scientist can prepare and throw additional bombs
as a full-round action if his base attack bonus is high enough to grant him additional attacks.
This functions just like a full-attack with a ranged weapon. A mad scientist must be at least 8th
level before selecting this discovery.
Feral mutagen: Whenever the mad scientist imbibes a mutagen, he gains two claw attacks
and a bite attack. These are primary attacks and are made using the mad scientist's full base
attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the mad scientist is Small)
and the bite attack deals 1d8 points of damage (1d6 if the mad scientist is Small). While the
mutagen is in effect, the mad scientist gains a +2 competence bonus on Intimidate skill
checks.
Force bomb*: When the mad scientist creates a bomb, he can choose to have it inflict force
damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for
every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb
are knocked prone unless they succeed on a Reflex save. A mad scientist must be at least
8th level before selecting this discovery.
Frost bomb*: When the mad scientist creates a bomb, he can choose to have it inflict cold
damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn
unless they succeed on a Fortitude save.
Grand Cognatogen (Su): The mad scientist's cognatogen now grants a +6 natural armor
bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or
Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical
bonus to a third mental ability score. The mad scientist takes a 2 penalty to his Strength,
Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability
damage to each physical ability score when the cognatogen ends. A mad scientist must be at
least 16th level and must have the greater cognatogen discovery or class ability before
selecting this discovery.
Grand mutagen: The mad scientist's mutagen now grants a +6 natural armor bonus, a +8
alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical
bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability
score. The mad scientist takes a 2 penalty to his Intelligence, Wisdom, and Charisma as
long as the mutagen persists (see Mutagen). A mad scientist must be at least 16th level and
must possess the greater mutagen discovery before selecting this discovery.
Greater Alchemical Simulacrum (Su): The mad scientist gains the ability to create a
simulacrum. This works like the simulacrum spell, except it costs 100 gp in alchemical
materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh
rather than ice or snow if killed. A mad scientist must be at least 14th level and must have the
alchemical simulacrum discovery before selecting this discovery. The created simulacrum is a
creature, not a supernatural effect.
Greater Cognatogen (Su): The mad scientist's mutagen now grants a +4 natural armor bonus,
a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a
+4 alchemical bonus to a second mental ability score. The mad scientist takes a 2 penalty
on both associated physical ability scores as long as the mutagen persists, and takes 2 points
of ability damage to both associated physical ability scores when the cognatogen ends. A mad
scientist must be at least 12th level and must have the cognatogen discovery or class ability
before selecting this discovery.
Greater mutagen: The mad scientist's mutagen now grants a +4 natural armor bonus, a +6
alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4
alchemical bonus to a second physical ability score. The mad scientist takes a 2 penalty on
both associated mental ability scores as long as the mutagen persists. A mad scientist must
be at least 12th level before selecting this discovery.
Healing Touch (Ex): The mad scientist gains the ability to heal other creatures. As a standard
action, he may touch a creature and apply 1 round's effect of his spontaneous healing
discovery to that creature; this counts toward his spontaneous healing limit for the day. The
mad scientist's daily limit for hit points healed by spontaneous healing increases to 5 his
mad scientist level. This ability only functions if the target is the same type of creature
(humanoid, undead, and so on) as the mad scientist. A mad scientist must be at least 6th
level and must have the spontaneous healing discovery or class ability before selecting this
discovery.
Infuse mutagen: When the mad scientist creates a mutagen, he can infuse it with an extra bit
of his own magical power. This inflicts 2 points of Intelligence damage to the mad scientist
and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not
rendered inert if the mad scientist creates another mutagen. This allows a mad scientist to
create different types of mutagens and keep them handy for emergencies. This does not allow
a mad scientist to gain the effects of multiple mutagensonly the most recently imbibed
mutagen has any effect.
Inferno bomb*: The effects of the smoke created by a mad scientist's bomb duplicate the
effects of incendiary cloud instead of fog cloud,filling an area equal to twice the bomb's splash
radius for 1 round per level. A mad scientist must be at least 16th level and must possess the
smoke bomb discovery before selecting this discovery.
Infusion: When the mad scientist creates an extract, he can infuse it with an extra bit of his
own magical power. The extract created now persists even after the mad scientist sets it
down. As long as the extract exists, it continues to occupy one of the mad scientist's daily
extract slots. An infused extract can be imbibed by a non-mad scientist to gain its effects.
Lingering Spirit (Ex): The mad scientist is familiar enough with the ties between his body and
spirit that he lingers at death's door far longer than a normal person. He treats his Constitution
as 10 points higher than normal for the purpose of determining when hit point damage kills
him (so a mad scientist with a Constitution of 10 and this discovery dies at 20 hit points
instead of 10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability
drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is
only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in
effect, the mad scientist must be brought to 5 Constitution in order to be killed by these
attacks). A mad scientist must be at least 4th level before selecting this discovery.
Madness bomb: The mad scientist's bombs do more than sear fleshthey sear the mind. A
creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4
points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6
(so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage
instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each
madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom
damage. A mad scientist must be at least 12th level before selecting this discovery.
Mummification (Ex): The mad scientist has mastered preserving flesh and applied this
knowledge to his own body, turning himself into an undeadlike creature. After learning this
discovery, the mad scientist must perform a 30-day regimen of a special diet, rigorous
exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls
unconscious for 24 hours, then awakens as a living mummy. The mad scientist's type does
not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep. A mad
scientist must be at least 10th level and must have the preserve organs discovery before
selecting this discovery.
Mutagen (Su): This discovery gives the mad scientist the mutagen class ability. (This
discovery exists so mad scientist archetypes who have variant mutagens, such as the
mindchemist, can learn how to make standard mutagens.)
Parasitic Twin (Ex): The mad scientist's vestigial limbs are part of a parasitic twin on his torso,
consisting of a head, a torso, and two arms (from the vestigial limb discovery). Normally, the
twin is mostly recessed within the mad scientist's body, with the visible arms acting like the
vestigial arm discovery, though the mad scientist can manifest or hide the twin as a standard
action. The twin is helpless, fully subservient to the mad scientist, and cannot be targeted or
harmed. Once per day, if the mad scientist succumbs to a mental effect that would make him
unconscious, helpless, or not in control of his own actions (such as charm
person, feeblemind, or hold person), he can reroll his saving throw; success means the twin
absorbs the effect and the mad scientist can ignore it. Using this ability sickens the mad
scientist for the duration of the absorbed effect (removing the effect from the twin ends the
sickened condition), and he cannot use the twin's limbs during that time, though passive
effects (such as from rings worn on the vestigial limbs) continue normally. The mad scientist
must have selected the vestigial arm discovery twice before selecting this discovery.
Plague Bomb (Su)*: The effects of the smoke created by a mad scientist's bomb duplicates
the effects of contagion instead of fog cloud, filling an area equal to twice the bomb's splash
area for 1 round per level. A mad scientist must be at least 8th level and must have the smoke
bomb discovery before selecting this discovery.
Poison bomb*: The effects of the smoke created by a mad scientist's bomb duplicates the
effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb's splash radius
for 1 round per level. A mad scientist must be at least 12th level and must possess the smoke
bomb discovery before selecting this discovery.
Precise bombs: Whenever the mad scientist throws a bomb, he can select a number of
squares equal to his Intelligence modifier that are not affected by the splash damage from his
bombs. If the bomb misses, this discovery has no effect.
Preserve Organs (Ex): The mad scientist learns how to preserve and protect his vital organs,
reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the
mad scientist, there is a 25% chance that the critical hit or sneak attack is negated and
damage is instead rolled normally. This does not stack with similar abilities that negate critical
hits and sneak attacks (such as fortification armor). A mad scientist can take this discovery
up to three times; the effects stack, increasing this chance to 50% and then 75%.
Shock bomb*: When the mad scientist creates a bomb, he can choose to have it inflict
electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4
rounds.
Smoke bomb*: When the mad scientist creates a bomb, he can choose to have it create a
cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal
to twice the bomb's splash radius for 1 round per level.
Spontaneous Healing (Ex): The mad scientist gains the ability to heal from wounds rapidly. As
a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He
can heal 5 hit points per day in this manner for every 2 mad scientist levels he possesses. If
the mad scientist falls unconscious because of hit point damage and he still has healing
available from this ability, the ability activates automatically each round until he is conscious
again or the ability is depleted for the day.
Sticky bomb: The effects of the mad scientist's bombs are persistent and continue to damage
creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky
bomb take the splash damage 1 round later. Bombs that have effects that would normally
occur 1 round later instead have those effects occur 2 rounds later. A mad scientist must be at
least 10th level before selecting this discovery.
Sticky poison: Any poison the mad scientist creates is stickywhen the mad scientist applies
it to a weapon, the weapon remains poisoned for a number of strikes equal to the mad
scientist's Intelligence modifier. A mad scientist must be at least 6th level before selecting this
discovery.
Stink bomb*: The effects of the smoke created by a mad scientist's bomb can duplicate the
effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb's splash
radius for 1 round. A mad scientist must possess the smoke bomb discovery before selecting
this discovery.
Strafe Bomb (Su): The mad scientist can throw bombs that splash in a 40-foot line rather than
affecting a radius. The line starts at the mad scientist and extends away from him in the
direction he chooses. The mad scientist designates one creature in the squares affected by
the line to be the target of the bomb and makes his attack roll against that creature; all other
squares in the line take splash damage. If the mad scientist has the explosive bomb discovery
and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40
feet.
Sunlight Bomb (Su)*: The mad scientist can throw bombs that explode with a searing
radiance equivalent to that of sunlight and that act as blinding bombs. Undead, fungi, molds,
oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die
from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb
are staggered for 1 round. A mad scientist must be at least 10th level and must have the
blinding bomb discovery before he can select this discovery.
Tanglefoot Bomb (Su)*: A creature that takes a direct hit from a tanglefoot bomb must save
against the bomb's DC or be entangled and glued to the floor as if it had failed its save
against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but
not glued to the floor; those who make this save are not entangled at all.
Tentacle (Ex): The mad scientist gains a prehensile, arm-length tentacle on his body. The
tentacle is fully under his control and cannot be concealed except with magic or bulky
clothing. The tentacle does not give the mad scientist any extra attacks or actions per round,
though he can use it to make a tentacle attack (1d4 damage for a Medium mad scientist, 1d3
damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as
well as the mad scientist's original arms can (for example, allowing the mad scientist to use
one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a
bomb). Unlike an arm, the tentacle has no magic item slots.
Tumor Familiar (Ex): The mad scientist creates a Diminutive or Tiny tumor on his body,
usually on his back or stomach. As a standard action, the mad scientist can have the tumor
detach itself from his body as a separate creature vaguely resembling a kind of animal
suitable for a familiar (bat, cat, and so on) and move about as if it were an independent
creature. The tumor can reattach itself to the mad scientist as a standard action. The tumor
has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and
familiar abilities based on the mad scientist's caster level (though some familiar abilities may
be useless to a mad scientist). The tumor acts as the mad scientist's familiar whether
attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached
to the mad scientist, the tumor has fast healing 5. A mad scientist's extracts and mutagens
are considered spells for the purposes of familiar abilities like share spells and deliver touch
spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized
procedure that costs 200 gp per mad scientist level. The ritual takes 8 hours to complete.
Vestigial Arm (Ex): The mad scientist gains a new arm (left or right) on his torso. The arm is
fully under his control and cannot be concealed except with magic or bulky clothing. The arm
does not give the mad scientist any extra attacks or actions per round, though the arm can
wield a weapon and make attacks as part of the mad scientist's attack routine (using two-
weapon fighting). The arm can manipulate or hold items as well as the mad scientist's original
arms (for example, allowing the mad scientist to use one hand to wield a weapon, another
hand to hold a potion, and the third hand to throw a bomb). The arm has its own hand and
ring magic item slots (though the mad scientist can still only wear two rings and two hand
magic items at a time). A mad scientist may take this discovery up to two times.
Jury Rig
At 2nd level, the mad scientist gets a +2 competence bonus on Tinkerin checks to perform
temporary repairs on gadgets or other technological gear. Note that this bonus only applies to
Tinkerin attempts to repair existing devices of a mechanical nature; it does not assist him in
actually building gadgets and gizmos. This bonus increases by +2 at 6th, 10th, 14th, and 18th
levels.

Poison Use (Ex)


Mad Scientists are trained in the use of poison and starting at 2nd level, cannot
accidentally poison themselves when applying poison to a weapon.

Jinx (Su)
Beginning at 13th level, a mad scientist gains an uncanny insight into the weak points of
technological devices. As a full round action, a mad scientist within reach of a weird science
gadget may make a Tinkerin skill roll against the DC needed to create the thing. If successful,
he may immediately attempt a melee touch attack against it. If the attack succeeds, the gizmo
immediately suffers a malfunction.
The mad scientist must have some plausible way to use this ability. Against a sealed device,
such as a steam tank, for instance, he might open an access hatch and drop a wrench into
the gears. If the same vehicle was at rest, the malfunction might not occur until it was started
up. He could not use this ability against someone holding a device, such as a potion, unless
he somehow found a way to distract the target and sprinkle some sort of chemical in the vial.
The Marshal has the final say when deciding if this ability is usable against a particular
device.
This is a supernatural ability and is effective against both normal technological creations and
mad science gizmos.

Grand Discovery (Su)


At 20th level, the mad scientist makes a grand discovery. He immediately learns two normal
discoveries, but also learns a third discovery chosen from the list below, representing a truly
astounding alchemical breakthrough of significant import. For many mad scientists, the
promise of one of these grand discoveries is the primary goal of their experiments and hard
work.
Awakened Intellect: The mad scientist's constant exposure to strange chemicals has
expanded his mind. His Intelligence score permanently increases by 2 points.
Eternal Youth: The mad scientist has discovered a cure for aging, and from this point forward
he takes no penalty to his physical ability scores from advanced age. If the mad scientist is
already taking such penalties, they are removed at this time.
Fast Healing: The mad scientist's flesh responds to damage with shocking speedhe gains
fast healing 5.
Poison Touch: The mad scientist gains a poisonous touch, as if under the effects of
a poison spell. He can suppress or activate this ability as a free action. The physical
appearance of how the mad scientist generates and delivers his poisonous touch varies from
mad scientist to mad scientist.
True Mutagen: The mad scientist's mutagen now grants a +8 natural armor bonus and a +8
alchemical bonus to Strength, Dexterity, and Constitution. The mad scientist takes a 2
penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see
Mutagen). A mad scientist must possess the grand mutagen discovery before selecting this
discovery.
Maverick

Riverboat gamblers and saloon girls, snake-oil salesmen


and swindlers, spies and street-smart criminalsall those
folks make their living by their wits and by staying one step
ahead of the law. Mavericks are those folks who live on the
fringes of civilized society and rely on their smarts and quick
hands to keep them out of troubleor at least get them out
of it once theyre in!

Characteristics
The maverick is a jack-of-all-trades, educated in the ways
of the world. She may be a smooth-talking diplomat or a
light-fingered pickpocket. She might make her living fleecing
tinhorns at the card table or spiriting secrets out of the
enemys military encampments. Whatever her specialty, she
counts on her smarts, reflexes, looks, and good old-
fashioned luck to keep her scalp on her head.

Background
Mavericks typically bounce from livelihood to livelihoodor
at least town to town. No job or place can keep these active adventurers interested for long.
Or thats what many claim at any rate. As often as not, a maverick finds shes outstayed her
welcome, or at least good fortune, one day after its run out!

Game Rule Information

Abilities
Depending on the concept behind your maverick character, either a high Dexterity or high
Charisma is likely to be your best choice. For physically- oriented characters like burglars or
pick pockets, Dexterity is your best bet; it boosts skill rolls most often associated with this sort
of hero. For smooth-talking con artists or gamblers, Charisma is probably going to be more
useful. Besides those two abilities, a high Intelligence is always helpful as it grants the
maverick more skill points while adding to several of her skill checks to boot.

Hit Die
d8/level

Class Skills
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Demolitions (Int),
Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gamblin (Int),
Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge
(Local) (Int), Linguistics (Int), Perform (Cha), Perception (Wis), Profession (Wis), Sense
Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 8 + Int modifier.

Table: Maverick
Level BAB Fort Ref Will Special Defense
Save Save Save Bonus
1 +0 +0 +2 +2 Sneak attack +1d6, Extraordinary luck +3
2 +1 +0 +3 +3 Evasion, Maverick talent +4
3 +2 +1 +3 +3 Sneak attack +2d6, trap sense +1 +4
4 +3 +1 +4 +4 Maverick talent, uncanny dodge +5
5 +3 +1 +4 +4 Sneak attack +3d6, +5
6 +4 +2 +5 +5 Maverick talent, trap sense +2 +6
7 +5 +2 +5 +5 Sneak attack +4d6, +6
8 +6/+1 +2 +6 +6 Improved uncanny dodge, Maverick talent +7
9 +6/+1 +3 +6 +6 Sneak attack +5d6, trap sense +3 +7
10 +7/+2 +3 +7 +7 Advanced talents, Maverick talent +8
11 +8/+3 +3 +7 +7 Sneak attack +6d6, +8
12 +9/+4 +4 +8 +8 Maverick talent, trap sense +4 +9
13 +9/+4 +4 +8 +8 Sneak attack +7d6, +9
14 +10/+5 +4 +9 +9 Maverick talent +10
15 +11/+6/+1 +5 +9 +9 Sneak attack +8d6, trap sense +5 +10
16 +12/+7/+2 +5 +10 +10 Maverick talent +11
17 +12/+7/+2 +5 +10 +10 Sneak attack +9d6, +11
18 +13/+8/+3 +6 +11 +11 Maverick talent, trap sense +6 +12
19 +14/+9/+4 +6 +11 +11 Sneak attack +10d6, +12
20 +15/+10/+5 +6 +12 +12 Master strike, Maverick talent +13

Class Features

Armor and Weapon Proficiency


Mavericks are proficient with simple weapons and firearms.

Sneak Attack
If a maverick can catch an opponent when he is unable to defend himself effectively from her
attack, she can strike a vital spot for extra damage.
The maverick's attack deals extra damage (called "precision damage") anytime her target
would be denied a Dexteritybonus to AC (whether the target actually has a Dexterity bonus or
not), or when the maverick flanks her target. This extra damage is 1d6 at 1st level, and
increases by 1d6 every two maverick levels thereafter. Should the maverick score a critical
hitwith a sneak attack, this extra damage is not multiplied. Ranged attacks can count as
sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a slapjack, whip, or an unarmed strike), a
maverick can make a sneak attack that deals nonlethal damage instead of lethal damage.
She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak
attack, not even with the usual 4 penalty.
The maverick must be able to see the target well enough to pick out a vital spot and must be
able to reach such a spot. A maverick cannot sneak attack while striking a creature with
concealment.

Extraordinary Luck
A maverick adds her Charisma bonus (if positive) to all saving throws.

Evasion (Ex)
At 2nd level and higher, a maverick can avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw against an attack that normally deals
half damage on a successful save, she instead takes no damage. Evasion can be used only if
the maverick is wearing light armor or no armor. A helpless maverick does not gain the benefit
of evasion.

Maverick Talents
As a maverick gains experience, she learns a number of talents that aid her and confound her
foes. Starting at 2nd level, a maverick gains one maverick talent. She gains an additional
maverick talent for every 2 levels of maverick attained after 2nd level. A maverick cannot
select an individual talent more than once.
Talents marked with an asterisk add effects to a maverick's sneak attack. Only one of these
talents can be applied to an individual attack and the decision must be made before the attack
roll is made.
Assault Leader (Ex): Once per day, when the maverick misses with an attack on a flanked
opponent, she can designate a single ally who is also flanking the target that her attack
missed. That ally can make a single melee attack against the opponent as an immediate
action.
Befuddling Strike* (Ex): When the maverick deals sneak attack damage against an opponent,
that opponent takes a 2 penalty on attack rolls against the maverick for 1d4 rounds.
Bleeding Attack* (Ex): A maverick with this ability can cause living opponents to bleed by
hitting them with a sneak attack. This attack causes the target to take 1 additional point of
damage each round for each die of the maverick's sneak attack (e.g., 4d6 equals 4 points
of bleed). Bleeding creatures take that amount of damage every round at the start of each of
their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any
effect that heals hit point damage. Bleeding damage from this ability does not stack with itself.
Bleeding damage bypasses any damage reduction the creature might possess.
Camouflage (Ex): Once per day, a maverick with this talent can craft simple but effective
camouflage from the surrounding foliage. The maverick needs 1 minute to prepare the
camouflage, but once she does, it is good for the rest of the day or until the maverick fails a
saving throw against an area effect spell that deals fire, cold, or acid damage, whichever
comes first. The maverick gains a +4 bonus on Stealthchecks while within terrain that
matches the foliage used to make the camouflage. This ability cannot be used in areas
without natural foliage.
Canny Observer (Ex): When a maverick with this talent makes a Perception check to hear the
details of a conversation or to find concealed or secret objects (including doors and traps),
she gains a +4 bonus.
Charmer (Ex): Once per day, the maverick can roll two dice while making a Diplomacy check,
and take the better result. She must choose to use this talent before making
the Diplomacy check. A maverick can use this ability one additional time per day for every 5
maverick levels she possesses.
Coax Information (Ex): A maverick with this talent can use Bluff or Diplomacy in place
of Intimidate to force an opponent to act friendly toward her.
Combat Swipe: A maverick who selects this talent gains Improved Steal as a bonus feat.
Combat Trick: A maverick that selects this talent gains a bonus combat feat (see Feats).
Cunning Trigger (Ex): A maverick with this talent can use a swift action to set off any trap
within 30 feet that she constructed.
Distracting Attack* (Ex): A maverick with this talent can make sneak attacks with subtle
flourishes that disorient and distract her enemy. When she hits a creature with a melee attack
that deals sneak attack damage, she can forgo the additional damage to cause the creature
to become flat-footed against one target of her choosing until the beginning of her next turn.
The maverick cannot designate herself as the creature gaining the benefit of this talent.
Creatures with uncanny dodge are immune to distracting attack.
Expert Leaper (Ex): When making jump checks, the maverick is always considered to have a
running start. Also, when the maverick deliberately falls, a DC 15 Acrobatics check allows her
to ignore the first 20 feet fallen, instead of the first 10 feet.
Fast Fingers (Ex): Once per day, a maverick with this talent can roll two dice while making
a Sleight of Hand check and take the better result. She must choose to use this talent before
making the Sleight of Hand check. A maverick can use this ability one additional time per day
for every 5 maverick levels she possesses.
Fast Getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, a
maverick with this talent can spend a move action to take the withdraw action. She can move
no more than her speed during this movement.
Fast Picks (Ex): A maverick with this talent can use the Disable Device skill to attempt to open
a lock as a standard action instead of a full-round action.
Fast Stealth (Ex): This ability allows a maverick to move at full speed using the Stealth skill
without penalty.
Finesse maverick: A maverick that selects this talent gains Weapon Finesse as a bonus feat.
Follow Clues (Ex): A maverick with this talent can use Perception to follow tracks as per
the Survival skill.
Guileful Polyglot (Ex): A maverick with this talent who has at least one rank
in Linguistics gains four additional languages. A maverick with this talent who does not have
any ranks in Linguistics gains two additional languages. If the maverick later gains ranks
in Linguistics, she gains two additional languages, to a total of four additional languages
above those granted by the Linguistics skill itself.
Hard to Fool (Ex): Once per day, a maverick with this talent can roll two dice while making
a Sense Motive check, and take the better result. She must choose to use this talent before
making the Sense Motive check. A maverick can use this ability one additional time per day
for every 5 maverick levels she possesses.
Honeyed Words (Ex): Once per day, the maverick can roll two dice while making
a Bluff check, and take the better result. She must choose to use this talent before making the
Bluff check. A maverick can use this ability one additional time per day for every five maverick
levels she possesses.
Lasting Poison (Ex): A maverick with this talent can apply poison to a weapon in such a way
that it is effective for two successful attacks instead of one. The poison has a reduced effect,
however, and saves made against the poison receive a +2 circumstance bonus. Applying
poison in this way requires a full-round action, or a standard action if the maverick has the
swift poison talent.
Ledge Walker (Ex): This ability allows a maverick to move along narrow surfaces at full speed
using the Acrobatics skill without penalty. In addition, a maverick with this talent is not flat-
footed when using Acrobatics to move along narrow surfaces.
Nimble Climber (Ex): When a maverick with this talent fails a Climb check by 5 or more, she
can immediately make another Climb check at the surface's base DC +10. If successful, she
stops her fall by clinging onto the surface. The maverick does not take falling damage when
she stops her fall in this manner.
Offensive Defense* (Ex): When a maverick with this talent hits a creature with a melee attack
that deals sneak attack damage, the maverick gains a +1 dodge bonus to AC for each sneak
attack die rolled for 1 round.
Peerless Maneuver (Ex): Once per day, a maverick with this talent can roll two dice while
making an Acrobatics check, and take the better result. She must choose to use this talent
before making the Acrobatics check. A maverick can use this ability one additional time per
day for every 5 maverick levels she possesses.
Positioning Attack (Ex): Once per day, when a maverick with this talent hits a creature with a
melee attack, she can move up to 30 feet without provoking attacks of opportunity. The
movement must end in a space adjacent to the creature hit with the melee attack.
Powerful Sneak* (Ex): Whenever a maverick with this talent takes a full attack action, she can
elect to take a 2 penalty on all attack rolls until the start of her next turn. If an attack during
this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.
Quick Disable (Ex): It takes a maverick with this ability half the normal amount of time to
disable a trap using the Disable Device skill (minimum 1 round).
Quick Disguise (Ex): A maverick with this talent can use the items at hand and seemingly
innocuous material hidden on her person to create startlingly effective disguises, reducing the
amount of time it takes to create a disguise using the Disguise skill.
The time needed for the maverick to alter her appearance in this manner is based on the
complexity of the disguise, as noted on the following table. The times are cumulative, so if a
female maverick wants to disguise herself as a male of a different race, that takes 2 minutes.
Disguise Time
Minor details only 1 full-round action
Disguise as a different gender 1 minute
Disguise as a different race 1 minute
Disguise as a different age category 1 minute
Disguise as a different size category 1 minute

Quick Trapsmith (Ex): As a full-round action, a maverick with this talent can set a simple trap
with a CR no greater than 1/2 her maverick level. To do this, she must purchase the
components, spend the required time constructing the trap in advance, and have its
components at hand. The type of trap that can be constructed in this way is subject to GM
discretion.
Resiliency (Ex): Once per day, a maverick with this ability can gain a number of temporary hit
points equal to the maverick's level. Activating this ability is an immediate action that can only
be performed when she is brought to below 0 hit points. This ability can be used to prevent
her from dying. These temporary hit points last for 1 minute. If the maverick's hit points drop
below 0 due to the loss of thesetemporary hit points, she falls unconscious and is dying as
normal.
maverick Crawl (Ex): While prone, a maverick with this ability can move at half speed. This
movement provokes attacks of opportunity as normal. A maverick with this talent can take a 5-
foot step while crawling.
Slow Reactions* (Ex): Opponents damaged by the maverick's sneak attack can't make
attacks of opportunity for 1 round.
Snap Shot (Ex): A maverick with this talent may treat her initiative roll as a 20 for a surprise
round, regardless of her initiative, but she may only take an attack action with a ranged
weapon. Her normal initiative roll is used in subsequent rounds. If two or more mavericks
possess this talent, their initiative determines the order in which they act, but they all go
before any other creature. If a maverick is prevented from acting in the surprise round, this
talent has no effect.
Sniper's Eye (Ex): A maverick with this talent can apply her sneak attack damage on ranged
attacks targeting foes within 30 feet that benefit from concealment. Foes with total
concealment are still immune.
Stand Up (Ex): A maverick with this ability can stand up from a prone position as a free action.
This still provokes attacks of opportunity for standing up while threatened by a foe.
Strong Impression: A maverick who selects this talent gains Intimidating Prowess as a bonus
feat.
Surprise Attack (Ex): During the surprise round, opponents are always considered flat-
footed to a maverick with this ability, even if they have already acted.
Survivalist: A maverick with this talent adds Heal and Survival to her list of class skills.
Swift Poison (Ex): A maverick with this talent can apply poison to a weapon as a move action,
instead of a standard action.
Trap Spotter (Ex): Whenever a maverick with this talent comes within 10 feet of a trap, she
receives an immediate Perception skill check to notice the trap. This check should be made in
secret by the GM.
Weapon Training: A maverick that selects this talent gains Weapon Focus as a bonus feat.

Advanced Talents
At 10th level, and every two levels thereafter, a maverick can choose one of the following
advanced talents in place of a maverick talent.
Another Day (Ex): Once per day, when the maverick would be reduced to 0 or fewer hit points
by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes
her out of the reach of the attack, she takes no damage from the attack. The maverick is
staggered for 1 round on her next turn.
Crippling Strike* (Ex): A maverick with this ability can sneak attack opponents with such
precision that her blows weaken and hamper them. An opponent damaged by one of her
sneak attacks also takes 2 points of Strength damage.
Deadly Cocktail (Ex): A maverick with this talent can apply two doses of poison to a weapon
at once. These can be separate poisons, in which case they both affect the target individually,
or two doses of the same toxin, in which case the poisons' frequency is extended by 50% and
the save DC increases by +2. This talent is an exception to the rule that injury poisons can
only be delivered one dose at a time.
Deadly Sneak* (Ex): Whenever a maverick with this talent uses the powerful sneak maverick
talent, she treats all 1s and 2s on the sneak attack damage dice as 3s. A maverick must have
the powerful sneak maverick talent before choosing this talent.
Defensive Roll (Ex): With this advanced talent, the maverick can roll with a potentially lethal
blow to take less damage from it than she otherwise would. Once per day, when she would be
reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a
spell or special ability), the maverick can attempt to roll with the damage. To use this ability,
the maverick must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds,
she takes only half damage from the blow; if it fails, she takes full damage. She must be
aware of the attack and able to react to it in order to execute her defensive rollif she is
denied her Dexterity bonus toAC, she can't use this ability. Since this effect would not
normally allow a character to make a Reflex save for half damage, the maverick's evasion
ability does not apply to the defensive roll.
Entanglement of Blades* (Ex): When a maverick with this talent hits a creature with a melee
attack that deals sneak attack damage, the target cannot take a 5-foot step until the beginning
of the maverick's next turn.
Fast Tumble (Ex): When a maverick with this talent uses Acrobatics to move at full speed
through a threatened square without provoking an attack of opportunity, the DC of
the Acrobatics check does not increase by 10.
Frugal Trapsmith (Ex): When a maverick with this talent constructs a mechanical trap, she
only pays 75% of the normal cost.
Gamblers Luck (Ex): The maverick gets one extra Fate Chip per game session. This ability
may not be repeated.
Hunter's Surprise (Ex): Once per day, a maverick with this talent can designate a single
enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak
attack damage to all attacks made against her prey, even if she is not flanking it or it is not
flat-footed.
Improved Evasion (Ex): This works like evasion, except that while the maverick still takes no
damage on a successful Reflex saving throw against attacks, she henceforth takes only half
damage on a failed save. A helpless maverick does not gain the benefit of improved evasion.
Knock-Out Blow (Ex): Once per day, the maverick can forgo her sneak attack damage to
attempt to knock out an opponent. She must declare the use of knock-out blow before she
makes the attack. If the attack hits, it does normal damage, but instead of dealing sneak
attack damage (and instead of any effect that triggers when the maverick deals sneak attack
damage), the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces
this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the maverick's
level + the maverick's Intelligence modifier.
Master of Disguise (Ex): Once per day, a maverick with this talent gains a +10 bonus on a
single Disguise check.
Opportunist (Ex): Once per round, the maverick can make an attack of opportunity against an
opponent who has just been struck for damage in melee by another character. This attack
counts as an attack of opportunity for that round. Even a maverick with the Combat Reflexes
feat can't use the opportunist ability more than once per round.
Redirect Attack (Ex): Once per day, when a maverick with this talent is hit with a melee attack,
she can redirect the attack to strike at an adjacent creature with a free action. The creature
targeted must be within melee reach of the attack that hit the maverick, and the creature that
made the attack against the maverick must make a new attack roll against the new target.
Skill Mastery: The maverick becomes so confident in the use of certain skills that she can use
them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier.
When making a skill check with one of these skills, she may take 10 even if stress and
distractions would normally prevent her from doing so. A maverick may gain this special ability
multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind (Ex): This ability represents the maverick's ability to wriggle free from magical
effects that would otherwise control or compel her. If a maverick with slippery mind is affected
by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round
later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Stealthy Sniper (Ex): When a maverick with this talent uses the Stealth skill to snipe, she only
suffers a 10 penalty on the Stealth check, instead of 20.
Thoughtful Reexamining (Ex): Once per day, a maverick with this talent can reroll
a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information
from the roll. This reroll can be made any time during the same day as the original check.
Feat: A maverick may gain any feat that she qualifies for in place of a maverick talent.
Trap Sense (Ex)
At 3rd level, a maverick gains an intuitive sense that alerts her to danger from traps, giving
her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against
attacks made by traps. These bonuses rise to +2 when the maverick reaches 6th level, to +3
when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at
18th level. Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)


Starting at 4th level, a maverick can react to danger before her senses would normally allow
her to do so. She cannot be caughtflat-footed, nor does she lose her Dex bonus to AC if the
attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A maverick with
this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint
action (see Combat) against her.
If a maverick already has uncanny dodge from a different class, she automatically gains
improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex)


A maverick of 8th level or higher can no longer be flanked.
This defense denies another maverick the ability to sneak attack the character by flanking her,
unless the attacker has at least four more maverick levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the
classes that grant uncanny dodge stack to determine the minimum maverick level required to
flank the character.

Master Strike (Ex)


Upon reaching 20th level, a maverick becomes incredibly deadly when dealing sneak attack
damage. Each time the maverick deals sneak attack damage, she can choose one of the
following three effects:
The target can be...
put to sleep for 1d4 hours
paralyzed for 2d6 rounds, or
slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional
effect. The DC of this save is equal to 10 + 1/2 the maverick's level + the
maverick's Intelligence modifier. Once a creature has been the target of a master strike,
regardless of whether or not the save is made, that creature is immune to that maverick's
master strike for 24 hours. Creatures that are immune to sneak attack damage are also
immune to this ability.
Rowdy

Rail workers forge steel trails across the prairie while


ghost rock miners claw deadly ore from the earth. Trail
hands roam the isolated High Plains and lumberjacks
fell gigantic trees in the forbidden forests of the northern
wilds. All of these pursuits draw folks as tough as the
elements they battle, men and women used to facing
the worst the world has to throw at them with guts and
muscle. The rowdy is as tough as leather and mean as
an angry badger.

Characteristics
The rowdy is a dangerous opponent. While she lacks
the deadly skill with firearms that makes the gunslinger
so fearsome, shes used to settling matters with her
fists, a club, an axe handle, or whatever else may be at
hand. Her weapons seldom run out of ammunition and
are always handy. Shes not afraid to get in and mix it
up with her foesin fact, thats how she prefers it! The
rowdy has more sand in her gut than the Mojave and
more fire in her belly than a ghost-rock powered steam
train.

Background
Rowdies earn their livelihood in the hardest jobs on the frontier: Maze runners, ghost rock
miners, lumberjacks, rail workers, trail hands, and the like. Their innate toughness also makes
them well-suited for other occupations as well, such as enforcers for the notorious rail barons,
saloon bouncers, mountain men, or buffalo hunters in the Indian Nations. A rowdys work is
often seasonal or short-term in nature, so shes often looking for employment as often as
shes earning her keep. Thats when her adventures really beginwhen some posse of do-
gooders fighting evil needs a rock-solid bruiser on their team.

Game Rule Information

Abilities
Strength is important to a rowdy as her occupations usually call for a cowpoke strong as
oxen. Her brawn also helps in a knock-down drag-out fight where shes more likely to get into
close combat with her opponents than stand off and shoot at them like a lily-livered tinhorn.
Constitution is also of great value to a rowdy, as endurance under hardship is almost a
necessity in her line of work. It also increases her already high hit points and gives her a
better chance at surviving the many saloon brawls and fist fights shes liable to find herself in.

Hit Die
D10/ level
Class Skills
Acrobatics (Dex),Climb (Str), Craft (Int), Demolitions (Int), Drive (Dex), Handle Animal (Cha),
Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex),
(Wis), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2+Intelligence Modifier

Table: Rowdy
Level BAB Fort Ref Will Special Defense
Save Save Save Bonus
1 +1 +2 +0 +0 Bonus Feat, Endurance, Catch off +1
Guard
2 +2 +3 +0 +0 Bonus Feat, Close Control, Thick +2
Skin
3 +3 +3 +1 +1 Close Combatant +2
4 +4 +4 +1 +1 Bonus Feat +3
5 +5 +4 +1 +1 +3
6 +6/+1 +5 +2 +2 Bonus Feat +3
7 +7/+2 +5 +2 +2 Menacing Stance +4
8 +8/+3 +6 +2 +2 Bonus Feat, Improvised Weapon +4
Mastery
9 +9/+4 +6 +3 +3 No Escape +5
10 +10/+5 +7 +3 +3 Bonus Feat, +5
11 +11/+6/+1 +7 +3 +3 Tough as Nails +5
12 +12/+7/+2 +8 +4 +4 Bonus Feat +6
13 +13/+8/+3 +8 +4 +4 Stand Still +6
14 +14/+9/+4 +9 +4 +4 Bonus Feat +7
15 +15/+10/+5 +9 +5 +5 +7
16 +16/+11/+6/+1 +10 +5 +5 Bonus Feat +7
17 +17/+12/+7/+2 +10 +5 +5 +8
18 +18/+13/+8/+3 +11 +6 +6 Bonus Feat +8
19 +19/+14/+9/+4 +11 +6 +6 +9
20 +20/+15/+10/+5 +12 +6 +6 Bonus Feat, Weapon Mastery +9
Class Features

Armor and Weapon Proficiency


Rowdies are proficient with all simple weapons and firearms.

AC Bonus (Ex)
When unarmored and unencumbered, the rowdy adds her Wisdom bonus (if any) to
her AC and her CMD. In addition, a rowdy gains a +1 bonus to AC and CMD at 4th level. This
bonus increases by 1 for every four rowdy levels thereafter, up to a maximum of +5 at 20th
level.
These bonuses to AC apply even against touch attacks or when the rowdy is flat-footed. she
loses these bonuses when she is immobilized or helpless, when she wears any armor, when
she carries a shield, or when she carries a medium or heavy load.

Bonus Feats
At 1st level, and at every even level thereafter, a rowdy gains a bonus feat in addition to those
gained from normal advancement (meaning that the rowdy gains a feat at every level). These
bonus feats must be selected from those listed as Combat Feats, sometimes also called
fighter bonus feats.
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a rowdy can
choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect,
the rowdy loses the bonus feat in exchange for the new one. The old feat cannot be one that
was used as a prerequisite for another feat, prestige class, or other ability. A rowdy can only
change one feat at any given level and must choose whether or not to swap the feat at the
time she gains a new bonus feat for the level.

Endurance
The rowdy gains the bonus feat endurance at first level, in addition to her other feats.

Catch Off Guard


At first level the rowdy gains Catch Off Guard as a bonus feat.

Close Control (Ex)


At 2nd level, a rowdy becomes skilled at forcefully moving her opponent around the
battlefield. The rowdy gains a +1 bonus on bull rush, drag, and reposition combat
maneuverchecks. The rowdy also gains a +1 bonus to CMD when attacked with the bull
rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels
after 2nd (to a maximum of +5 at 18th level).

Thick Skin
At 2nd level, the rowdy gains the ability to shrug off light damage from bar brawls and the
like. She subtracts half her level (round up) from all subdual damage.
Close Combatant (Ex)
At 3rd level, a rowdy gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with
the following weapons: bayonet, brass knuckles , cestus, knife (Bowie or Hunting), punching
dagger, rope gauntlet, slapjack, truncheon, unarmed strike, and wooden stake. Both of these
bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack
rolls and +7 on damage rolls at 19th level).

Menacing Stance (Ex)


At 7th level, a rowdy constantly harries and distracts her enemies. While adjacent to the
rowdy, enemies take a 1 penalty on attack rolls and a 4 penalty on concentration checks.
These penalties increase by 1 for every four levels after 7th level (to a maximum of 4
on attack rolls and 7 on concentration checks at 19th level). Creatures do not take these
penalties if the rowdy is dazed, helpless, staggered,stunned, or unconscious.

Improvised Weapon Mastery


At 8th level the rowdy gains Improvised Weapon Mastery as a bonus feat.

No Escape (Ex)
At 9th level, taking a 5-foot step out of the area of a rowdys menacing stance or moving out
of the area of a rowdys menacing stance with a withdraw action provokes an attack of
opportunity from the rowdy.

Tough as Nails
At 11th level, the rowdys high tolerance for pain gives her damage reduction. She may
subtract 2 from the damage she is dealt from a weapon or a natural attack. This damage
reduction rises by 2 points at 15th level and 19th level. Damage reduction can reduce damage
to 0 but not below 0. This is cumulative with thick skin.

Stand Still
At 13th level, a rowdy gains Stand Still as a bonus feat, even if she does not have the Combat
Reflexes feat. If the rowdy already has the Stand Still feat, she can take any other combat
feat instead. Furthermore, she gains a bonus equal to 1/2 her rowdy level on combat
maneuver checks when using the Stand Still feat.

Weapon Mastery (Ex)


At 20th level, a rowdy chooses one of the following weapons: bayonet, brass knuckles ,
cestus, knife (Bowie or Hunting), punching dagger, rope gauntlet, slapjack, truncheon,
unarmed strike, and wooden stake Any attacks made with that weapon automatically confirm
all critical threats and have their damage multiplier increased by 1 (2 becomes 3, for
example). In addition, she cannot be disarmed while wielding a weapon of this type.
Scout
Most folks tend to feel more comfortable close to the
settlements scattered across the West, be they Indian
encampments or boomtowns, with the way things are
slithering around in the night anymore. The scout, on
the other hand, is more at home in the wilderness. Hes
as canny as a wolverine and as sneaky as a panther,
and woe to anyoneor anythingthat crosses him in
the wilds!

Characteristics
The scout is an able fighter, more than capable of
taking care of himself. However, his true strengths lie in
his stealth and knowledge of the wilderness. He knows
how to move quietly and strike suddenly, taking his foes
off-guard and fading back into the shadows of the night.
Hes also familiar with a variety of cultures and peoples
inhabiting the West as his travels often take him far and
wide.

Background
Scouts are highly sought after by just about every organization and government with a stake
in the western frontier. They serve in the armies of both the USA and the CSA, find the best
routes for the rail barons advances, blaze trails for wagon trains, and so on. Whites, blacks,
women, and Indians all serve as scouts.
Within an Indian tribe, scouts run ahead of the war party, spying on their enemies and
enabling their braves to set deadly ambushes and avoid traps laid by their often better armed
foes.

Game Rule Information

Abilities
The scout benefits from high scores in just about every ability. Dexterity is probably the
foremost, as it improves his combat capabilities and gives him a better chance to use stealth
for a sneak attack. Wisdom is the basis for some of his most important skills like survival and
perception. An Indian scout may want to take a higher Strength if he plans on dealing with the
things he sneaks up on. Constitution is valuable as always, and Charisma is the base for his
animal handling skills.

Hit Die
d8/level
Class Skills
Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Intimidate (Cha), Knowledge (geography) (Int), Knowledge (Indian lore) (Int), Knowledge
(local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Sleight
of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.

Table: Scout
Level BAB Fort Ref Will Special Defense
Save Save Save Bonus
1 +0 +2 +2 +0 Bonus Language, Track, 1st favored +1
enemy
2 +1 +3 +3 +0 Alertness, Firearm Style +2
3 +2 +3 +3 +1 Sixth Sense, 1st favored terrain +2
4 +3 +4 +4 +1 Sneak Attack 1d6, Terrain Bond +3
5 +3 +4 +4 +1 2nd favored enemy +3
6 +4 +5 +5 +2 Bonus Language, Firearm Style +3
7 +5 +5 +5 +2 Sneak Attack 2d6 +4
8 +6/+1 +6 +6 +2 2nd favored terrain, Uncanny +4
Alertness
9 +6/+1 +6 +6 +3 Swift Tracker +5
10 +7/+2 +7 +7 +3 3rd favored enemy, Firearm Style, +5
Sneak Attack 3d6
11 +8/+3 +7 +7 +3 Bonus Language +5
12 +9/+4 +8 +8 +4 Camouflage +6
13 +9/+4 +8 +8 +4 3rd favored terrain, Sneak Attack 4d6 +6
14 +10/+5 +9 +9 +4 Firearm Style +7
15 +11/+6/+1 +9 +9 +5 4th favored enemy +7
16 +12/+7/+2 +10 +10 +5 Bonus Language, Sneak Attack 5d6 +7
17 +12/+7/+2 +10 +10 +5 Hide in Plain Sight +8
18 +13/+8/+3 +11 +11 +6 Firearm Style, 4th favored terrain +8
19 +14/+9/+4 +11 +11 +6 Sneak Attack 6d6 +9
20 +15/+10/+5 +12 +12 +6 5th favored enemy, Wilderness +9
Whispers
Class Features

Armor and Weapon Proficiency


Scouts are proficient with all simple weapons and firearms.

Bonus languages
A scout begins play knowing one additional language in addition to her native tongue, Indian
Sign Language, and those she may gain due to high intelligence. She gains an additional
bonus language every five levels thereafter, as shown on Table: Scout.

Track (Ex)
A scout adds half her level (minimum 1) to Survival skill checks made to follow or identify
tracks.

Favored Enemy
At 1st level, a scout selects a creature type from the scout favored enemies table. She gains
a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against
creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage
rolls against them. A scout may make Knowledge skill checks untrained when attempting to
identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the scout may select
an additional favored enemy. In addition, at each such interval, the bonus against any one
favored enemy (including the one just selected, if so desired) increases by +2.

If the scout chooses humanoids or outsiders as a favored enemy, she must also choose an
associated subtype. (Note that there are other types of humanoid to choose fromthose
called out specifically on the table below are merely the most common.) If a specific creature
falls into more than one category of favored enemy, the scout's bonuses do not stack; she
simply uses whichever bonus is higher.
Table: Scout Favored Enemy
Type (Subtype) Type (Subtype)
Aberration Monstrous humanoid
Animal Ooze
Construct Outsider (chaotic)
Dragon Outsider (evil)
Fey Outsider (fire)
Humanoid (aquatic) Outsider (lawful)
Humanoid (giant) Outsider (native)
Type (Subtype) Type (Subtype)
Humanoid (human) Outsider (water)
Humanoid (reptilian) Plant
Humanoid (other subtype) Undead
Magical beast Vermin

Alertness
A scout gains the Alertness feat as a bonus feat at 2nd level.

Firearm Style

At 2nd level, a scout gains the Amateur Gunslinger feat, and can use any 1st-level Gunslinger
deed. At every four levels thereafter, the scout can take a grit feat or select a Gunslinger deed
of her level or lower, scouts choice.

Sixth Sense
At 3rd level, a scout gains the ability to detect ambushes and traps. Anytime the scout is
about to be ambushed and has a chance to make a Perception roll, she adds half her level to
the total. If no attempt to spot the trap or ambush would normally be allowed, the scout makes
an opposed Perception check against the average Stealth skill of an ambush, or a DC set by
the Marshal in the case of a trap. The scout does not get to add half her level to a roll in this
situation.

Favored Terrain (Ex)


At 3rd level, a scout may select a type of terrain from Table: Scout Favored Terrains. The
scout gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth,
and Survival skill checks when she is in this terrain. A scout traveling through her favored
terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so
chooses).

At 8th level and every five levels thereafter, the scout may select an additional favored terrain.
In addition, at each such interval, the skill bonus and initiative bonus in any one favored
terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the scout's bonuses do
not stack; she simply uses whichever bonus is higher.
Table: Scout Favored Terrains
Favored Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Sneak Attack
Beginning at fourth level if a scout can catch an opponent when she is unable to defend
himself effectively from her attack, she can strike a vital spot for extra damage.

The scout's attack deals extra damage (called "precision damage") anytime her target would
be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not),
or when the scout flanks her target. This extra damage is 1d6 at 1st level, and increases by
1d6 every two scout levels thereafter. Should the scout score a critical hit with a sneak attack,
this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the
target is within 30 feet.

With a weapon that deals nonlethal damage (like a slapjack, whip, or an unarmed strike), a
scout can make a sneak attack that deals nonlethal damage instead of lethal damage. She
cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack,
not even with the usual 4 penalty.

The scout must be able to see the target well enough to pick out a vital spot and must be able
to reach such a spot. A scout cannot sneak attack while striking a creature with concealment.

Terrain Bond (Ex)

At 4th level, a scout forms a bond with the land itself, enabling her to direct others in such
terrain. When in her favored terrain, the scout grants all allies within line of sight and that can
hear her a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks.
Also, as long as they travel with her, the scouts allies leave no trail and cant be tracked. The
scout can choose for the group to leave a trail, or even for specific members of the group to
leave a trail if she so desires.

Uncanny Alertness
At 8th level the scout gains Uncanny Alertness as a bonus feat.

Swift Tracker (Ex)

Beginning at 9th level, a scout can move at her normal speed while using Survival to follow
tracks without taking the normal 5 penalty. She takes only a 10 penalty (instead of the
normal 20) when moving at up to twice normal speed while tracking.

Camouflage (Ex)

A scout of 12th level or higher can use the Stealth skill to hide in any of her favored terrains,
even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight (Ex)

While in any of her favored terrains, a scout of 17th level or higher can use the Stealth skill
even while being observed.

Wilderness Whispers (Su)

At 20th level, a scout cannot be surprised and always acts as if she had rolled a natural 20 on
any initiative check while within any of her favored terrains.
Shaman

Shamans have known of the spirits for


thousands of years. Hucksters play games with
the darker denizens of the Hunting Grounds and
mad scientists court insanity in their quest for
power, but shamans enjoy a peculiar fellowship
with the spirits of nature.

Characteristics
A shaman has a communion with the spirits
of nature like no other character. Through her
understanding and interaction with these
beings, he is able to work magic and gain
insight unavailable to others. His spells and
abilities are oriented toward the natural order
and the connections between the Hunting
Grounds and the physical world. His skills and
powers make him a powerful ally against the
horrors of the Reckoning.

Background
Once very rarely encountered outside their
tribes homelands, more and more shamans are
venturing forth to face a greater threat to their
people than even the smoke- and steam-belching iron horses of the white manthe
Reckoners.

Game Rule Information

Abilities
The single most important ability for a shaman is Wisdom. It determines how many favors
he knows and how well he casts them. Charisma is also important as many of the powers
granted by his spirit guide are based on it. A high Dexterity is crucial for Armor Class so that
the shaman can survive his eternal fight with the powers of darkness or bigoted whites. Most
shamans are male, but there are plenty of female shamans as well, especially after the
Reckoning.

Hit Die
d6/level

Class Skills
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Indian lore) (Int),
Knowledge (nature) (Int), Knowledge (planes) (int), Sense Motive (Wis), Spellcraft (Int or
Wis), Survival (Wis), Swim (Str).
Skill Ranks Per Level: 4 + Intelligence Modifier

Table: Shaman
Level BAB Fort Ref Will Special Defense
Save Save Save Bonus
1 +0 +0 +0 +2 Favors, Spirit guide, Nature Sense, +1
Spirit Empathy, Indian Sign Language
2 +1 +0 +0 +3 +1
3 +1 +1 +1 +3 +1
4 +2 +1 +1 +4 Spirit Form (1/day) +2
5 +2 +1 +1 +4 Spirit guide (1), Spirit Touch +2
6 +3 +2 +2 +5 Spirit Form (2/day) +2
7 +3 +2 +2 +5 Vision Quest +3
8 +4 +2 +2 +6 Spirit Form (3/day) +3
9 +4 +3 +3 +6 +3
10 +5 +3 +3 +7 Spirit guide (2), Spirit Form (4/day) +4
11 +5 +3 +3 +7 View Hunting Grounds +4

12 +6/+1 +4 +4 +8 Spirit Form (5/day) +4


13 +6/+1 +4 +4 +8 +5
14 +7/+2 +4 +4 +9 Spirit Form (6/day), One with Nature +5
15 +7/+2 +5 +5 +9 Spirit guide (3) +5
16 +8/+3 +5 +5 +10 Spirit Form (7/day) +6
17 +8/+3 +5 +5 +10 +6
18 +9/+4 +6 +6 +11 Spirit Form (8/day) +6
19 +9/+4 +6 +6 +11 Open Portal +7

20 +10/+5 +6 +6 +12 Spirit guide (4), Spirit Form (at will) +7

Class Features

Armor and Weapon Proficiency


A shaman is proficient with all simple weapons and short bows. A shaman is also proficient
with all light armor.
Favors

shamans call upon nature spirits from the Hunting Grounds to cast magical spells called
Favors. See the skills section for a complete description of the class specific skill spellcraft,
and chapter three Magic for the shamans spell list. To prepare or cast a favor, a shaman
must have a wisdom score equal to at least 10 + the favor's level. The Difficulty Class for a
saving throw against a shamans favor is 10 + the miracle level + the shaman's wisdom
modifier
Selecting Spells: Shamans may learn and cast spells equal to half their level or lower,
rounded up. A third or fourth level Shaman, for example, may cast up to second level spells. A
seventh level Shaman may cast up to fourth level spells. Shamans start with four zero or first
level spells. On gaining each additional class level, they may choose a number of additional
spells equal to their Wisdom bonus. New spells may be chosen from any currently available
level. These spells must be chosen immediatelya character cannot save up choices for
later levels. Most standard Pathfinder spells are available to Shamans in Deadlands.
Shamans choose spells as druids. Those spells that arent available in the Weird West are
listed under Prohibited Spells. Spells from other D20 products may be used with the
Marshals permission. In general, spells which affect or allow astral or ethereal travel (the
Hunting Grounds in the world of Deadlands ), spells which detect evil, and wish-like abilities
are not allowed.

Spell Check: In traditional fantasy settings, sorcerers have been wielding eldritch sorceries
for centuries or longer. Thats not the case in Deadlands. Sure, a few bizarre beings have
been around long enough to truly master the arcane arts, but to most, magic only came back
into the world a little over a decade ago. That means that using magic in the Deadlands
setting isnt always a sure thing. Sometimes it works like your character hoped and
sometimes it doesnt. Each magic-using class uses spellcraft to cast the appropriate type of
magic. Whenever a Shaman wants to cast a favor he knows, he has to make a check. The
DC of the spell is equal to 15 plus two times its level. A zero level spell has a DC of 15; a first
level spell like cure light wounds has a DC of 17; and a third level spell such as dispel magic
has a DC of 21. Any decent spellcaster wont have much trouble making the roll, but having to
roll at all means the character has a chance for a spectacular success or deadly backlash
(see below). A natural roll of 20 when making a spell check roll is a spectacular success. A
natural roll of 1 on a spell roll results in backlash.

Backlash and Spectacular Success: Manitous occasionally deceive shamans petitioning for
the spirits favor. Whenever a shaman rolls a natural 1 on a Spellcraft skill roll, he has been
tricked by a crafty manitou into taking harmful energy from the Hunting Grounds. The shaman
loses the spell points required by the attempted favor and suffers 1d6 damage. A spectacular
success means the spirits are paying particular attention to the shaman. His spell is
automatically successful and costs no spell points.

Spell Points: Channeling arcane energy from the Hunting Grounds is taxing on mortal
bodies. Experienced casters gain stamina and learn ways to lessen the effects of warping
reality, but even the best of them have their limits. After a point, the strain of working magic
begins to take a toll on the casters physical body. Spell points represent this experience and
the ability of the character to weather the strain of the Hunting Grounds. Shamans have spell
points equal to their Wisdom plus their Wisdom bonus at first level. Each level thereafter they
gain an additional amount of spell points equal to their wisdom bonus x their level.
Successfully casting a spell drains a number of spell points equal to three times its level.
Failing the roll does not drain spell points. (unless the character suffers backlash). First level
spells cost three spell points, fifth level spells cost 15, and so on. Zero level spells cost 0 spell
point. Failing a spell costs no spell points Once a Shaman is out of spell points, he must
replenish them by sleeping before he can cast more spells. All arcane heroes regain their
level in spell points per hour spent in good, restful sleepa night in a blizzard or a mosquito-
infested swamp wont do it.

Old Ways: Because of his oath to the savage nature spirits, shamans believe a return to the
Old Ways is best. They despise items of mass-production such as firearms and trains. Only
hand-made goods made from nature are acceptable to those who follow the Old Ways
movement. For this reason, a shaman who uses or carries manufactured goods suffers a 4
penalty to all his spellcraft rolls. The penalty persists for 24 hours following the end of the
transgression. Disobeying the Old Ways affects a shamans relationship with his spirit guide
as well.

Spirit Guide
At 1st level a shaman gains a spirit guide from the Hunting Grounds. The spirit inhabits the
body of an animal and is similar to a druid's animal companion. He may chose one of the
following animals from the same list as druids. Bear, coyote (dog), eagle, owl, raven, turtle,
and wolf. This spirit guide is a loyal companion that accompanies the shaman on his
adventures as appropriate for its kind.
A 1st-level shamans guide is completely typical for its kind except as noted below. As a
shaman advances in level, the spirit guides power increases as shown on Table: Animal
Companion Base Statistics. If a shaman releases his guide from service, he may gain a
new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony
can also replace a spirit guide that has perished.
The spirit guide also grants the shaman some abilities. At first level the guide grants the base
ability for the animal chosen. At higher levels the guide grants further special abilities.

Bear: Bear is a healer and a protector, but possessed of great strength.


Base Ability: +2 Fortitude saves and your hero heals at twice the normal daily rate.
Special Ability (1): Once per day, the hero can perform a feat of strength. This grants a
supernatural increase to his Strength score equal to his class level. Its a free action to
activate this power and it lasts for a number of rounds equal to half his level.
Special Ability (2): Once per day, the character can cure a total number of lost hit points
equal to his class level times his Charisma modifier (if positive). He cant split these points
among multiple recipients; only a single target can receive this healing each day. This is a
spell-like ability and requires a standard action to use.
Special Ability (3): Your shaman is immune to diseases, including magical disease such
as lycanthropy or Texas tummy twisters. He also receives a +4 bonus to all saving throws to
resist poisons. This is an extraordinary ability and is always in effect.
Special Ability (4): Once per day, your shaman can heal any character (including himself)
of all lost hit points. This requires a full round action and your shaman must touch the target
for the ability to be effective.

Coyote: Coyote is a trickster, but also a teacher, mocking fools while educating those who
can benefit from it.
Base Ability: +4 to all Bluff, Disguise, and Intimidate rolls. These skills are considered
class skills for your hero.
Special Ability (1): Once per day, your hero can lower a targets Dexterity by 1d4+1
points. This ability requires a successful ranged touch attack and is resisted by Will save
against a DC 15 + your heros Charisma modifier (if positive). The effect lasts for 5 rounds.
Special Ability (2): Once per day, your character can simply choose to take 20 on a Bluff,
or Stealth skill check instead of rolling the dice, even though the situation may not otherwise
allow it. This ability does not require your character to spend any extra time to accomplish the
chosen task.
Special Ability (3): Your character is invisible to magical attempts to detect her. She is
also immune to any magical spell that compels her to tell the truth or detects lies. She gains
an additional +2 to Bluff, Disguise, and Intimidate rolls. This is a supernatural ability and is
always in effect.
Special Ability (4): Once per day, your hero can lower a targets Wisdom by a number of
points equal to her class level. This ability requires a successful ranged touch attack and is
resisted by a Will save against DC 15 + your heros Charisma modifier (if positive). A target
cannot be reduced below Wisdom 1 in this fashion. The effect lasts for five rounds.

Eagle: Eagle is father of all spirits save the white buffalo. He soars above the Hunting
Grounds and sees all beneath him.
Base Ability: Your hero never suffers surprise in combat, although he may still be caught flat-
footed or flanked. He gains a +2 to perception checks as well.
Special Ability (1): Your character knows the language of all birds of prey and can
communicate with them freely. This doesnt alter the creatures attitudes in any wayit merely
provides your hero with the ability to converse with them. This ability works only on normal
animals such as eagles, hawks, and owls. This is an extraordinary ability and always in effect.
Special Ability (2): Once per day, your character can cast the animal possession spell
on any bird of prey within 1 mile. This does not require him to make a spellcraft skill roll to
invoke the spell or even know it; it is automatically successful. The effect requires a full round
action and lasts for 5 minutes plus an additional 5 minutes times your heros Charisma
modifier.
Special Ability (3): Once per week, the spirit guide can summon a spirit from the Hunting
Grounds to answer a single yes or no question for your shaman. Although not omniscient, the
spirit answers truthfully to the best of its ability. It cannot answer questions about the future
(as it is changeable) or another creatures thoughts. Examples of questions the spirit can
answer are Did Running Elk steal the Sacred Tomahawk of the Sun? or Can a flint arrow kill
the monster at Blue Lake?.
Special Ability (4): While in the Hunting Grounds, either spirit walking or physically, your
shaman cannot become lost. He always knows his own location and the direction of his
destination. This is an extraordinary ability and always in effect.

Owl: Contrary to the white mans beliefs, Owl is not a symbol of wisdom; hes the harbinger
of death. Although a powerful hunter, the owl prefers prey far smaller and weaker than itself.
Base Ability: Your hero gains low-light vision. She can see twice as far as other folks in
starlight, moonlight, firelight, and similar conditions of poor lighting. In these conditions, she
retains the ability to distinguish color. This is a supernatural ability, but always in effect. If for
some reason your character already has low-light vision, this ability grants her darkvision out
to 60, allowing her to see in complete darkness.
Special Ability (1): Once per day, your character can add her Charisma modifier (if
positive) to damage inflicted with a hand weapon. She can invoke this ability as a free action
and the bonus stacks with all others including Strength modifiers and magic. Only a single
weapon can be affected and she must wield the weapon herself. The effect lasts for a number
of rounds equal to her level.
Special Ability (2): Your character can add her Charisma modifier (if positive) to her roll
when determining if shes eligible for the Harrowed Prestige Class. This is an extraordinary
ability and is always in effect.
Special Ability (3): Once per week, you can increase the threat range of all attacks
friendly and foeby two within a circular area 50 feet in radius centered on your shaman. The
ability affects only attacks originating within its area; ranged attacks from outside the area of
affect have their normal threat ranges. This area moves with your hero once invoked and lasts
for 10 rounds. Since it gives your enemies a similar bonus, your shaman had best exercise
extreme care when invoking this power.
Special Ability (4): Once per day, you shaman can force an opponent to reroll any one
successful saving throw. The opponent must accept the results of the second roll. She can
choose to invoke this power even after the target has used a power to reroll the saving throw,
such as through a blesseds divine intervention or a mavericks luck ability. However, if the
target has such an ability and has not yet used it himself, he can use it after your hero has
invoked this power if he so chooses.

Raven: Once a wise leader, Raven is now the messenger of war and the end of days. Many
claim a shaman named Raven is responsible for the evil that now plagues the world
something other shamans claim is called the Reckoning. Others claim the mysterious Raven
has learned how to defeat the white men and chase them back across the sea. While Raven
(the spirit) is not inherently evil, many of its followers walk a dark path. Vengeful types often
follow the spirit and search for the shaman so that they might join in his holy war against
whites.
Base Ability: Your hero radiates an aura of menace and danger. He can add his level to all
Intimidate checks.
Special Ability (1): By concentrating for one round, your hero can sense either the class or
the relative health of any one creature within 25 feet. By sensing a creatures health, your
hero can determine whether it is in good condition (three-quarters or more of its hit points),
injured (half normal hit points), gravely injured (one quarter hit points) or on deaths door (less
than one quarter hit points). This is a supernatural ability and can be used a number of times
per day equal to your characters class level.
Special Ability (2): Once per day, your characters critical increases by 1. Thus a x2
critical becomes a x3, or a x3 becomes a x4. The ability is used after rolling a critical but
before rolling damage. This is an extraordinary ability.
Special Ability (3): As a free action, your shaman can force all opponents within 30 feet
who have fewer levels than he does to make a Will saving throw against a DC 10 + your
characters level + his Charisma modifier. Any who fail find their courage shaken, suffering 2
morale penalty to attack rolls, saves, and skill checks for a number of rounds equal to your
level. Your hero may invoke this ability once per day plus an additional number of times equal
to his Charisma modifier (if positive).
Special Ability (4): Once per day, your shaman may inflict a wound on a creature by
touch. Treat this attack just like a touch spell, and the ability inflicts an amount of damage
equal to your shamans Charisma modifier (if positive) times his level. The victim is allowed a
Fortitude save against a DC 20 + your heros Charisma modifier for half damage.

Turtle: Turtle brings luck and prosperity as well as protection. It is most common in the
Plains and Southwest.
Special Ability (1): Once per day, your hero can reroll any one ability, skill check or
saving throw. She must accept the results of the second roll, however.
Special Ability (2): Your character adds her Charisma modifier (if positive) to her AC, in
addition to her Dexterity modifier. This represents the favor of her spirit guide and she does
not lose this bonus even in situations when she is denied her Dexterity modifier due to being
flat-footed, stunned, and so forth. She does lose this bonus if immobilized. This is a
supernatural ability that is always in effect.
Special Ability (3): Any time an attack against your shaman scores a threat, it becomes a
critical only if the second attack roll is also a natural threat. In other words, if a foe gets a 20
on his attack roll against your hero and his weapon has a threat range of 20, only a second
roll of a natural 20 causes the attack to become a critical.
Special Ability (4): Whenever your shaman saves against a spell with a natural 20, the
spell is reflected back at its caster, who is then entitled to any normal save against the spell. If
the spell does not allow a saving throw, your shaman cannot take advantage of this
supernatural ability.

Wolf: Wolf is the spirit of hunting and bravery. Wolf is the spirit of great chiefs and legendary
warriors. Those who follow this spirit are often lone wolves themselves. If grouped with
others of suitable bravery however, the warriors hunt as a pack.
Base Ability: When wearing light or no armor and not carrying a heavy load, your hero has a
base speed of 40 feet. In addition, the character is never forced to flee from the effects of fear.
He still suffers any negative modifiers due to being shaken, however.
Special Ability (1): Once per day, your hero may automatically succeed on a Will save
against fear. He must choose to do so before he rolls the save however.
Special Ability (2): Once per day, your character gains a +2 morale bonus on all attack
rolls. Invoking this ability is a free action and the effect lasts for 10 rounds.
Special Ability (3): Your shaman can call upon his spirit guide to bestow ferocity and skill
in combat upon himself and his companions. The spirit guide can affect one creature for every
three levels your shaman has, so at 15th level, this ability can affect up to 5 creatures. All
creatures affected gain +2d10 hit points, +2 competence bonus on attacks, and a +1
competence bonus on Fortitude and Reflex saves. Your hero can use this ability once per
week, plus an additional number of times equal to his Charisma modifier (if positive). A
shaman with a Charisma of 15, for example, could invoke this ability 3 times per week.
Special Ability (4): When wielding an hand weapon, your shaman can ignore the damage
resistance (if any) of an abomination. This is a supernatural ability and is always in effect.

Nature Sense (Ex)


A shaman gains a +2 bonus on Knowledge (nature) and Survival checks.

Spirit Empathy
A shaman can improve the attitude of a spirit (any creature of the elemental or outsider types
or of the incorporeal subtype). This ability functions just like a Diplomacy check made to
improve the attitude of a person. The shaman rolls 1d20 and adds her shaman level and
her Charisma modifier to determine the spirit empathy check result.
To use spirit empathy, the druid and the spirit must be able to study each other, which means
that they must be within 30 feet of one another under normal conditions even if that creature
does not understand the shaman's language or has an Int score of 3 or less (but still greater
than 0).
Influencing a spirit in this way usually takes about a minute, but, as with influencing people, it
might take more or less time depending on the spirit and the conditions.

Indian Sign Language


Shamans gain Indian Sign Language as a bonus language at first level.

Spirit Form (su)


At 4th level, a shaman gains the ability to turn himself into any small or Medium animal and
back again once per day. his options for new forms include all creatures with the animal type.
This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1
hour per shaman level, or until he changes back. Changing form (to animal or back) is a
standard action and doesnt provoke an attack of opportunity. The form chosen must be that
of an animal the shaman is familiar with.

A shaman loses his ability to speak while in animal form because he is limited to the sounds
that a normal, untrained animal can make, but he can communicate normally with other
animals of the same general grouping as his new form. (The normal sound a wild parrot
makes is a squawk, so changing to this form does not permit speech.)
A shaman can use this ability an additional time per day at 6th level and every two levels
thereafter, for a total of eight times at 18th level. At 20th level, a shaman can use spirit form at
will. As a shaman gains in levels, this ability allows the shaman to take on the form of larger
and smaller animals. Each form expends one daily usage of this ability, regardless of the form
taken.
At 6th level, a shaman can use spirit form to change into a Large or Tiny animal and a
shamans spirit form now functions as beast shape II.
At 8th level, a shaman can use spirit form to change into a Huge or Diminutive animal and his
spirit form now functions as beast shape III.

Spirit Touch
At 5th level, any weapon or armor that the shaman wields or wears, provided he is proficient
in its use, becomes a ghost touch item, able to affect incorporeal beings as if they were solid.
This means the shaman's armor provides its armor bonus against incorporeal attacks and the
shaman's weapons can strike and damage spirits normally.
This ability affects unarmed attacks and natural weapons.

Vision Quest
At 7th level, once per game month, the shaman may attempt a vision quest. He retires to the
wilderness alone for 1d4 days where he fasts, smokes peyote, and communes with the nature
spirits. At the end of that time, if he succeeds at a DC 25 spellcraft check, the spirits provide
him a vision pertinent to the knowledge hes seeking. This works exactly like the divination
spell (not normally available to shamans). This is a supernatural ability.

View Hunting Grounds


At 11th level, the shaman may cast see invisibility at will. This requires no spellcraft check.

One with Nature


At 14th level, the shamans attunement with nature ceases the ravages of natural aging. He
no longer accrues ability penalties for normal aging, although he can be magically aged. The
shaman does gain any bonuses for growing older, and he still dies of old age when the time
comeshe just doesnt suffer any debilitating effects.

Open Portal
At 19th level, the shaman can open a portal to the Hunting Grounds, allowing himself and
others to enter them physically. This requires six hours of preparation and a spellcraft check
against a DC 30. If the attempt fails, he must wait one week before attempting it again. The
portal lasts for 1d6 minutes. The shaman must open another portal to return to the natural
world.
Skills

Existing Skills
Some changes and additions have been made to existing skills. The text below replaces or
adds to that in the Pathfinder RPG Core Rulebook.

Craft (Electronic) (Int; Trained Only)

This skill allows a character to build electronic equipment from scratch, such as audio and
video equipment, timers and listening devices, or radios and communication devices.

When building an electronic device from scratch, the character describes the kind of device
he or she wants to construct; then the Marshal decides whether the device is simple,
moderate, complex, or advanced compared to current technology.
Type of Scratch-Built Electronics Craft DC Time
Simple 15 1 hr.
Moderate 20 12 hr.
Complex 25 24 hr.
Advanced 30 60 hr.
Special: A character without tools takes a -4 penalty on Craft (electronic) checks.

Craft: Mad Science (Int; Trained Only; Mad Scientist Only)

When it comes to creating a clockwork flying machine or an electrostatic death ray, plain old
science just doesnt cut it. As you might guess from the name, this skill represents the ability
to think outside the corral when it comes to concocting gadgets.
Check: This skill allows an inventor to devise designs and blueprints for gizmos and devices
far beyond the normal limits of technologyor even common sense! See the Mad Scientist
class description for details on how this skill works.

Special
Only Mad Scientists may place ranks in this skill.
Craft (Mechanical) (Int)

Trained Only

This skill allows a character to build mechanical devices from scratch, including engines and
engine parts, weapons, armor, and other gadgets. When building a mechanical device from
scratch, the character describes the kind of device he or she wants to construct; then the
Marshal decides if the device is simple, moderate, complex, or advanced compared to
current technology.
Type of Scratch-Built Mechanical Device Craft DC Time
Simple 15 1 hr
Moderate 20 12 hr.
Complex 25 24 hr.
Advanced 30 60 hr.
Special: A character without a tools takes a -4 penalty on Craft (mechanical) checks.

Intimidate (Cha)
You can use this skill to frighten your opponents or to get them to act in a way that benefits
you. This skill includes verbal threats and displays of prowess.

Uses
Demoralize: You can use this skill to cause an opponent to become shaken for a number of
rounds. This shaken condition doesnt stack with other shaken conditions to make an affected
creature frightened. The DC of this check is equal to 10 + the targets Hit Dice + the targets
Wisdom modifier.
Success: If you are successful, the target is shaken for one round. This duration increases by
1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it
is within 30 feet and can clearly see and hear you. Using demoralize on the same creature
only extends the duration; it does not create a stronger fear condition.
Fail: The opponent is not shaken.
Demoralize Action: Demoralizing an opponent is a standard action.

Influence Attitude: You can use Intimidate to force an opponent to act friendly toward you for
1d6 10 minutes with a successful check. The DC of this check is equal to 10 + the targets
Hit Dice + the targets Wisdom modifier.
Success: If successful, the opponent will:
give you information you desire
take actions that do not endanger it
offer other limited assistance
After the intimidate expires, the target treats you as unfriendly and may report you to local
authorities.
Fail: If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder
your activities.
Influence Attitude Action: Using Intimidate to change an opponents attitude requires 1 minute
of conversation.

Ridicule: Theres a fine art to making fun of someone in the Weird West where trigger fingers
are itchier than saddle sores.
Check: The ridicule action lets your character alter others behavior with a successful skill
check. However, since ridiculing works on its targets embarrassment and anger rather than
fear, its effects are also slightly different. Your character must designate a specific action she
wants the target to do. The ridicule action cant adjust a targets overall attitude. A smart
mouth and insults arent too likely to endear your hero to an opponent no matter how clever
she is! The DC for a Ridicule check is 10 + the targets level. Any bonuses that a target may
have on saving throws against mind altering effects also apply.
Success: If your cowpoke is successful in her mocking, the target has three choices. He can
take the action your hero is egging him on to do (call out the towns toughest gunfighter, ride
the meanest bull in the corral, join in a game of cards, etc.), ignore the insults, or try to turn
the tables on your character with some choice language of his own. The first option is pretty
self-explanatory. If the target chooses the second option, he suffers an effective 4 penalty
on any Charisma-based ability or skill checks as hes been made a laughingstock. This
penalty lasts for a number of minutes equal to your heros level. If he instead decides to fight
back with his own insults, he rolls an opposed intimidate check against your heros original
roll. The loser of the contest then suffers a penalty to his Charisma-based ability and skill
checks equal to the amount by which he lost the contest. Its not a good idea to enter a battle
of wits unarmed! This lasts for a number of minutes equal to the winners level.
There is one other option. The victim of your heros tongue- lashing can just call her out,
although he does still suffer the penalty to Charisma-based rolls. So before your tinhorn goes
making fun of the local gunslinger, shed better be ready to back up her mouth!
Ridicule Action: Using Intimidate to ridicule someone requires a full-round action.

Try Again: You can attempt to intimidate an opponent again, but each additional check
increases the DC by +5. This increase resets after one hour has passed.

Special
Larger or Smaller than Target: You gain a +4 bonus on Intimidate checks if you are larger than
your target, and a 4 penalty on Intimidate checks if you are smaller than your target.
Feats: If you have the Persuasive feat, you gain a +2 bonus on Intimidate skill checks. If you
have 10 or more ranks in Intimidate, the bonus increases to +4.
Knowledge (Int; Trained Only)
You are educated in a field of study and can answer both simple and complex questions. Like
the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of
different specialties.

Monster Lore
Below are listed typical fields of study.

Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical
beasts)
Behavioral Sciences (Psychology, sociology, and criminology.)
Dungeoneering (aberrations, caverns, oozes, spelunking)
Earth and Life Sciences (Biology, botany, genetics, geology, and paleontology. Medicine and
forensics.)
Engineering (buildings, aqueducts, bridges, fortifications)
Geography (lands, terrain, climate, people)
History (wars, colonies, migrations, founding of cities)
Indian Lore ( Indian legends, oral history, customs, and basic rituals)
Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather,
vermin)
Nobility (lineages, heraldry, personalities, royalty)
Occult ( astrology, esp, spiritualism, numerology, Parapsychology)
Physical Sciences (Astronomy, chemistry, mathematics, physics, and engineering.)
Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders,
planar magic)
Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)

Check
Answering a question within your field of study has a DC of 10 (for really easy questions), 15
(for basic questions), or 20 to 30 (for really tough questions).
You can use this skill to identify monsters and their special powers or vulnerabilities. In
general, the DC of such a check equals 10 + the monsters CR. For common monsters, such
as goblins, the DC of this check equals 5 + the monsters CR. For particularly rare monsters,
such as the tarrasque, the DC of this check equals 15 + the monsters CR or more. A
successful check allows you to remember a bit of useful information about that monster. For
every 5 points by which your check result exceeds the DC, you recall another piece of useful
information.
Many of the Knowledge skills have specific uses as noted on Table: Knowledge Skill DC's.

Action: Usually none. In most cases, a Knowledge check doesn't take an action (but see
Untrained, below).

Try Again: No. The check represents what you know, and thinking about a topic a second time
doesnt let you know something that you never learned in the first place.

Untrained: You cannot make an untrained Knowledge check with a DC higher than 10. If you
have access to an extensive library that covers a specific skill, this limit is removed. The time
to make checks using a library, however, increases to 1d4 hours. Particularly complete
libraries might even grant a bonus on Knowledge checks in the fields that they cover.

Linguistics (Int, Trained only)


You are skilled at working with language, in both its spoken and written forms. You can speak
multiple languages, and can decipher nearly any tongue given enough time. Your skill in
writing allows you to create and detect forgeries as well.
Check
You can decipher writing in an unfamiliar language or a message written in an incomplete or
archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or
higher for intricate, exotic, or very old writing. If the check succeeds, you understand the
general content of a piece of writing about one page long (or the equivalent). If the check fails,
make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text.
(Success means that you do not draw a false conclusion; failure means that you do.)
Both the Linguistics check and (if necessary) the Wisdom check are made secretly by the
Marshal, so that you can't tell whether the conclusion you draw is true or false.
Uses: See below.
Action: Varies. Deciphering a page of ordinary text takes 1 minute (10 consecutive rounds).
Creating a forgery can take anywhere from 1 minute to 1d4 minutes per page. Detecting a
forgery using Linguistics takes 1 round of examination per page.
Try Again: Yes.
Special
You must be trained to use this skill, but you can always attempt to read archaic and strange
forms of your own racial bonuslanguages. In addition, you can also always attempt to detect a
forgery.
Create or Detect Forgeries
Forgery requires writing materials appropriate to the document being forged. To forge a
document on which the handwriting is not specific to a person, you need only to have seen a
similar document before, and you gain a +8 bonus on your check. To forge a signature, you
need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a
longer document written in the hand of some particular person, a large sample of that
person's handwriting is needed.

The Linguistics check is made secretly, so that you're not sure how good your forgery is. As
with Disguise, you don't make a check until someone examines the work. Your Linguistics
check is opposed by the Linguistics check of the person who examines the document to
verify its authenticity. The examiner gains modifiers if any of the conditions are listed on the
table below.

Table: Detecting Forgeries


Condition Linguistics Check Modifier
Type of document unknown to reader 2
Type of document somewhat known to reader +0
Type of document well known to reader +2
Handwriting not known to reader 2
Handwriting somewhat known to reader +0
Handwriting intimately known to reader +2
Reader only casually reviews the document 2
Document contradicts orders or knowledge +2

Learn a Language
Whenever you put a rank into this skill, you learn to speak and read a new language.
Common languages (and their typical speakers) are listed below.

Algonquin
Blackfoot, Cheyenne, Arapaho, Gros, Ventre, Cree, and Cherokee
Athabaskan
Apaches, Navajo, Hupa, Haida,Tsimshian, Wakashan, Salishan, Klamath tribes
Caddoan
Pawnee, Arikara, and Wichita tribes
Chinese
Immigrant rail workers and miners
French
Canadians, Creoles, Cajuns
German
Pennsylvania Dutch, Mennonites, Amish, Huterites,
Hokan
Pomo, Mojave, Yavapai, and Cocopah
Indian Sign
Any Indian tribe may have a few fluent members
Siouan
Mandans, Hidatsas, Crow, Lakota (Sioux), and other plains tribes
Spanish
Mexicans, some southwestern tribes

Perform (Tale Tellin') (Cha)


A good story teller does many things. He preserves an oral history of his world and gives
hope and inspirationor words of cautionto his listeners. Tale Tellin has an even more
important use in the world of Deadlands. After a successful adventure, a hero who tells the
tale of his posses triumph can actually reduce fear in a community previously affected by the
horrors the heroes faced.

Check
Soon after victory against the forces of darkness, usually at the climax of an adventure,
someone in the posse should tell the tale. At the conclusion of the tale, the speaker makes a
Tale Tellin skill roll against a DC of 20 plus two times the Fear Level in the locale in which the
evil was defeated.

Success: If the speaker is successful, the Fear Level drops by one level immediately.

Tale Tellin' Action: Tellin' a tale takes at least one full minute.

Try Again: If unsuccessful, the hero may not try again with this tale in this community. Further
tellings of this tale in the community may bolster individuals, but have no effect on the Fear
Level of the area; it must recede naturally. If another horror moves in and is defeated, the tale
teller may try again with that story, though the creature will almost certainly have raised the
Fear Level by its actions before that happens.

Special
If some big-mouth rolls a natural1 on his Tale Tellin roll, the audience hears only that horrors
beyond their wildest imagining exist in their own backyard. They may not publicly
acknowledge their fears, but theyre not likely to grab their pitchforks and shovels to help the
hero out either. This bumble raises the local Fear Level by one,

Spellcraft (Int or Wis; Trained Only; Blessed, Huckster, Shaman Only )


You are skilled at the art of casting spells, identifying magic items, crafting magic items, and
identifying spells as they are being cast.
Check
Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell or
crafting a magic item comes into question. This skill is also used to identify the properties of
magic items in your possession through the use of spells such as detect magic and identify.
The DC of this check varies depending upon the task at hand.

Action
Casting A Spell: See the individual spell description for how long this takes.
Identify Spell Being Cast: Identifying a spell as it is being cast requires no action, but you
must be able to clearly see the spell as it is being cast, and this incurs the same penalties as
a Perception skill check due to distance, poor conditions, and other factors.

Learn Spell from Spellbook: Learning a spell from a spellbook takes 1 hour per level of the
spell (0-level spells take 30 minutes).

Prepare Spell from Borrowed Spellbook: Preparing a spell from a borrowed spellbook does
not add any time to your spell preparation.

Determine Properties of Magic Item: Attempting to ascertain the properties of a magic item
takes 3 rounds per item to be identified and you must be able to thoroughly examine the
object.

Retry
Casting a spell: You can retry casting a spell as long as your have spellpoints.

Identify Spell Being Cast: You cannot retry checks made to identify a spell.

Learn Spell from Spellbook: If you fail to learn a spell from a spellbook or scroll, you must wait
at least 1 week before you can try again.

Prepare Spell from Borrowed Spellbook: If you fail to prepare a spell from a borrowed
spellbook, you cannot try again until the next day.

Determine Properties of Magic Item: When using detect magic or identify to learn the
properties of magic items, you can only attempt to ascertain the properties of an individual
item once per day. Additional attempts reveal the same results.
Special
Hucksters use Int as the key ability for this skill Blessed and Shamans use Wis
Only Blessed, Hucksters, and Shamans may place skill ranks in this skill
If you have the Magical Aptitude feat, you get a +2 bonus on all Spellcraft checks. If you have
10 or more ranks in Spellcraft, the bonus increases to +4.

Table: Spellcraft DC
Task Spellcraft DC
Identify a spell as it is being cast 15 + spell level
Learn a spell from a spellbook or scroll 15 + spell level
Prepare a spell from a borrowed spellbook 15 + spell level
Identify the properties of a magic item using detect magic 15 + item's caster level
Decipher a scroll 20 + spell level

New Skills
These are completely new skills used in the weird west.

Demolitions (Int; Trained Only)

Check
Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting
and setting a detonator does. Also, placing an explosive for maximum effect against a
structure calls for a check, as does disarming an explosive device.

Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an


explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go
off as planned. Failure by 10 or more means the explosive goes off as the detonator is being
installed.
A character can make an explosive difficult to disarm. To do so, the character chooses the
disarm DC before making his or her check to set the detonator (it must be higher than 10).
The character's DC to set the detonator is equal to the disarm DC.

Place Explosive Device: Carefully placing an explosive against a fixed structure (a


stationary, unattended inanimate object) can maximize the damage dealt by exploiting
vulnerabilities in the structure's construction.

The GM makes the check (so that the character doesn't know exactly how well he or she has
done). On a result of 15 or higher, the explosive deals double damage to the structure against
which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all
cases, it deals normal damage to all other targets within its burst radius.
Disarm Explosive Device: Disarming an explosive that has been set to go off requires a
Demolitions check. The DC is usually 10, unless the person who set the detonator chose a
higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If
the character fails by more than 5, the explosive goes off.

Special: A character can take 10 when using the Demolitions skill, but can't take 20.
A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all
Demolitions checks.

A character without a demolitions kit takes a -4 penalty on Demolitions checks.

Making an explosive requires the Craft (chemical) skill. See that skill description for details.

Time: Setting a detonator is usually a full-round action. Placing an explosive device takes 1
minute or more, depending on the scope of the job.

Drivin (Type) (Dex; Trained Only)


There are a lot of strange gizmos in the Weird West. Horseless carriages and flying gadgets
powered by steam and springs require a new set of skills. Drivin provides your hero with the
knowledge to operate a steam wagon, pilot an ornithopter, or steer a steam-powered boat.

There are currently four types of Drivin (type) skills:

Aircraft (Airships, autogyros, ornithopters, etc.)

Land Vehicles (Steam wagons, velocipede, etc.)

Personal (rocket packs, jet skis, etc.)

Watercraft (Maze runners, submersibles, etc.)

Check
Normal operation of a vehicle doesnt require a Drivin roll. Skill checks are normally needed
only during combat, special maneuvers, or other unusual circumstances (like riding a
velocipede
along the rim of the Grand Canyon). A character driving a vehicle made with mad science
should make a Drivin check when he first starts the device to check for malfunction.

Complete vehicle rules are included in Chapter Five: Blowin Things All to Hell.
Gamblin (Int)
While its considered almost mandatory for folks in the Weird West to have at least a passing
understanding of poker, faro, and other games of chance, professional gamblers can turn a
few bucks into a small fortune.

Check
Your hombre can use this skill to earn some spending money. To join or start a game, a
character must first pay a stake. The character sets the stake if he or she starts the game, or
the Marshal sets it if the character joins a game. One to five dollars per hand is common for
serious gambling in the Old West.

The character's Gamblin' check is opposed by the Gamblin' checks of all other participants in
the game. If there are many characters participating, the Marshal can opt to make a single roll
for all of them, using the highest Gamblin' skill modifier among them and adding a +2 bonus
to the check. The losers all must pay the winner of the check an amount equal to the stake.

Cheating: Not everyone who shuffles a deck of cards is honest. A character can add to his
Gamblin skill check by declaring hes cheating. The lowdown snake can choose to add from
+1 to +10 to his Gamblin roll. Everyone in the game or those watching closely from the
sidelines makes a Perception check opposed by the gamblers Sleight of Hand roll. The
cheater must subtract his cheating modifier from his Sleight of Hand roll. If the cheater is
caught, at the very least he can expect to lose his winnings. Its more likely hes shot, run out
of town, tarred-and- feathered, or even strung up!

Retry: Sureas long as your heros stake holds out!

Tinkerin (Int; Trained Only)


A steam wagon trip across the Mojave is a whole lot easier than riding the same trail on a
sway-back horse. On the other hand, if that gadget breaks down, youd better know how to fix
it. Tinkerin allows your character to repair intricate devices and gizmos.

Check
The Marshal sets the DC to repair a damaged device or contraption, based on the complexity
of the gizmo, whether or not it was designed by a mad scientist, and the severity of the
damage done to it. As a rule of thumb, simple repairs to non-mad science machines are
usually DC 10 to 15. Difficult repairs of a simple device or simple repairs on a complex one
are DC 20, and a difficult repair of a complex machine may be as high as DC 25.

Mad science devices are harder to fix when they break down; more often than not, those sorts
of gizmos appear to violate at least one of the basic premises of engineering and physics!
The DC to repair a mad scientists gizmo is based on its construction DC, which you can find
in the Mad Scientist description. For a simple repair, the DC is 10 lower than the construction
DC, more difficult repairs are 5 lower than the original DC, and truly complex or extensive
ones are the same as the construction DC. When the damage gets to that point, its often
almost as easy to just start over from scratch!
Try Again: Yes, though in some specific cases, the Marshal may decide that a failed Tinkerin'
check has negative ramifications that prevent repeated checks.

Tinkerin' Action: See the table below for guidelines.

Table: Repair Time


Repair DC Time
10 1 min.
15 10 min.
20 1 hr.
25 10 hr.

Special

Trying to use Tinkerin without at least a basic set of tools (wrenches, hammers, etc.) nets
your character a 5 circumstance penalty.

Your character can try to rush or jury- rig repairs on a device. This reduces the DC for the
task by 5 and cuts the time in half, but each time the machine is used afterwords adds a
cumulative +1 to any Malfunction checks Taking the time to make a proper repair and a
successful check against the full DC for the job removes these penalties.
Traits
Character traits are abilities that are not tied to your character's race or class. They can
enhance your character's skills, racial abilities, class abilities, or other statistics, enabling you
to further customize him. In addition they can also help develop your character's background.
Some of the traits below have been altered to better fit the setting, some have been
completely removed because they are incompatible with the setting, or would serve no
purpose.

Gaining Traits
When you create your character for a campaign, ask your Marshal how many traits you can
select. In most cases, a new PC should gain two traits, effectively gaining what amounts to a
bonus feat at character creation. Some Marshals may wish to adjust this number somewhat,
depending upon their style of play; you may only be able to pick one trait, or your Marshal
might allow three or more. Even if your Marshal normally doesn't allow bonus traits, you might
still be able to pick up some with the Additional Traits feat.

Restrictions on Trait Selection


There are a few rules governing trait selection. To begin with, your Marshal controls how
many bonus traits a PC begins with; the default assumption is two traits. When selecting
traits, you may not select more than one from the same list of traits (the four basic traits each
count as a separate list for this purpose). Certain types of traits may have additional
requirements.
Remember also that traits are intended to model events that were formative in your
character's development, either events from before he became an adventurer, or (in the case
of additional traits gained via the Additional Traits feat) ones that happened while adventuring.
Even if your character becomes a hermit and abandons society, he'll still retain his legacy of
growing up an aristocrat if he took the relevant social trait.

Basic Traits
Basic traits are broken down into four categories. Combat traits focus on martial and physical
aspects of your character's background. Faith traits focus on his religious and philosophical
leanings. Magic traits focus on any magical events or training he may have had in his past.
And Social traits focus on your character's social class or upbringing.

Combat Traits
These traits are associated with combat, battle, and physical prowess; they give characters
minor bonuses in battle and represent conflicts and physical struggles in the character's
backstory.
Anatomist: You have studied the workings of anatomy, either as a student at university or as
an apprentice mortician. You know where to aim your blows to strike vital organs, and you
gain a +1 trait bonus on all rolls made to confirm critical hits.
Bullied: You were bullied often as a child, and you are now constantly ready to defend
yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of
opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the
ability to make attacks of opportunity with your unarmed strikesyou must have a level of
monk, the Improved Unarmed Strikefeat, or some other similar power to gain the use of this
character trait. However, that doesn't prevent you from selecting this trait. You simply cannot
make use of it until a later point if you do.
Courageous: Your childhood was brutal, yet you persevered primarily through force of will
and faith that no matter how hard things might get, as long as you kept a level head you'd
make it through. You gain a +2 trait bonus on saving throws against fear effects.
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed
your senses. You gain a +1 trait bonus on Reflex saves.
Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling,
friend, or companion on whom you could always count to distract your enemies long enough
for you to do a little bit more damage than normal. That companion may be another PC or an
NPC (who may even be recently departed from your side). When you hit a foe you are
flanking, you deal an additional 1 point of damage (this damage is added to your base
damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel
art of fencing from tutors paid for by your parents or by being taken under the wing of a
disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on
attacks of opportunity made with daggers, swords, and similar bladed weapons.
Killer: You made your first kill at a very young age and found the task of war or murder to
your liking. You either take particular pride in a well-placed blow, or find vile pleasure in such a
strike as you twist the blade to maximize the pain. You deal additional damage equal to your
weapon's critical hit modifier when you score a successful critical hit with a weapon; this
additional damage is added to the final total, and is not multiplied by the critical hit multiple
itself. This extra damage is a trait bonus.
Reactionary: You were bullied often as a child, but never quite developed an offensive
response. Instead, you became adept at anticipating sudden attacks and reacting to danger
quickly. You gain a +2 trait bonus on Initiative checks.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to
subsist on food and water from doubtful sources. You've built up your mettle as a result, and
gain a +1 trait bonus on Fortitude saves.

Faith Traits
These traits rely upon conviction of spirit, perception, and religion, but are not directly tied to
the worship of a specific deity. You do not need a patron deity to gain a Faith Trait, as these
traits can represent conviction in yourself or your philosophy just as easily as they can
represent dedication to a deity.
Birthmark: You were born with a strange birthmark that looks very similar to the symbol of the
religion you chose later in life. This birthmark can serve you as a divine focus for casting
spells, and as a physical manifestation of your faith, it increases your devotion to your religion
you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a
result.
Caretaker: As the child of an herbalist or an assistant in an infirmary, you often had to assist
in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is
always a class skill for you.
Child of the Church: You have long served at a church in a city, and not only did you pick up
on many of the wealthy's customs, you spent much time in the church libraries studying your
faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and
one of these skills (your choice) is always a class skill for you.
Naturalist: Your faith in the natural world or one of the earth religions makes it easy for you to
pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography)
and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill
for you.
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took
steps to ensure that you understood that what powers your divine magic is no different than
that which powers the magic of other religions. This philosophy makes it easier for you to
interact with others who may not share your views. You gain a +1 bonus
on Diplomacy checks, and Diplomacy is always a class skill for you.
History of Heresy: You were raised with heretical views that have made it difficult for you to
accept most religious beliefs and often caused you or those you love to be treated as pariahs.
As a result, you have turned your back on religious teachings, and as long as you do not
possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus
on all saving throws made against divine spells.
Indomitable Faith: You were born in a region where your faith was not popular, but you never
abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you
gain a +1 trait bonus on Will saves as a result.
Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps
by being born under the right cosmic sign, or maybe because one of your parents was a
gifted healer. As a standard action, you may automatically stabilize a dying creature merely by
touching it.
Scholar of the Great Beyond: Your great interests as a child did not lie with current events
or the mundaneyou have always felt out of place, as if you were born in the wrong era. You
take to philosophical discussions of the Great Beyond and of historical events with ease. You
gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of
these skills (your choice) is always a class skill for you.

Magic Traits
These traits are associated with magic and focus on spellcasting and manipulating magic.
Magic traits may only be selected by the spellcasting classes, eg Blessed, Hucksters, or
Shamans. Magic Traits can represent a character's early exposure to magical effects or
childhood studies of magic.
Dangerously Curious: You have always been intrigued by magic, possibly because you
were the child of a magician or priest. You often snuck into your parent's laboratory or shrine
to tinker with spell components and magic devices, and frequently caused quite a bit of
damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic
Device checks, and Use Magic Device is always a class skill for you.
Focused Mind: Your childhood was either dominated by lessons of some sort (whether
musical, academic, or other) or by a horrible home life that encouraged your ability to block
out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on
concentration checks.
Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a
particularly dramatic method, perhaps even one that affected you physically or spiritually. This
early exposure to magic has made it easier for you to work similar magic on your own. Pick
one spell when you choose this traitfrom this point on, whenever you cast that spell, its
effects manifest at +1 caster level.
Magical Knack: You were raised, either wholly or in part, by a spellcaster, either after she
found you abandoned in the woods or because your parents often left you in her care. This
constant exposure to spellcasting has made its mysteries easy for you to understand, even
when you turn your mind to other devotions and tasks. Pick a class when you gain this trait
your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your
caster level above your current Hit Dice.
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic
often, but also developed many magical items and perhaps even a new spell or twoand you
have inherited a fragment of this greatness. Pick one spell when you choose this trait. When
you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the
spell's final adjusted level.
Magical Talent: Either from inborn talent, the whimsy of the gods, or obsessive study of
strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast
that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster
level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC
is Charisma-based.
Mathematical Prodigy: Mathematics has always come easily for you, and you have always
been able to see the math in the physical and magical world. You gain a +1 bonus
on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your
choice) is always a class skill for you.
Skeptic: Growing up, you were always around magical effects to the extent that you realized
much of it was mere smoke and mirrors. You gain a +2 trait bonus on all saving throws
against illusions.

Social Traits
Social Traits are a sort of catch-all categorythese traits reflect the social upbringing of your
character, your background in high society or lack thereof, and your history with parents,
siblings, friends, competitors, and enemies.
Adopted: You were adopted and raised by someone not of your actual race, and raised in a
society not your own. As a result, you picked up a race trait from your adoptive parents and
society, and may immediately select a race trait from your adoptive parents' race.
Bully: You grew up in an environment where the meek were ignored and you often had to
resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks,
and Intimidate is always a class skill for you.
Canter: You grew up among thieves and scoundrels, and their unusual speech patterns and
turns of phrase don't faze you in the slightest today as a result. Anyone who attempts to
use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you
attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the
attempt.
Charming: Blessed with good looks, you've come to depend on the fact that others find you
attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is
(or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-
dependent spell you cast on such characters or creatures.
Child of the Streets: You grew up on the streets of a large city, and as a result you have
developed a knack for picking pockets and hiding small objects on your person. You gain a +1
trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result
developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks,
and Bluff is always a class skill for you.
Natural-Born Leader: You've always found yourself in positions where others look up to you
as a leader, and you can distinctly remember an event from your early childhood where you
led several other children to accomplish a goal that each of you individually could not. All
cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on
Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1
trait bonus to your Leadership score.
Poverty-Stricken: Your childhood was tough, and your parents had to make every copper
piece count. Hunger was your constant companion, and you often had to live off the land or
sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill
for you.
Rich Parents: You were born into a rich family, perhaps even the nobility, and even though
you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances
your starting cash increases to $900.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older
sibling or a parent, had lied to you, and lied often, about something you had taken for granted,
leaving you quick to question the claims of others. You gain a +1 trait bonus onSense
Motive checks, and Sense Motive is always a class skill for you.

Campaign Traits
Campaign traits are specifically designed to tie your character into a campaign's storyline,
and often give you a built-in reason to begin the first adventure. For this reason, GMs usually
create their own campaign traits for their PCs. If your GM uses campaign traits, one of your
starting traits must be a campaign trait. Your other trait can be chosen from one of the other
types of traits.

Favored Son/Daughter
You were born and raised in the town or its surrounding farms. You know many of the region's
secrets, and the locals already know who you are. You are well liked in town, and you'll have
lots of friends in the region, but the town's tougher side sees you as a snitch or a pansy. You
gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class
skill for you. In addition, you can choose any one law-abiding citizen of town from below as an
ally; depending on the person you pick, you'll get different benefits.
Tavern Owner: One of the towns most influential and beloved buisnesswomen. Her
inn/tavern is the most popular in town, and as one of her friends, you're guaranteed a place to
eat and sleep for free. She's got lots of great contacts with merchants as well, and she'll sell
any of your loot for youas a result, you gain an additional 10% over the amount of money
you normally would get from selling off treasure.
Sherrif: The no nonsense arm of the law, is like the uncle you never had. The benefits of
being close friends with the town sheriff are extensive, and you can call in favors from him
once per game session. A favor can either get you out of a legal jam, hook you up with a town
guard for help, or give you a one-time +10 bonus on a Bluff, Diplomacy, or Intimidate check
made against any local person.

Black Sheep
You were born and raised in town. You know many of the region's secrets and the locals
already know who you are. You aren't quite hated in town, but folk seem to think you're a
troublemaker and a bastard and not to be trusted. The town's tougher folk respect you, but
the law-abiding citizens don't. You gain a +1 trait bonus on Knowledge (local) checks,
and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious
citizen from below as an ally; depending on the person you pick, you'll get different benefits.
Apothecary: Everyone suspects the sweaty, shifty-eyed apothecary sells poisons from his
cluttered, acrid smelling wreck of a shop. You're one of the few in town who know this for a
fact. You start the game with $400 worth of poison, and the apothecary will continue to sell
you poison as long as you don't spread the word.
Bitter Aristocrat: A local unscrupulous family was hit hard recently, revealing criminal ties
that damaged its reputation as well. One aristocrat is eager to rebuild his presence in town,
and you're one of the ones he's selected as an agent. Choose one of the following
skills: Bluff, Sleight of Hand, or Stealth. Your work for the family gives you a +1 trait bonus on
that skill, and it is always a class skill for you.

Outlander
You are not from town; you've recently come from somewhere else and are hoping to make
your fortune here. Pick one of the following reasons to be a newcomer to the area.
Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical
traditions of its highly mystical culture. You've studied magic intensely, and hope to increase
that knowledge by adding ancient lore. You've come to the region to pursue that study, and
chose the town as your base because it was out of the way of bigger citiesmeaning less
competition to study the ancient monuments in the region, you hope! You gain a +1 trait
bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you
cast arcane spells, pick three spells on your spell list. You are particularly adept at casting
these spells, so they function at +1 caster level when you cast them, and their save DCs (if
any) gain a +1 bonus.
Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has
brought you to town, and it's here that your money ran out, leaving you stranded in this small
town. You are also being pursued by enemies from your homeland, and that has made you
paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.
Missionary: You have come to town to see about expanding the presence of your chosen
faith after receiving visions that told you your faith is needed in the regionwhat that need is,
though, you're not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks,
and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on
your spell list. You are particularly adept at casting these spells, so they function at +1 caster
level when you cast them, and their save DCs (if any) gain a +1 bonus.

Regional Traits
Regional traits are tied to particular regions, often specific nations, territories, or cities in a
campaign. The following regional traits present several generic regions that can be used in
most campaign settings.
Desert Child (desert): You were born and raised in rocky deserts. You are accustomed to
high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects
of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Highlander (hills or mountains): You were born and raised in rugged badlands or hills, and
you've become something of an expert at evading the predators, monsters, and worse that
haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a
class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Log Roller (forest): The time you spent leaping between slippery logs as they whirled down
the river to market taught you how to keep your footing. You gain a +1 trait bonus
on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.
Militia Veteran (any town or village): Your first job was serving in the militia in your home
town. Skills learned through daily drilling and protecting with your fellow townsfolk gave you
special insight into military life. Select one of the following skills: Profession(soldier), Ride,
or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
River Rat (marsh or river): You learned to swim right after you learned to walk. As a youth, a
gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in
your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait
bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always
a class skill for you.
Savanna Child (plains): You were born and raised among rolling plains or savannas. You
spent much of your youth exploring these vast reaches and know many of the savanna's
secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain
a +1 trait bonus on that skill, and it is always a class skill for you.
Vagabond Child (urban): You grew up among the outcasts and outlaws of your society,
learning to forage and survive in an urban environment. Select one of the following
skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill,
and it is always a class skill for you.
Feats
Most existing feats are available in the Weird West. Only item creation feats are not normally
allowed. To be specific, characters may not take brew fleshcrafting poison, brew potion, craft
construct, craft magic arms and armor, craft rod, craft staff, craft wand, craft wondrous item,
forge ring, inscribe magical tattoo, inscribe rune, and scribe scroll. Certain NPCs under the
Marshals control may have these abilities, but player characters do not. The single exception
to this rule is the mad scientist who gains brew potion at first level so he can use his alchemy
class feature.
Metamagic feats may be used normally. This raises the spells DC and causes the spell to
drain more spell points proportionately. The empower spell feat, for example, uses up a spell
slot two levels higher than the spells actual level.
In the Weird West, this raises the level for figuring DC and spell cost as well. Other feats that
require some modification to better fit the Weird West are listed below, along with the
necessary modifications to the standard description. Note that some proficiencies are
available but seldom used (such as armor proficiency). If an existing feat has a cost, gold
pieces translate directly into dollars on a one-to-one basis.

Existing Feats
Far Shot
This feat cannot be used with shotguns and scatterguns using shot. A cowpoke can use Far
Shot when firing slugs from a shotgun or scattergun.
Mounted Archery
In the Weird West setting, this feat applies to firearms as well. Mounted archery also applies
to shooters on vehicles, trains, airships, and the like.
Rapid Reload
As amended in Ultimate Combat rapid reload also applies to firearms. In the Weird West the
prerequisite for the firearm use are firearms proficiency or automatic weapon proficiency
instead of Exotic Weapon Proficiency (firearm).
The time required to load a cap and ball weapon is reduced to a standard action and the time
to reload a cartridge weapon is reduced to a move action.
Rapid Shot
This feat isnt actually altered, but just to make it perfectly clear, rapid shot grants your hero
one extra attack. Period. It doesnt matter how many base attacks or weapons your character
has. A gunslinger with 3 base attacks and two pistols still gets only one extra shot from rapid
shot.

New Feats
Below are a whole herd of new feats for the heroes of the Weird West to use in their fight
against bandits, marauding soldiers, mad science gone awry, and supernatural evil. Feat
descriptions follow the standard format.
Armor Proficiency (Mad Science, Heavy) [General]
Your character is proficient with the workings of steam-powered battlesuits and similar types
of armor concocted by mad scientists.
Prerequisite: Armor Proficiency Mad Science, Medium
Benefit: When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor
check penalty to attack rolls and to all skill checks that involve moving.
Special:This feat grants your hero the ability to use all melee weapons attached to a
battlesuit, like a chainsaw or sword, but not ranged weapons, such as a Gatling gun. A mad
scientist is automatically proficient with armor she has designed or built.

Armor Proficiency (Mad Science, Medium) [General]


Your hero is familiar with personal armor devised by mad inventors.
Prerequisite: Armor Proficiency, Light
Benefit: See Armor Proficiency (Mad Science, Heavy)
Normal: See Armor Proficiency (Mad Science, Heavy)
Special: A mad scientist is automatically proficient with any armor he has designed or built
himself.

Automatic Weapon Proficiency [General]


Your cowpoke is skilled in using fully automatic weapons.
Prerequisite: None.
Benefit: A hero with this feat can fire fully-automatic weapons without penalty, and may use
the suppressive fire ability of Gatling guns and the like.
Normal: Without this proficiency, a shooter suffers an additional -4 modifier to her attack
rolls.
Special: A mad scientist who designs an automatic weapon gains this feat, but only with
respect to that particular weapon. In other words, she can fire her steam-powered Gatling
gun to full effect, but shes unable to do so with any other automatic weapon she didnt
design.

Brave [General]
No one can accuse your character of being a yellow-belly. Hes got more than his fair share of
sand.
Benefit: Your hero gets +2 on Will saves against fear.
Special: This bonus stacks with all other Will save modifiers.
Bushwhack [General]
You can help your allies to better hide themselves in preparation for making a surprise attack.
Prerequisite: Perception 5 ranks, Stealth 5 ranks.
Benefit: As a full-round action, you may help an adjacent ally to conceal himself
advantageously. The ally uses your Stealth check rather than his own, for as long as the ally
remains where you placed him and takes no actions.

Dinero [General]
Your hero has extra funds at her disposal. This feat may represent rich relatives Back East, a
stake in a mining claim, stock in a railroad, or even filthy lucre from a bank job.
Benefit: Your character has twice the normal starting funds for her class and once per game
month can wire home (or visit the bank, etc.) for half that amount. For example, if your
cowpoke is a gunslinger, she normally gets 7d6 x 10 dollars for starting funds. With dinero,
she gets 14d6 dollars at the beginning of play and can raise 7d6 x 10 dollars once each
month. How your character comes by this money is up to you, but be sure to work out the
details with your Marshal in advance.
Normal: Without this feat, a character receives her starting funds only once and has to find a
way to earn money to pay for room and board.
Special: Your hero can gain this feat more than once. Each time you select it, the amount of
money doubles again. So, if you choose the feat three times, your hero gets eight times her
normal starting funds (2 x 2 x 2 = 8) and can call on four times that amount once each game
month. The bonus starting funds are available only at character creation; selecting dinero
after creation does not grant a sudden infusion of back interest.

Extra Spell Points [General]


Your arcane hero has extra spell points.
Benefit: Each time this feat is taken, the hero gains five additional spell points.
Normal: Without this feat, a character receives only her Intelligence (hucksters) or Wisdom
(shamans and the blessed) bonus in spell points at each additional level. This feat gives the
spellcaster five additional spell points.
Special: Your hero can gain this feat more than once. Each time she selects it, she gains five
additional spell points.

Fannin [Combat]
Your character is proficient at fanning the hammer. In other words, he holds the trigger back
while rapidly cocking and releasing the hammer on a single-action pistol, sending a hail of
bullets at his target.
Prerequisite: A single-action pistol, Dex 15+, Point Blank Shot, Rapid Shot, Base attack
bonus +4 or higher.
Benefit: As a full action, your character may fire up to the number of rounds in his weapon
(maximum of 6) with a single-action pistol. The gunslinger may choose any targets in his
weapons first range increment. He may even fire at six different targets. Each attack is made
at the gunslingers highest attack bonus but suffers a -6 penalty. The gunslinger may only
make as many attacks as he has bullets left in his pistol, up to a maximum of six in one round.
Special: Fannin can only be used with single-action pistols.

Firearms Proficiency [General]


Your cowpoke knows how to use a type of firearm: pistols, rifles, or shotguns.
Benefit: Your hero makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient suffers a 4 penalty to his
attack rolls.

Fire in the Hole [Combat]


You can lob splash weapons around covered positions.
Prerequisite: BAB +1.
Benefit: When using a ranged splash attack, your target does not receive AC bonuses for
cover, sitting, kneeling, or being prone.

Forceful Riding [General]


You have a riding style that relies more on power than finesse.
Benefit: When mounted, you steer with your might and stay on with your leg muscles. Riding
is less about oneness with the animal for you and more of a wrestling match. You may use
your Strength modifier instead of your Dexterity modifier on Ride skill checks.

From The Hip [Combat]


You can fire a pistol with incredible speed.
Prerequisite: Quick Draw, Base Attack Bonus +4, Dexterity 15.
Benefit: When caught unaware in a surprise round, you may still make a single attack with a
pistol (so long as it is not concealed) at a -4 penalty to hit. You roll initiative as normal during
the surprise round, but may take no other actions.
Normal: Without this feat, you cannot take any action during a surprise round in which you
are unaware.

Grim Determination [General]


You know you have nothing going for you but your wits and six shooter, and you can call upon
that knowledge to push yourself past the normal boundary of physical effort.
Prerequisite: Self-Sufficient, base attack bonus +2, no caster level.
Benefit: Once per day, as a swift action you can call upon the deep reserve of your
independence, unbolstered by prayers or arcane knowledge, to drive yourself onward despite
your injuries. You gain 1d6 temporary hit points for every two character levels you possess.
Special: If you have this feat and gain a caster level, you may immediately decide to
permanently forgo any spellcasting ability and retain this feat. If you do not make this decision
this feat is lost, and cannot be replaced.

Grim Servant o Death [Combat]


Certain heroes of the Weird West are cursed to carry death and destruction with them
wherever they go. Such hombres are deadly to their foesand sometimes to their friends as
well.
Benefit: The hero may spend a Fate Chip to turn a successful attack into an automatic
critical.
Prerequisites: BAB +6
Special: Grim Servants o Death are (usually) unwitting pawns of the Reckoners. When the
hero rolls a 1 on any ranged attack roll, the attack automatically hits a random targetfriend
or foeto the heros front instead. If the attacker wields a melee weapon, roll randomly
among all potential targets in reach instead. The attack automatically hits regardless of cover
or concealment and has a 50% chance of being a critical.

Head Butt [Combat]


Youve learned how to use your cranium to smash your foes.
Prerequisite: Con 13, Toughness.
Benefit: You gain a natural attack that deals 1d3 points of damage. If you have an unarmed
attack that deals more damage, you may choose to deal that damage instead when you use
this natural attack. If you damage a foe with this natural weapon, you take 1/4 of the damage
you inflict (if you have damage reduction, it does not reduce the share of the damage you
suffer). You can use this natural attack without penalty even if your hands or feet are bound,
or if you are in a grapple (you do not have to make a grapple check to use this natural attack
when you are involved in a grapple).

Horse Whisperer [General]


You are able to urge horses and ponies to their best performance, to calm them when they
are agitated, and allow them to accept you as a rider.
Prerequisite: 5 ranks in Handle Animal
Benefit: You receive a +5 bonus to Handle Animal and Ride checks concerning horses,
ponies, mules and donkeys. In addition, an animal of these types that you are riding receives
a +5 bonus to all Acrobatics checks.
Improved Casting Check [General]
Your arcane hero is a little more skilled, or a little more lucky than usual.
Prerequisite: None
Benefit: Your hero gains a spectacular spell success on a natural roll of 19 or 20.

Level-Headed [Combat]
Veteran gunmen claim speed and skill are vital, but theyre overrated compared to keeping
your cool, aiming at your target, and putting it down. A hothead who empties his hogleg too
fast might soon find himself taking root in the local bone orchard.
Benefit: When rolling Initiative, a die roll of less than 10 is automatically raised to 10.
Modifiers are then added to the new roll of 10.
Prerequisite: Improved Initiative.

Light Sleeper [General]


You have trained yourself to sleep lightly, to better defend against nighttime threats.
Benefit: You suffer only a -5 penalty to Perception checks made while you are sleeping. At
10th level, the penalty is reduced still further, to a mere -2.
Normal: Characters who are asleep suffer a -10 penalty to Perception checks.

Marksman [Combat]
One shot, one kill. Thats the motto of the marksman. Whether hes a sniper picking off enemy
officers or a gunslinger taking out the leader of a bunch of banditos, a marksman tries to put
his enemy down with one bullet.
Benefit: A marksman spends one round aiming at his target. The target must not be
making a double move or a run. On the second round, the marksman may make one attack at
his usual bonus. If the attack is successful, the target must make a Fortitude save versus DC
10+damage or die. The target must be within the maximum range of the attackers weapon
and some vital part (head, stomach, etc., must be visible). Targets with no discernible vitals,
or that arent subject to critical hits, are not affected by this feat.
Prerequisite: Base attack bonus of +5 or higher, weapon focus, weapon specialization.
Special: Should something distract the marksman in this period, he must make a standard
Concentration check against damage.

Nerves o Steel [General]


Whether its an iron backbone or just plain cussedness, your hero isnt the sort to turn tail and
run, no matter what hes facing.
Benefit: If your character is forced to flee as the result of a failed Will save versus fear, he
can choose to stand his ground instead. He still suffers any other effects from the failed save,
such as ability or attack roll modifiers.

Opportunity Shot [Combat]


You can shoot nearby opponents who let their guard down.
Prerequisite: Rapid Shot, base attack bonus +8.
Benefit: When armed with a ranged weapon that is ready for use, you effectively threaten all
squares up to 30 ft. or the reach of your ranged weapon, whichever is smaller, for the
purposes of making attacks of opportunity with it.
Special: This feat does not work if you are threatened by an opponent, nor can it be used to
establish flanking.

Ranged Flank [Combat]


Even at a distance, you can take advantage of a distracted opponent.
Prerequisite: Point-Blank Shot, Precise Shot, Opportunity Shot, base attack bonus +10.
Benefit: When attacking with ranged or thrown weapons from a distance of up to 30 feet, if
the nearest adjacent space to your target is unoccupied and the opposite space is occupied
by a threatening ally, you are considered flanking. Both you and your ally gain all the benefits
of flanking, including +2 flanking bonus on attacks, rogues can sneak attack, etc.
Normal: Only characters in melee are considered flanking.

Renown [General]
Your cowpoke has made a name for herself in the Weird West. Now, whether thats a good
name or a bad name is another matter
Prerequisite: Character level 5.
Benefit: When your character makes her identity known in a new locality, roll a Charisma
ability check and add half her level against the appropriate DC listed on the Renown Locale
table below. If she makes the check, folks in that area have heard of her; if not, she cant
check again for that area until she gains a level.

Table: Renown Locale


DC Locale
15 Home Town
20 Home Country
25 Home State or Territory
30 Different State (Texas, Kansas, Missouri, etc.)
35 Back East ( East of the Mississippi.)
+5 Different Country ( USA, CSA, Sioux Nations, etc.)
Assuming theyve heard of her, she gains certain benefits from being a celebrity of sorts to a
variety of social skills. Exactly what those benefits entail depends on whether your hombre is
known as a white hat or a black hat. You have to choose one of those two types of reputations
when your character selects this feat.
White Hat: Your character is known as a genuine hero. She may have been featured in the
Tombstone Epitaph, or even have dime novels written about her daring acts of bravery. Most
folks look up to her. Shes liable to have an easier time dealing with lawmen and other
upstanding citizens, but theyre also more likely to look to her for help when trouble rears its
head! People tend to take your heros word on things at face value and her opinion holds a lot
of sway around town. Wyatt Earp is a good example of a white hat with renown.
Black Hat. Your character has a reputation as a dangerous desperado or deadly gunfighter.
Normal townsfolk steer clear of your hombre on the street, and bandits and other outlaws
tend to show her more than her fair share of respect. Unfortunately, lawmen and other
authority figures tend to expect her to cause trouble and keep a eye in her direction at all
times. Most folks are afraid to question her word on anythingat least in earshot and the
less desirable elements of society are more likely to let her in on information of the less-than-
legal sort. John Wesley Hardin and Jesse James both have Renown with a black hat.

Table: Renown Benefits


Skill White Hat Black Hat
Bluff* +4 +4
Diplomacy +4 -4
Intimidate +2 +4
*Any Bluff check to deny your heros identity receives a 4 penalty instead!

Normal: The Marshal may decide a particularly heroic (or dastardly) act by your cowpoke
provides him with a circumstance bonus (or penalty) to certain social skills, like Bluff,
Diplomacy, and so on. However, that modifier only applies to a specific area, such as a town
or county, and usually lasts only a relatively short while as folks memories tend to get foggy
over time. The Renown feat represents a wide-reaching and long- lasting reputation.
Special: Its possible to change hat colors in the Weird West. Its fairly easy for good guys to
go badeveryones willing to believe the worst sometimes. Its much harder for a bad man to
come cleanthough saving enough orphans might just do the trick. If you decide after
choosing this feat that youd rather your infamous desperado become a famous hero, talk it
over with your Marshal. He has the last word on what it takes to change hats. As an aside,
the real West was full of outlaws turned heroes and lawmen who turned crooked!

Sand [General]
Sand is what keeps a hombre fighting even when his boots are full of his own blood. Its what
lets a cowgirl spit in the Grim Reapers face and then ask him to two-step. Heroes with sand
can keep on fighting even when they should be waiting for a sawbones.
Benefit: The hero may continue to act even when his hit points are zero or less. When your
character's current hit points drop to a negative amount equal to his Constitution score or
lower, the hero drops over dead as usual, but between that and 0, he may take partial actions
by rolling a Willpower save against a DC of 10 plus the number of hit points he is below 0. A
character at -5, for instance, rolls against DC 15. Conducting actions does not cause
additional damage.
Prerequisites: Constitution 15+.
Special: The hero may not stabilize while attempting to take partial actions.

Sucker Punch [Combat]


Your hombre knows all the dirty tricks to use in a knock-down-drag-out brawl. Whether its
throwing dirt in an opponents eyes, biting him on the nose, pulling his hair, or just plain old
kicking him where it really hurts, your character is ready to do it.
Prerequisite: Improved Unarmed Strike, Base attack bonus +1 or higher
Benefit: Anytime your hero uses the full attack option in hand-to-hand combat with his fists,
or during a grappling attack (or defense), your hero does an additional 1d4 points of damage
(real or subdual at the players choice). In addition, a sucker-punched victim must make a
Fortitude roll equal to 10 plus the damage caused. If failed, the victim is at -4 on his next
action. Sucker punch does not combine with certain classes sneak attack ability. This feat
only works against living creatures with discernible anatomies. Undead, gelatinous monsters,
and the like just cant be affected by the usual dirty tricks!

The Stare [General]


Theres something in your hombres eyes that makes normal folks downright uncomfortable
and lawmen antsy.
Prerequisite: Cha 15+, Intimidate 5+.
Benefit: Once per encounter, your character can, as a free action, use her frightening gaze to
intimidate or outright terrify all opponents within 30 feet. The targets must be to her front so
that she may make eye contact with each of them. The stare only affects humans and
sentient creatures with fewer levels than your hombre. The targets must make a Will save
against a DC 10 + half your heros level + her Charisma modifier. If the opponent fails, hes
shaken as if struck by fear, suffering a -2 morale penalty to attack rolls, saves, and skill
checks for 1d6 + your heros character level (round up) in rounds. This is an extraordinary
ability.
Normal: A cowpoke without this feat can use the Intimidate skill to threaten a single
person at a time. Regardless of his result on the skill roll, he doesnt generate a morale
penalty to his opponents rolls.
Chapter 2 Equipment

Starting Character Wealth


A new hero is assumed to have some wealth or gear amassed from his life prior to hitting the
dusty trail and heading west. To represent this, each character receives a random amount of
starting funds based on his class. He can use this money to purchase gear at the prices
listed, he can hoard it for a rainy day, or he can do a little of both. If your character uses his
money to buy gear, that doesnt necessarily mean he just walked into the local general store
and loaded up. Depending on his background, his gear may have belonged to his parents,
some might have been won in a poker game, or maybe he took a five-finger discount and
stole it prior to the start of the campaign. Of course, if your hero is a tinhorn fresh off the train
from Back East, he very well may have just bought his shiny new six-gun from the local
shopkeeper! It all depends on what sort of history you decide on for your character. The
Starting Funds table lists the amount of money your character receives to outfit himself. Only
starting characters get this money; if your hero multi-classes later in his career, money
doesnt magically appear! In addition to their starting funds starting characters also receive an
outfit worth $10.

Table: Starting Funds


Class Amount in Dollars
Brave 3d6 x 10
Blessed 4d6 x 10
Gunslinger 5d6 x 10
Huckster 4d6 x 10
Mad Scientist 5d6 x 10 US One Dollar Bill
Maverick 4d6 x 10
Rowdy 4d6 x 10
Scout 5d6 x 10
Shaman 2d6 x 10

CSA One Dollar Bill


Coins and Money
Back East, financial matters are pretty straightforward, at least where currency is concerned.
Merchants in the northern states deal exclusively in U.S. Dollars whereas their southern
counterparts accept only CSA Dollars.
Unfortunately, most merchants out West dont like paper money. They arent sure whether
the North or South will win the war, so theyre understandably nervous about getting stuck
with a wad of useless currency. If a shop-owner does take paper, hell probably charge your
hero an exchange tax of 1020%. Metal is always a safe bet. Most businesses accept coins
at face value. Table Coins shows the values of the most common coins in circulation. The
Union and Confederacy both mint separate versions of the same denominations.

Table: Coins
Coin US / CSA Value
Gold Eagle / Double Cavalier $10
Half Eagle / Gold Cavalier $5
Quarter Eagle / Half Cavalier $2.50
Silver Dollar / Silver Dollar $1
Half Dollar / Half Dollar 50
Dime / Dime 10
US Gold Eagle
Half Dime / Half Dime 5
Copper Cent / Copper Cent 1

Other Currency
There are a couple other types of money
floating around the Weird Western
economy. Most Indian tribes prefer barter,
but some accept coins or paper at about a
quarter its printed value. Indians of
Sequoyah honor Confederate paper
money at half its value. CSA Double Cavalier
Deseret also mints its own money, called
bank notes. Long ago, there were some problems with so-called Mormon money and a lot
of people lost their shirts (and pants and shoes). The problem seems to have been resolved
since Deseret was formed, however. The currency is fairly accepted, at least west of the
Mississippi. However, most businesses outside of Deseret that will honor it usually charge a
50%--or higher!exchange tax.
The California Republic has commissioned a form of paper money which most folks refer to
as LA scrip. No respectable business owner more than a stones throw from the borders
accepts the paper yet, but as the republic consolidates it's authority, this will probably change.
Right now, merchants in California continue to take paper or coins just like everyone else, but
rumor has it that the republic will soon pass a bill requiring outside currency to be converted
to LA scrip.
Trade Goods
Although most exchanges in the weird west take place with some sort of money, barter hasn't
totally been eliminated. The problem with barter though is that the value of an item depends
on it's scarcity in the area, and how much a person thinks it's worth. An Indian tribe may swap
pelts that a fur trader can get $50 for on the market for a box of shells he paid $2 for at the
general store back in Tombstone.
The one constant in civilized areas are precious ores and minerals. Gold, silver, and in recent
years ghost rock, all have a fairly fixed exchange rate as shown in table precious metals.
Although there may be times prices fall in an area, such as during a gold rush, they usually
stay fairly close to those shown.

Table: Precious Metals


Substance Value per oz
Silver $1
Gold $16
Ghost Rock $30
Firearm Rules
Firearms work differently from other ranged projectile weaponsthey instead use the
following rules.
Firearm Proficiency: The Firearms Proficiency feat allows you to use all firearms of a
specific category without penalty. A nonproficient character takes the standard 4 penalty on
attack rolls with firearms, and a nonproficient character who loads a firearm increases all
misfire values by 4 for the shots he loads.
Even though the Firearms Proficiency feat grants you proficiency with all firearms of a specific
category, anytime you take a feat that modifies a single type of weapon (such as Weapon
Focus or Rapid Reload), you must still pick one specific type of firearm (such as Colt
Peacemaker, Enfield Musket, Ballard '72#, Sawed-Off Shotgun, or Star Army Revolver) for
that feat to affect.
Shots: This is the number of shots it can hold at one time. When making a full-attack action,
you may fire a firearm as many times in a round as you have attacks, up to this limit, unless
you can reload the weapon as a swift or free action while making a full-attack action.
Range and Penetration: Armor, whether manufactured or natural, provides little protection
against the force of a bullet at short range.
Cap and Ball Firearms: When firing a cap and ball firearm, the attack resolves against the
target's touch AC when the target is within the first range increment of the weapon, but this
type of attack is not considered a touch attack for the purposes of feats and abilities such
as Deadly Aim. At higher range increments, the attack resolves normally, including taking the
normal cumulative 2 penalty for each full range increment. Unlike other projectile weapons,
cap and ball firearms have a maximum range of five range increments.
Cartridge Firearms: cartridge firearms resolve their attacks against touch AC when the target
is within the first five range increments, but this type of attack is not considered a touch attack
for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves
normally, including taking the normal cumulative 2 penalty for each full-range increment.
cartridge firearms have a maximum range of 10 range increments.
Loading a Firearm: You need at least one hand free to load one-handed and two-handed
firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it
with the otheryou only need to hold it in two hands to aim and shoot the firearm.
The Rapid Reload feat reduces the time required to load one-handed and two-handed
firearms.
Loading any firearm provokes attacks of opportunity.
Other rules for loading a firearm depend on whether the firearm is an early firearm or an
cartridge firearm.
Cap and Ball Firearms: These guns get their name from the way theyre fired. The bullet (or
ball) and gunpowder must be loaded by hand into the guns chamber, and a small percussion
cap is fitted onto a nipple outside the chamber. When the trigger is pulled, the hammer drops
and detonates the cap, igniting the powder in the chamber and firing the bullet. It is a full
round action to load a cap and ball firearm to it's full capacity.
Cartridge Firearms: It requires a standard action to load a one-handed or two-handed
cartridge firearm to its full capacity.
Misfires: If the natural result of your attack roll falls within a firearm's misfire value, that shot
misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the
broken condition. While it has the broken condition, it suffers the normal disadvantages that
broken weapons do, and its misfire value increases by 4 unless the wielder has gun training
in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4.
Cap and Ball Firearms: If a cap and ball firearm with the broken condition misfires again, it
explodes. When a gun explodes, pick one corner of your squarethe explosion creates a
burst from that point of origin. Any creature within a 5' radius of this burst (including the
firearm's wielder) takes damage as if it had been hit by the weapona DC 12 Reflex save
halves this damage.
cartridge Firearms: cartridge firearms can misfire, but when they do, they only gain the broken
condition. A further misfire does not cause cartridge firearms to explode.
Ammunition: Firearm ammunition takes two forms: either black powder and shot (either
bullets or pellets) or cartridges. Unlike other types of ammunition, firearm ammunition is
destroyed when it is used, and has no chance of being retrieved on a miss. No part of a
cartridge can be reused to create new cartridges. Firearm ammunition cannot be treated with
poison, unless you are using a pitted bullet.
Concealing Firearms: Like light weapons and hand crossbows, one-handed firearms are
easy to conceal on your person. Some smaller firearms can grant bonuses to conceal a
weapon on your person.
Inappropriately Sized Firearms: You cannot make optimum use of a firearm that is not
properly sized for you. A cumulative 2 penalty applies on attack rolls for each size category
of difference between your size and the size of the firearm. If you are not proficient with the
firearm, a 4 nonproficiency penalty also applies. The size of a firearm never affects how
many hands you need to use to shoot it, the exception being siege firearms and Large or
larger creatures. In most cases, a Large or larger creature can use a siege firearm as a two-
handed firearm, but the creature takes a 4 penalty for using it this way because of its
awkwardness.
Bucklers: You can use a one-handed or two-handed firearm without penalty while carrying a
buckler.
Fire while Prone: Firearms can be fired while their wielders are prone.
Firearms, Black Powder, and Water: Black powder becomes useless when exposed to
water, but powder horns and cartridges protect black powder from exposure. You cannot
normally load a cap and ball firearm underwater or fire any firearm underwater without
magical aid.
Deflecting and Snatching Bullets: The Deflect Arrows feat and the Snatch Arrows feat can
be used to deflect bullets, but not pellets shot from a scatter weapon.
Called Shots: At some point, youre going to want your gunslinger to make some sort of
fancy shotmaybe shooting an opponents gun out of his hand, hitting a specific body part on
a critter, etc. Thats fine. In fact, its part of the fun of a Western. We obviously cant foresee
every situation that may come up in your game, but here are a few guidelines to help your
Marshal decide exactly what the penalty and effect of your hombres fancy shooting is. In
general, any called shot requires your hero to take the full attack option.
Body Parts: Shooting at particular parts of an opponent doesnt cause any additional damage.
It does make for a good fight scene, but dont expect to generate any special game effects
unless your Marshal agrees to them before you make that spectacular shot. Thats what high
damage rolls and feats like Dead Eye simulate. That said, your hero might discover that
certain things in the Weird West have only one or two vulnerable spots. In that case, your
hero may want to specifically target those areas when hes attacking the critter. Be sure to tell
the Marshal your hero is making a called shot before you roll!
Opponents Weapon: A staple of many Westerns is the gunslinger who shoots the gun out of
his foes hand. It just wouldnt be right not to address that sort of thing in these rules! Shooting
something as small as a weapon is relatively difficult. The weapons base AC is equal to 10 +
its users Dexterity modifier, if anybut it gets much worse!
First theres the weapons size modifier to AC to consider. Derringers, for example, are fine
(+8), pistols are diminutive (+4), and rifles and shotguns are small (+1). On top of the size
modifiers, theres the fact that someone is holding the weapon, moving it, and moving around
it. That means your hero is effectively firing at something in melee combatwhich is a 4
penalty to his attack roll. Depending on your opponents facing, the weapon may also get a
cover modifier for the users body as well!
That means to shoot a Peacemaker out of the hand of an outlaw with a 13 Dexterity standing
a little over 30 ft. away, your hero needs to make an attack against an AC 10 + 1 (Dex) + 4
(size) or AC 15. He also gets a 2 penalty for range and a 4 penalty for firing into melee on
top of that. In effect, your character is trying to hit at least an AC 21 if nothing else is working
against your cowpoke! If your crack shot hits the weapon, it might break outright. Hand-to-
hand weapons are handled in the standard fashion and the hardness and hit points of
firearms are listed on the Firearms Hardness & Hit Points table.
Even if the weapon doesnt break when hit by the bullet, theres a good chance the shock of
the bullet hitting it may knock it out of your opponents hand. The foe must roll a Fortitude
save against 10 plus the amount of damage your shot did to his weapon. If he fails, the
weapon is knocked from his hand, traveling 5 ft. in a random direction.

Firearms Hardness & Hit Points


Weapon Hardness Hit Points
Pistol 10 5
Rifle 10 7
Shotgun 10 10

One-Handed Shooting: Pistols are designed to be fired with one hand. Rifles and shotguns
require a shooter to use both hands to fire them effectively. Any attempt to shoot a rifle or full-
sized shotgun one-handed nets a 4 penalty to the characters attack roll. Sawed-off
shotguns are a little easier to control with one hand, and so can be fired one-handed at only a
2 penalty.
The complications dont end there. Lever-action rifles (all repeating rifles short of mad
science gizmos are lever-action in the weird west ) usually need two hands to cock as a free
action. A hero can attempt to cock the rifle one-handed as a free action with a maneuver
known as a rifle spin by making a DC 15 Acrobatics check. If the check fails by more than 5,
though, the gunslinger drops the rifle. On a 1, he shoots himself! Otherwise, cocking a rifle
one-handed is a move-equivalent action and provokes an attack of opportunity.
If your cowpoke has to load any firearm one-handed, double the normal times listed to reload
that gun. Also, your hero must make a DC 10 Dexterity check or drop the weapon and shells
as he fumbles to get the cartridges into it!
Shotguns: Weapons with the scatter property, Shotguns and scatterguns (a shotgun with
much of its barrel sawed off), fire a shell that contains a dozen or so .32 caliber bullets. This
shot spreads out rapidly as it leaves the barrel, attacking all creatures within a cone. The
wielder makes a separate attack roll against each creature within the cone. Each attack roll
takes a 2 penalty, and its attack damage cannot be modified by precision damage or
damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or
smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the
attack rolls threaten a critical, confirm the critical for that attack roll alone.
The weapons damage is reduced the further from the barrel the target is as shown on the
Shotgun table, below. Due to the spread of the shot, a shotgun is pretty much ineffective
beyond six range increments of distance (180 ft for most full-sized shotguns and 60 feet for
scatterguns). Because of the nature of the spreading shot, the far shot feat does not provide
any bonus to a character firing a shotguns loaded with buckshot.

Table: Shotguns
Range Damage
Touching 4d6
First Range Increment 3d6
Second Range Increment 2d6
Third Range increment and Above 1d6

Slugs: Both shotguns and scatterguns can fire huge, rifled chunks of lead called slugs. A
slug is fairly inaccurate, in spite of its rifling, so a character firing one suffers a 2 penalty to
her ranged attack rolls. A slug is still a big hunk of lead, and more than makes up for its
inaccuracy by packing a bloody wallop. A slug does 3d6 damage regardless of the range
increment, and has a critical of 19-20/x 3. A slug has a maximum effective range of 10
increments. A cowpoke firing slugs in a shotgun gains full benefits from the far shot feat.
Double-Barrel Shotguns: Double-barrel shotguns have two barrels, and most shotguns in
the West are of this type. Each barrel is loaded with a single shell and there is a trigger and
hammer for each as well. A character may fire both barrels in one attack, though both must be
directed at the same target. A character with two or more attacks may fire at two separate
targets by firing one barrel at each.
Automatic Fire: Gatling guns and certain creations of mad science put out a hail of lead that
makes even a double-action pistol look slower than molasses in February! Those without the
automatic weapon proficiency suffer the usual -4 unskilled modifier and may not use
suppressive fire (see below).
Fully-automatic weapons fire bursts on each of the characters attacks just like normal
weapons. The benefit of firing full-auto is that targets may be hit with more than one bullet.
For every five points over the number needed to hit, an additional round has hit the target. In
the weird west, each burst is composed of three shots, so up to three total bullets may hit a
single target per attack. Roll damage separately for each attack. If the attack roll is a critical,
only apply the damage multiplier to the first round that hits. Additional rounds that hit do
normal damage.
Suppressive Fire: Some weapons, like full-sized Gatling guns, have both the ammunition
capacity and the rate-of-fire necessary to lay down a withering hail of lead. Folks caught in the
area of such an attack tend to keep their heads down, and the truly luckless may actually
catch a stray round. The description of each automatic weapon tells you whether or not it is
capable of suppressive fire. In addition, the weapon must have at least 10 rounds of
ammunition left to perform this maneuver.
To suppress an area, your hero must take the full attack option and make a normal attack
against a base AC 10. All normal attack modifiers apply to this roll. If the attack misses, your
cowpoke isnt able to accurately lay down suppressive fire.
If the attack hits, everything within a six yard radius is suppressed. Those within the area
must make an immediate Reflex save against a DC of 15 or lose their next action. Rolling a
natural 1 on the Reflex save also means the unlucky sod catches a bullet. Roll damage
normally. A character with a low initiative who wants to suppress should either refocus or
delay his action to suppress those with high initiatives in the following round.
Weapons

Simple Weapons
(Simple)
Unarmed Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Attacks
Rope Gauntlet $2 1d2 1d3 x2 1 lb. B
Unarmed strike 1d2 1d3 x2 B nonlethal

(Simple)
Light Melee Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Weapons
Bowie Knife $4 1d3+1 1d4+1 19-20/x3 10 ft 2 lb P or S
Brass knuckles $1 1d2 1d3 x2 1 lb. B
Cestus $5 1d3 1d4 19-20/x2 1 lb. B or P
Dagger, punching $2 1d3 1d4 x3 1 lb. P
Flint or Bone
$1 1d3 1d4 x2 .5 lb S
Knife
Hook Hand $10 1d3 1d4 x2 1 lb. S disarm
Hunting Knife $2 1d3 1d4 x2 10 ft 1 lb S
nonleth
Slapjack $1 1d4 1d6 x2 2 lb B
al
Straight Razor 25 1d3 1d4 19-20/x2 0.5 lb S
Tomahawk $3 1d4 1d6 x2 10 ft 4 lb S
Truncheon $1 1d4 1d6 x2 1 lb B blocking
Wooden Stake 1d3 1d4 x2 10 ft. 1 lb. P

(Simple)
One-Handed Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Melee Weapons
Club 1d4 1d6 x2 10 ft. 3 lb B
Pitchfork $1 1d4 1d6 x2 4 lb P
Skull Crusher $4 1d4+1 1d6+1 x2 4 lb B
War Club, bladed $4 1d6 1d8 x2 6 lb B or P
(Simple)
Two-Handed Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Melee Weapons
Bayonet $3 1d4 1d6 x2 1 lb. P
Brace,
Lance a $3 1d6 1d8 x3 10 ft. 5 lbs. P
reach
Pickaxe $2 1d4 1d6 x2 6 lb P
Sledgehammer $2 1d6 1d8 x2 8 lb B
Spear a $2 1d6 1d8 x3 20 ft. 3 lbs. P brace
Wood Axe 50 1d6 1d8 x3 5 lb S

(Simple)
Ranged Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Weapons
4d10
Dynamite Stick $3 15 ft .5 lb
(BR 20)
4d10
Nitro, Vial $2.50 15ft .5 lb
(BR 20)

Martial Weapons
(Martial)
Light Melee Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Weapons
Blade Boot $25 1d3 1d4 2 2 lbs. P see text
Knife,
$5 1d3 1d4 19-20/2 10 ft. 1 lb. P
Switchblade

(Martial)
One-Handed
Melee Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Weapons
Cavalry Saber $25 1d6 1d8 19-20/x2 3 lbs. S
Cutlass $15 1d4 1d6 18-20/2 4 lbs. S
Rapier $20 1d4 1d6 1820/2 2 lbs. P
Sword Cane $45 1d4 1d6 2 4 lbs. P see text
(Martial)
Ranged Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Weapons
Bow $30 1d4 1d6 x3 60 ft. 2 lbs. P

Firearms
(Firearms) Cost Dmg (S) Dmg (M) Crit. Range Misfire Shots Weight Type Cal. Special
Light
Derringer $8 1d6+1 2d6+1 19-20/x2 15 ft 2 .5 LB P .41
Knuckle Duster * $8 1d4+1 2d4+1 19-20/x2 15 ft 5 .5 LB P .32
Rupertus Pepperbox $6 1d4 2d4 19-20/x2 15 ft 1-2 8 1 LB P .22
*
Wesson Dagger- $6 1d6 2d6 19-20/x2 15 ft 2 1 LB P .41
Pistol *

(Firearms) cost Dmg (S) Dmg (M) Crit. Range Misfire Shots Weight Type Cal. Special
One-Handed
Single Action
Colt Army Model $10 2d4+1 2d6+1 19-20/x2 30 ft 1 6 2 lb P .44
1860 #
Colt Buntline Special *Special 2d4+2 2d6+2 19-20/x2 30 ft 6 3 lb P .45
Colt Dragoon # $11 2d4+1 2d6+1 19-20/x2 30ft 1 6 4 lb P .44
Colt Frontier (1873) $15 2d4+1 2d6+1 19-20/x2 30 ft 6 2 lb P .44-.
40
Colt Navy * $18 2d3+2 2d4+2 19-20/x2 30 ft 6 3 lb P .38
Colt Peacemaker $15 2d4+1 2d6+1 19-20/x2 30 ft 6 2 lb P .45
Lemat Pistol & $25 2d4+1 / 2d6+1 / 19-20/x2 30 ft / 9/1 4 lb P .40 /
Shotgun 4d3 4d4 10 ft 16 ga
S&W Schofield * $14 2d4 2d6 19-20/x2 30 ft 6 2 lb P .45
Double Action
Colt Lightning * $13 2d3+2 2d4+2 19-20/x2 30 ft 1 6 2 lb P .38
Colt Thunderer * $14 2d4 2d6 19-20/x2 30 ft 1 6 2 lb P .41
Starr Army Revolver $9 2d4+1 2d6+1 19-20/x2 30 ft 1 6 2 lb P .44
#*
(Firearms) cost Dmg (S) Dmg (M) Crit. Range Misfire Shots Weight Type Cal. Special
Two-Handed
Rifles
Ballard 72# $24 2d8 2d10 19-20/x2 75 ft 1 1 11 lb P .56
Colt Ring Lever $25 2d8+1 2d10+1 19-20/x3 60 ft 1 8 9 lb P .44
Rifle#
Enfield Musket*# $25 2d8 2d10 19-20/x2 45 ft 1-2 1 9 lb P .58
Henry Rifle $20 2d6+1 2d8+1 19-20/x2 60 ft 16 10 lb P .44 rf
Sharps Big .50 $30 2d10 2d12 19-20/x3 120 ft 1 10 lb P .50-90
Sharps Carbine# $18 2d8 2d10 19-20/x2 45 ft 1 1 8 lb P .52
Spencer Carbine $15 2d6 2d8 19-20/x2 45 ft 7 8 lb P .56
Springfield .58# $8 2d8 2d10 19-20x2 45 ft 1 1 9 lb P .58
Winchester 73 $25 2d6+1 2d8+1 19-20/x2 60 ft 16 7 lb P .44-40
Winchester 76 $40 2d6+2 2d8+2 19-20x2 90 ft 15 7 lb P .45-70
Shotguns
Colt Revolving $45 1d4-4d4 1d6-4d6 19-20/x2 30 ft 5 10 lb P 12 ga
Shotgun*
Double Barrel* $35 1d6-4d6 1d6-4d6 19-20/x2 30 ft 2 8 lb P 12 ga
Scattergun* $35 1d6-4d6 1d6-4d6 19-20/x2 10 ft 2 5 lb P 12 ga
Single Barrel* $25 1d6-4d6 1d6-4d6 19-20/x2 30 ft 1 6 lb P 12 ga
Winchester Lever- $35 1d6-4d6 1d6-4d6 19-20/x2 30 ft 4 8 lb P 12 ga
Action*

Exotic Weapons
(Exotic)
One-Handed Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Melee Weapons
disarm,nonleth
Whip $10 1d2 1d3 x2 2 lbs. S
al,reach, trip

(Exotic) Cost Dmg (S) Dmg (M) Crit. Range Reliability Shots Weight Type Cal. Special
Ranged
Bolas* $3 2d4 2d6 x2 15 ft N/A N/A 2 lbs B N/A Nonlethal,
trip
Flamethrower* $2,000 1d4/shot 1d6/shot x2 Spec. 1 30 25 lbs Spec. Weird
Science
Gatling Gun* $1,500 2d6+2 2d8+2 19-20/x2 90 ft 400 90 lbs p .58
Gatling Pistol* $800 2d4+1 2d6+1 19-20/x2 30 ft 2 12 5 lbs p .44 Weird
Science
Lariat* $4 3 lb see text
Ammunition
Ammunition Cost Weight
Arrow(s) $1 / 20 3 lbs
Pistol $2 / 50 2 lbs
Rifle $3 / 50 3 lbs
Rifle (.50 caliber or larger) $5 / 50 4 lbs
Shotgun shells $2 / 20 4 lbs
Powder & Shot $1 / 20 4 lbs
Percussion Caps 50 / 60 1 lbs

1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large
weapon weighs twice as much.
2 A weapon with two types is both types if the entry specifies and.
3 See goods and services for more details about weird science items.
* See weapon description for special rules.
# This weapon uses cap and ball ammunition.
a If your hero uses a ready action to set this weapon against a charge, she deals double
damage if she scores a hit against a charging opponent.
d This is a double weapon.
Weapon Descriptions

Ballard 72 #
The Ballard action patented by C.H.
Ballard was manufactured by many
different firms most notably Ball and
Williams, R. Ball and Company, Merrimack
Arms Company, and Brown Manufacturing
Company.
Although a relatively new weapon, this
large caliber hunting rifle manufactured by
Brown Manufacturing Company uses cap-
and-ball ammunition. As a result, its not as
popular as it might be, despite its power and range.

Bayonet
Bayonets are close combat weapons designed to fit
onto the muzzles of firearms.

Benefit: Bayonets allow you to make melee attacks


with these weapons but render them temporarily
useless as ranged weapons.

Attach/Remove: Attaching or removing a bayonet is


a move action.

Blade Boot
Blade boots come with a spring-
mounted knife that pops out when
triggered with the right combination of
toe presses.
Benefit: You can use a blade boot as an
off-hand weapon.
Action: Releasing the knife is a swift
action; rearming it is a full-round action.
Drawback: When the blade is
extended, you treat normal terrain as
difficult and difficult terrain as
impassable.
Bolas
Bolas (from Spanish bola,
"ball", also known as
boleadoras) are a throwing
weapon made of weights
on the ends of
interconnected cords,
designed to capture
animals by entangling their
legs. They are most
famously used by the
South American gauchos.
Gauchos use boleadoras to capture running cattle or game. Depending on the exact design,
the thrower grasps the boleadora by one of the weights or by the nexus of the cords. He gives
the balls momentum by swinging them and then releases the boleadora. The weapon is
usually used to entangle the animal's legs, but when thrown with enough force might even
inflict damage (e.g., breaking a bone).
Benefit: You can use a bolas to make a ranged trip attack against an opponent. You can't be
tripped during your own trip attempt when using a bolas.

Weapon Feature(s): trip (ranged)

Bow
Almost all bows used in the weird west are short
flatbows. About 3 feet in length these bows have non-
recurved, flat, relatively wide limbs that are rectangular
in cross-section. Because the limbs are relatively wide
flatbows will usually narrow and become deeper at the
handle, with a rounded, non-bending, handle for easier
grip. This design differs from that of a longbow, which
has rounded limbs that are circular or D shaped in cross-
section, and is usually widest at the handle. Flatbows
are usually wooden selfbows (bows made of one solid
piece of wood).
You can use these bows while mounted. If you have a
penalty for low Strength, apply it to damage rolls.
Bowie Knife
The Bowie Knife is a large bladed knife
invented by James Black and popularized by
Colonel James "Jim" Bowie, for whom the
weapon is named. The Bowie Knife is
recognizable for its long blade often with a
noticeable clip point. Those made by inventor
James Black were known to be exceptionally
tough yet flexible. The knife is popular with
Confederate soldiers due to it's extreme
versatility, and is often used as a utility tool, as
well as a weapon. The clip point allows for a quicker and deeper puncture upon insertion and
more control when cutting. Bowie Knives serve both as weapons and tools. It can also be
thrown; although this is usually a method of last resort, as the knife is not designed for this
purpose.

Brass Knuckles
These close combat weapons are designed to fit
comfortably around the knuckles, narrowing the contact
area and therefore magnifying the amount of force
delivered by a punch.
Benefit: Brass knuckles allow you to deal lethal damage.
Drawback: You may hold, but not wield, a weapon or
other object in a hand wearing brass knuckles. You may
cast a spell with a somatic component while wearing
brass knuckles if you make a concentration check (DC 10
+ the level of the spell youre casting).

Cavalry Saber
The saber is a kind of backsword that
usually has a curved, single-edged blade
and a rather large hand guard, covering
the knuckles of the hand as well as the
thumb and forefinger. Although sabers are
typically thought of as curved-bladed
slashing weapons, those used by the
world's heavy cavalry often have straight
and even double-edged blades more
suitable for thrusting. The length of sabers
varies, and most are carried in a scabbard
hanging from a shoulder belt known as a
baldric or from a waist-mounted sword
belt, usually with slings of differing lengths
to permit the scabbard to hang below the
rider's waist level .
Cestus
The cestus is a glove of leather or thick
cloth that covers the wielder from mid-
finger to mid-forearm. The close combat
weapon is reinforced with metal plates over
the fingers and often lined with wicked
spikes along the backs of the hands and
wrists.
Benefit: While wearing a cestus, you are
considered armed and your unarmed
attacks deal normal damage. If you are
proficient with a cestus, your unarmed
strikes may deal bludgeoning or piercing
damage.
Drawback: When using a cestus, your fingers are mostly exposed, allowing you to wield or
carry items in that hand, but the constriction of the weapon at your knuckles gives you a 2
penalty on all precision-based tasks involving that hand (such as opening locks).

Club
A club is a blunt object usually made of wood. Its simplicity
makes it an excellent choice for beginners, but experienced
fighters will probably want something more flexible

Colt Army Model 1860


The Colt Army Model 1860 is a muzzle-loaded cap
& ball .44-caliber revolver that was very common in
the early years of the Civil War. It was used as a
side arm by cavalry, infantry, artillery troops, and
naval forces. Now, its likely to be found on
veterans or settlers looking for a cheap but fairly
reliable sidearm.

Colt Buntline Special


The original model was made for a dime novel
writer by the name of Ned Buntline. It has a 16-
inch barrel and a detachable shoulder stock.
Buntline had others made and gave them as gifts
to prominent Western personalities.
Buntlines cannot be purchased normally. They
must be special ordered from the Colt factory in
New Jersey (for $500) or obtained from one of
the other owners. Since this list includes Wyatt
Earp, Bat Masterson, and Wild Bill Hickok, the
latter option is probably not the best choice.
Benefit: When used with the detachable stock, increase the Buntlines range increment to 45
feet.
Drawback: The extra-long barrel makes this pistol extremely slow on the draw. If used with
the quick draw feat, the user must maket a DC 15 dexterity check to draw it as a free action. If
used in a duel, the user suffers a 4 circumstance penalty. Sleight of Hand rolls suffer a
similar 4 circumstance penalty.

Colt Dragoon
The Colt Model 1848 Percussion Army
Revolver is a .44 caliber revolver designed
by Samuel Colt for the U.S. Army's
Mounted Rifles, also known as
"Dragoons". They were carried in pommel
holsters on the saddle, its weight and size
make it uncomfortable to carry for any
period on a belt holster. The Colt Dragoon
Revolver gained popularity among civilians
in the Southwest where many had served
in the Mexican-American War. The Dragoon became a master weapon for civilians who hailed
it as a powerful weapon of the time.

Colt Frontier (1873)


The Colt Frontier or Frontier Six-
Shooter is a Colt's 1873 "Peacemaker"
type revolver, manufactured in .44-40
Winchester caliber instead of .45 Colt
so as to be cross-compatible with
Winchester Model 73 ammunition.
It is very common for an individual to
own a long gun (rifle or carbine) and a
revolver. The users of the .44-40
Winchester cartridge in the West
appreciate the convenience of being
able to carry a single caliber of
ammunition which they can fire in both
revolver and rifle. The Colt Frontier Six
Shooter Revolver and the Winchester
Model 1873 or the Winchester Model
1892 in .44-40 WCF caliber are one of
the most common combinations seen in
the Weird West.
The Confederacy produces a similar weapon called the Tyler Alamo.
Colt Lightning
Resembling its bigger cousin, the Peacemaker,
the Lightning uses a slightly smaller cartridge and
is made exclusively as a double-action firearm.
Special: The double-action mechanism is both
intricate and delicate, and thus prone to
breakage. The design has a reputation for failure
and has earned a nickname as "the gunsmith's
favorite". When this weapon misfires instead of
the usual effects the revolver is reduced to
single-action fire.

Colt Navy
The Colt Navy was originally a cap-and-ball
weapon, but was upgraded to use metallic
cartridges. However, the Navy uses a rimfire
.38 cartridge that does not work with other
firearms, even .38 caliber ones.
Like its forerunner, the Colt 1851 Navy
Revolver, it saw widespread use in the
American Civil War and on the Western
frontier, though far fewer were produced. While similar in design to the Colt Army Model 1860,
the lighter recoil of the Colt Navy's .38 caliber was preferred by some cavalry soldiers.

Colt Peacemaker
Also known as the Model P, Colt Single
Action Army, M1873, Single Action Army,
SAA, and Colt 45 Perhaps the best
known pistol in the West, the
Peacemaker is also the weapon of choice
among U.S. cavalry units on the frontier,
Wyatt Earp and Bat Masterson.. It was
designed for the U.S. government service
revolver trials of 1872 by Colt's Patent Firearms Manufacturing Company and was adopted as
the standard military service revolver. The Confederate equivalent of the weapon is known as
the Gunnison Independence; it is in all ways identical to the Peacemaker.

Colt Revolving Shotgun


This oversize shotgun has a
revolving cylinder, similar to
the Colt Ring Lever Rifle, but
uses paper shotgun
cartridges.
Special: The shotgun cannot make use of a speed-load cylinder; all chambers must be
loaded individually. This weapon cannot be fanned.

Colt Ring Lever Rifle


The first revolver ever
produced by Colt's Patent
Arms Mfg. Co. at it's plant
in Patterson, NJ this
revolving-cylinder rifle
works like a cap-and-ball
revolver. The rifle is
operated by pulling the ring lever which turns the cylinder and cocks the hammer. In addition
to being susceptible to chain fire problems, the revolving cylinder design also tends to spray
lead splinters into the wrist and hand of the user.
Special: Its firer can use a speed-load cylinder for faster reloads. It cannot be fanned,
however.

Colt Thunderer
The Colt M1877 is a double action revolver
manufactured by Colt's Patent Fire Arms. The
Model 1877 is offered in three calibers, which lent
them three unofficial names: the "Lightning", the
"Thunderer", and the "Rainmaker". The principal
difference between the models is the cartridge in
which they are chambered: the "Lightning" being
chambered in .38 Long Colt; the "Thunderer" in 41
Colt. Both models have a six-round ammunition
capacity. An earlier model in 32 Colt known as the
"Rainmaker" was offered in 1877. The 1877
"Thunderer"" was the preferred weapon of Billy
the Kid and was his weapon of choice when he
was killed by Pat Garrett in 1881.
Special: The double-action mechanism is both
intricate and delicate, and thus prone to breakage. The design has a reputation for failure and
has earned a nickname as "the gunsmith's favorite". When this weapon misfires instead of the
usual effects the revolver is reduced to single-action fire.
Cutlass
A cutlass is a short, broad sabre or slashing
sword, with a straight or slightly curved blade
sharpened on the cutting edge, and a hilt often
featuring a solid cupped or basket shaped
guard. It is a common naval weapon. Although
also used on land, the cutlass is best known as
the sailor's weapon of choice. A naval side-arm,
its popularity is likely due to the fact that it is not
only robust enough to hack through heavy
ropes, canvas, and wood, but short enough to
use in relatively close quarters, such as during
boarding actions, in the rigging, or below decks.
Another advantage to the cutlass is its simplicity
of use. Employing it effectively requires less
training than that required to master a rapier or
small sword, and it is more effective as a close-combat weapon than a full-sized sword would
be on a cramped ship.

Dagger, Punching
A punching dagger's blade is attached to a horizontal handle
that projects out from the fist when held.

Derringer
Any number of double-barreled pocket pistols. Perhaps
the most famous of these designs is the Remington .41
Rimfire caliber. The famous Remington derringer design
doubled the capacity of the original one shot design, while
maintaining the compact size, by adding a second barrel
on top of the first and pivoting the barrels upwards to
reload. Each barrel then held one round, and a cam on
the hammer alternated between top and bottom barrels. Note that the original Deringer was
produced by Henry Deringer. Later knock-offs are called derringers with two rs.
Special: You get a +2 bonus on Sleight of Hand checks made to conceal a derringer on your
body.

Double Barrel Shotgun


A favorite weapon among
homesteaders a double-
barreled shotgun is a
shotgun with two parallel barrels, allowing two shots to be fired in quick succession. Double-
barreled shotguns, often known as doubles, are almost universally break open actions, with
the barrels tilting up at the rear to expose the breech ends of the barrels for unloading and
reloading, allowing a shooter to reload two shells as a standard action.
Doubles use two triggers, one for each barrel. These are located front to back inside the
trigger guard, the index finger being used to pull either trigger, as having two fingers inside the
trigger guard can cause a recoil induced double-discharge. It is often possible to pull both
triggers at once, firing both barrels simultaneously, though this is generally not recommended
as it doubles the recoil, battering both shooter and shotgun.

Dynamite, Stick
You can throw a stick of dynamite as a splash weapon with a
range increment of 15 feet. It does 4d10 damage in a 20 foot
radius. Any creature caught in the blast radius may make a DC
15 reflex save for half damage. If more than one stick is used,
add 1d10 damage and 1 lb. for each additional stick in the
bundle. The largest bundle of dynamite that can be thrown
effectively is six sticks (9d10 damage).

Special: Anytime a cowpoke carrying dynamite is struck by a


bullet, hand-to-hand weapon or other violent physical force, roll 1d20. On a 1, the dynamite is
struck and detonates. Boom! Everyone in the blast radius may save as usual.

Enfield Musket
The Enfield Pattern
1853 rifle-musket
(also known as the
Pattern 1853 Enfield, P53 Enfield, and Enfield rifle-musket) was a .58 calibre Mini-type
muzzle-loading rifle-musket, used by the British Empire from 1853 to 1867. This out-dated
muzzle loader is still found among some Confederate state militias.
Special: Its rifled barrel makes it more accurate than smooth bore muskets, but also adds
considerably to reload times. An Enfield takes 6 rounds to reload its single shot. The Enfield
can mount a bayonet.

Flamethrower
These clever devices were pioneered by
Confederate munitions experts. The galvanized
tank is filled with methane stored under high
pressure. When the trigger of the rifle stock is
pulled, the methane shoots out and is lit by a bit
of burning ghost rock. When filled with methane,
a flamethrower has 30 shots in its holding
tank. Every time the user depresses the trigger,
he fires 1 to 6 shots (his choice). The flames
range is 60 feet. The flame is shaped like a
cone two inches wide at the barrel of the
flamethrower and 15 feet wide at the other end.
The scientist rolls his attack against every target
in the cone. The damage caused to everyone
hit by the flame is 1d10 times the number of
shots. A major drawback of the weapon is the
methane tank itself. If the user is shot, there is a
1 in 6 chance the device is hit instead. When this happens, the tank explodes with a burst
radius of 10, causing 1d10 damage times the number of shots remaining inside. The user and
those in the blast radius may make a DC 15 Reflex save for half damage. Professors make
the most interesting fireworks.
Malfunctions
Minor: The selector dial malfunctions. Roll 1d6 each time the weapon is fired to determine
the number of shots in a burst. A DC 10 Tinkerin roll and 1d6 rounds of work corrects the
problem.
Major:The trigger jams. Roll 1d6. Odd, the weapon wont fire. Even, the flamethrower wont
stop firing. A DC 15 Tinkerin roll and 1d4 rounds of work remedies the situation.
Catastrophe: All thats left are smoking boots. The flamethrowers wearer takes 1d10
times the number of shots remaining in the tank as damage (DC 15 Reflex save for half
damage). The shape of the tank tends to channel the blast upwards, so the burst radius is
only 5 feet..

Flint or Bone Knife


Usually employed by Indians these knives are
crafted from flint or animal bone.

Special: Flint and bone knives have half the


hardness of their base weapon, and have the
fragile quality.

Gatling Gun
The Gatling gun is one of the best known
rapid-fire weapons developed to date
during the civil war. Originally a Union
design, it didnt take long for the
Confederate Army to copy the weapon.
The Gatling gun's operation centers on a
cyclic multi-barrel design which facilitates
cooling and synchronizes the
firing/reloading sequence. Each barrel
fires a single shot when it reaches a
certain point in the cycle, after which it
ejects the spent cartridge, loads a new
round, and in the process, cools down
somewhat. This configuration allows
higher rates of fire to be achieved without
the barrel overheating.
The Gatling gun is hand-crank operating with six barrels revolving around a central shaft,
although some models have as many as ten. The shells are gravity-fed into the breech
through a hopper or stick magazine on top of the gun. Each barrel has its own firing
mechanism.
This weapon is the only commonly encountered firearm capable of suppressive fire. Neither
military sells the weapon, and any civilian desiring one must steal it, build it himself, or
purchase it on the black market at two or more times the listed price.

Gatling Pistol
This is the common name for several
versions of multi-barreled, spring-
activated, rotating pistols. The Gatling
pistol does not fire fast or long enough for
suppressive fire. It can be reloaded with
special speed-load cylinders
manufactured specifically for it ($200).
However, as a creation of weird science,
the Gatling pistol has a tendency to misfireoften when least desired.
Reliability: 2
Malfunctions
Minor: The weapon jams. A DC 10 Tinkerin roll fixes the problem as a full action.
Major: The gears in the chambers strip. The weapon may not be fired until the gears are
replaced.
Catastrophe: A round cooks off while the chamber is in the wrong position, spinning the
cylinder and igniting all other rounds. The pistol fires all its remaining shots in random
directions. Roll 1d12 per bullet (not burst) and use the innocent bystanders rules to see who
is hit!

Henry Rifle
The Henry rifle is a .44 caliber
rimfire, lever-action, breech-loading
rifle designed by Benjamin Tyler
Henry in 1860. The Henry is an
improved version of the earlier
Volcanic Repeating rifle. A popular
weapon in the West for the past
two decades, although it was never
officially adopted for service by the
Union Army, many soldiers
purchase Henrys with their own
funds. The brass framed rifles can
fire at a rate of 28 rounds per
minute when used correctly, so
soldiers who save their pay to buy
one often believe it will help them
survive. They are frequently used
by scouts, skirmishers, flank
guards, and raiding parties, rather
than in regular infantry formations. To Confederates who have to face this deadly "sixteen
shooter", it is called "that damned Yankee rifle that they load on Sunday and shoot all week!"
So impressed were the Confederates that they started making their own version called the
Robinson Repeating Rifle, identical in all ways to the Henry. The Henry is now being replaced
by the Winchester 73 and 76. The weapons main drawback is its unusual caliber of
ammunitiona .44 rimfire cartridge that no other firearm accepts. It also must be loaded from
the muzzle end of the weapon, making it cumbersome to maneuver in a tight spot or on
horseback.

Hook Hand
cowpokes who lose a hand in the course of their
adventures sometimes attach hooks to their wrists.

Your opponent cannot use a disarm action to disarm


you of a hook hand. Hook hands generally do not
interfere with routine activities, but you cannot use
another weapon two-handed if you have a hook hand
attached. You cannot use any type of weapon if both
your hands are hook hands, and you may have
trouble with routine activities.

Hook hands presume that the wrist joint is intact. If


the wrist joint is not intact, use the prosthesis
statistics instead. It takes 1 minute to attach or detach
a hook hand.

Hunting Knife
A hunting knife is a knife used during hunting for preparing the game to
be used as food: skinning the animal and cutting up the meat.

Hunting knives are traditionally designed for cutting rather than


stabbing, and usually have a single sharpened edge. The blade is
slightly curved on most models, and some hunting knives may have a
blade that has both a curved portion for skinning, and a straight portion
for cutting slices of meat. Some blades incorporate a guthook. Most
hunting knives designed as "Skinners" have a rounded point as to not
damage the skin as it is being removed.
Knife, Switchblade

This knife has a spring-loaded blade hidden inside the


handle.

This weapon is treated as a dagger.

Special: This knife can be designed to look like another


type of object (a DC 15 Perception check reveals the
deception).

Action: If held in your hand, you can activate it as a free


action.

Knuckle-Duster
This is a tiny revolver with a solid brass frame and a handle. It
has a ring grip that allows a character to use the pistol as a set
of brass knuckles as well. Unfortunately, its design doesnt
allow for a barrel, making it inaccurate at longer ranges.

Special: You get a +2 bonus on Sleight of Hand checks made to


conceal a Knuckle-Duster on your body.

Lance
This highly deadly weapon is given to an Indian man who
possesses the attributes of a real warrior. Many who create
these will use a variety of materials. Many times, the handle is
made of wood and decorated with unusual things like horse
hair,beading or fringe. Many times, the Native American lance is
covered in deer, coyote, or buffalo skin or trade cloth material.
The spear or head itself can be hand forged metal or a carved
stone head.
Lariat
A lariat, also referred to as a lasso, riata, or reata
(all from Spanish la reata), is a loop of rope that
is designed to be thrown around a target and
tighten when pulled. It is a well-known tool of the
American cowboy. The word is also a verb; to
lasso is to successfully throw the loop of rope
around something. Although the tool has several
proper names, such terms are rarely employed
by those who actually use it; nearly all cowboys
simply call it a "rope," and the use of such
"roping." Amongst most cowboys, the use of
other terms - especially "lasso" - quickly identifies
one as a greenhorn.
A lariat is made from stiff rope so that the noose
stays open when the lasso is thrown. It also
allows the cowboy to easily open up the noose from horseback to release the cattle because
the rope is stiff enough to be pushed a little. A high quality lasso is weighted for better
handling. The lariat has a small reinforced loop at one end, called a honda or hondo, through
which the rope passes to form a loop. The honda can be formed by a honda knot (or another
loop knot), an eye splice, a seizing, rawhide, or a metal ring. The other end is sometimes tied
simply in a small, tight, overhand knot to prevent fraying.
Benefit: A lasso allows you to entangle a foe like you would using a net. An entangled
creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2
hit points and AC 10. It requires a DC 23 Strength check to break it. The concentration DC to
cast a spell while entangled with a lasso is 10 + the spell level being cast.
Special: On a successful hit, the lasso tightens; to use it again you must spend a standard
action sliding the knot to enlarge the loop.

Lemat Pistol & Shotgun


This unusual sidearm is a favorite of
Confederate cavalrymen as well as Major
Generals Braxton Bragg, J.E.B. Stuart, and
Richard H. Anderson; and Major Henry
Wirz.. The distinguishing characteristic of
LeMat's revolver is that its 9-shot cylinder
revolves around a separate central barrel of
larger caliber than the chambers in the
cylinder proper. The central barrel is smoothbore and can function as a short-barrelled
shotgun (hence the name "Grape Shot Revolver") with the shooter selecting whether to fire
from the cylinder or the smoothbore barrel by flipping a lever on the end of the hammer, which
takes a move- equivalent action. Together, the two barrels provide a withering amount of fire
before needing reloading. LeMats shotgun follows the standard rules for shotguns but its
nearly non-existent barrel gives it a shorter increment than regular firearms of this sort.
Loading is accomplished via a loading gate located at the 4 o' clock position for the cylinder,
and by swinging the breech of the shot barrel up and left.
DNitro, vial
You can throw a vial of nitro as a splash weapon with a range increment of 15 feet. It does
4d10 damage in a 20 foot radius. Any creature caught in the blast radius may make a DC 15
reflex save for half damage.

Special: Nitroglycerine is a very unstable liquid, and the slightest impact can set it off. While
this makes it ideal for throwing at raiding outlaws, payroll trains, and horrors burrowing up
from the bowels of the earth, it also makes it very dangerous to carry. Nitro can be set off by
an unlucky hit just like dynamite. In addition, anytime an hombre carrying nitro tumbles, falls
even a short distance, takes a jolt, or fails a Reflex save involving full-body movement, roll
1d6. On a 1-3, it detonates. Boom! If the poor fool ever rolls a 1 on a Reflex save or takes a
big fall, the nitro automatically explodes. Boom again.

Pickaxe
A pickaxe is a hand tool with a hard head attached
perpendicular to the handle. The head is usually
made of metal, and the handle is most commonly
wood, metal or fiberglass. The head is a spike
ending in a sharp point, may curve slightly, and often
has a counter-weight to improve ease of use. The
stronger the spike, the more effectively the tool can
pierce the surface. Rocking the embedded spike
about and removing it can then break up the surface.

The pointed edge is most often used to break up rocky surfaces or other hard surfaces such
as concrete or hardened dried earth. The large momentum of a heavy pickaxe, combined with
the small contact area, makes it very effective for this purpose. The chiseled end, if present, is
used for purposes including cutting through roots.

Originally used as agricultural tools as far back as prehistoric cultures, picks have also served
for tasks ranging from traditional mining to warfare. The design has also evolved into other
tools such as the plough and the mattock.

Pitchfork
A pitchfork is an agricultural tool with a long handle and
long, thin, widely separated pointed tines (also called
prongs) used to lift and pitch (throw) loose material, such
as hay, leaves, grapes, dung or other agricultural
materials. Pitchforks typically have two or three tines.
Other similar types of fork may have up to ten tines with
different lengths and spacing depending on purpose. They
are usually made of steel with a long wooden handle, but
may also be made from wood, wrought iron, bamboo, alloy
etc..

The pitchfork and scythes have frequently been used as a


weapon by those who can't afford or don't have access to
more expensive weapons such as swords, or, later, guns.
Rapier
A rapier is a slender, sharply pointed sword, ideally
used for thrusting attacks.
Benefit: You can use the Weapon Finesse feat to
apply your Dexterity modifier instead of your Strength
modifier to attack rolls with a rapier sized for you,
even though it isn't a light weapon.
Drawback: You can't wield a rapier in two hands in
order to apply 1-1/2 times your Strength bonus to
damage.
Weapon Feature(s): finesse

Rope Gauntlet
By wrapping your hands and forearms in thin but
tough hemp ropes and then soaking the makeshift
gloves in water for weight and expansion, you can
transform your fists into rock hard weapons easily
capable of killing in a fistfight.

Description: Each rope gauntlet takes a full minute to


wrap and another minute to soak, but once applied
can be worn for a day; removing a rope gauntlet takes
1 full round.

When wearing rope gauntlets, you are considered


armed and your attacks deal normal damage. If you
are proficient with rope gauntlets, you may use the rough edges of the ropes to deal slashing
damage rather than bludgeoning damage.

Your fingers are mostly exposed, allowing you to wield or carry items in your hands while
wearing rope gauntlets, but the constriction of the weapon at your knuckles gives you a 2
penalty on all precision based tasks involving your hands (such opening locks).

Rupertus Pepperbox
The pepperbox has eight revolving barrels
which must be manually rotated after each
shot. That massive array of barrels makes
the pepperbox larger than many derringers,
and only gives a +1 bonus to Sleight of
Hand checks with it. It is also notorious for
misfiring and firing off all shots at once. All
misfires with the Pepperbox are
explosions, and result in the user suffering
1d4 damage per round left in the chamber when the incident occurred.
Scattergun
Also called a sawed-off shotgun, a sawn-off
shotgun, or a short-barreled shotgun , a scattergun
is a type of modified shotgun with a shorter gun
barrel and often a shorter or absent stock.
Compared to a standard shotgun, the sawed-off
shotgun has a shorter effective range, due to a
lower muzzle velocity and wider spread of shot. Its reduced size makes it easier to maneuver
and conceal. Powerful and compact, the weapon is especially suitable for use in small
spaces. The term most genuinely applies to weapons that are created by cutting off the barrel
of a standard shotgun. This has a dramatic effect on double-barreled or single-shot shotguns
because the barrel can be cut to any length.
Special: You get a +1 bonus on Sleight of Hand checks made to conceal a scattergun on your
body.

Sharps Big .50


Designed for buffalo hunting,
Sharps .50 caliber rifles give
knockdown power at both
ends. These large-bore rifles
are manufactured with some
of the most powerful black
powder cartridges ever made. The awesome stopping power and range of the big .50 make it
practically a hand-held piece of artillery more then making up for it's single shot capacity. The
rifle has become popular among frontiersman because it can knock down a Natives horse at
a hundred yards or over. Opening the breech on the .50 caliber ejects a spent shell in
readiness for the next round. The weapon also features a unique two trigger setup in which
pulling a rear trigger sets the front trigger ready for discharge at the slightest pull, allowing the
weapon to be steadied for a long distance shot.

Sharps Carbine
This weapon was very
popular with the cavalry of
both the Union and
Confederate armies and
was issued in large numbers until the arrival of the Spencer carbine. The falling block action
lends itself to conversion to metallic cartridges, and many of these converted carbines in .50-
70 Government have been used for Indian fighting in the west.
Because its designed to be reloaded from the breech, rather than the muzzle, this makes it
easier to handle on horseback or from a prone position. By 1863, it was the most common
weapon carried by Union cavalry regiments, although in 1864 many were replaced by 7-shot
Spencer carbines.
The Confederates produce a version of this weapon, known as the Sutherland Carbine, in
Richmond which normally uses brass fittings instead of iron. In all other ways it is identical
Some Civil War-issue carbines had an unusual feature: a coffee mill in the stock.
Single Barrel Shotgun
This is a standard shotgun which
uses the energy of a fixed shell to
fire a number of small spherical pellets called shot, or a solid projectile called a slug.
Shotguns come in a wide variety of sizes, ranging from 5.5 mm (.22 inch) bore up to 5 cm (2
inch) bore, and in a range of firearm operating mechanisms, including breech loading, pump-
action, bolt-, and lever-action variants.
The shot pellets from a shotgun spread upon leaving the barrel, and the power of the burning
charge is divided among the pellets, which means that the energy of any one ball of shot is
fairly low. In a hunting context, this makes shotguns useful primarily for hunting birds and
other small game. However, in a military or law enforcement context, the large number of
projectiles makes the shotgun useful as a close quarters combat weapon or a defensive
weapon.

Skull crusher
An oversized club, usually with a knotted or gnarled
end, most of the skull crushers weight is at the striking
end, making it a formidable melee weapon.

Slapjack
The slapjack (also commonly known as a "slap") is
a batting weapon which may be used in self-
defense or other forms of hand-to-hand combat. It
typically consists of a flat profile outer skin
containing a hard weight material that may be
swung at any part of an opponent's body in order to inflict injury.

The outer sack of a slapjack may be made of various cloth materials such as a sock;
however, higher quality slapjacks are most often made of a stronger material such as leather.
This usually features a pouch for the inner "club" and an extension for a handle. Various
objects or materials may be used for the inner "club" as well, but the most favored material is
lead, for its heavy weight and dense consistency.

Weapon Feature(s): nonlethal

Sledgehammer
A sledgehammer is a tool with a large, flat head attached to a lever (or
handle). The head is typically made of metal. The sledgehammer can
apply more force than other hammers, due to its large size. Along with
the mallet, it shares the ability to distribute force over a wide area. This
is in contrast to other types of hammer, which concentrate force in a
relatively small area.

Spear
The Native American spears are hand made and are often used as a status symbol amongst
tribes. The shafts of the spears are made of long pieces of wood, and the tips are made of
metal. Most Native American spear tips are comprised of copper, flint, and obsidian. However,
the material that is used for the tip does vary depending on the tribe, and the region that
particular tribe lives in.

Most Native American spears that are used in battle are five to eight feet. This allows warriors
to launch the spear at their enemy, or hold it in their hands and use it in a stabbing motion
while remaining some distance from their rival.

Spencer Carbine
A shorter, lighter,
version of the Spencer
repeating rifle this
weapon is a manually operated lever-action, repeating rifle fed from a tube magazine with
cartridges. It was adopted by the Union Army, especially the cavalry, as one of the few
repeating weapons commonly used on the battlefields of the Civil War. Fortunately for the
Confederates it did not replace the standard issue muzzle-loading rifled muskets in use at the
time.
To use the Spencer, a lever had to be worked to extract the used shell and feed a new
cartridge from the tube. Then the hammer had to be manually cocked in a separate action.
The weapon uses rimfire cartridges, making it unable to use ammunition designed for other
weapons, stored in a seven-round tube magazine. This enables the rounds to be fired one
after another. When empty, the tube could be rapidly loaded by dropping in fresh cartridges.

Springfield .58
The Springfield .
58 is a Mini-type
rifled musket used
by the United
States Army and Marine Corps. Commonly referred to as the "Springfield" (after its original
place of production, Springfield, Massachusetts), it was the most widely used U.S. Army
weapon until the adoption of cartridge firing weapons, favored for its range, accuracy, and
reliability.
The barrel is 40 inches long, firing a .58 caliber Mini ball, and the total weight is
approximately 9 pounds. The Springfield has an effective range of 200 to 300 yards, and uses
percussion caps to fire (rather than the flintlocks of the 18th century, the last U.S. flintlock
musket was the Model 1840). Trained troops are able to fire at a rate of three rounds per
minute while maintaining accuracy up to 500 yards.
The Springfield takes 6 rounds to reload, unlike most cap-and-ball firearms, due to its rifling. It
can mount a bayonet.
Starr Army Revolver
The Starr revolver was first introduced
in 1858 as a sidearm for the U.S. Army,
being called the "Starr 1858 Army". One
of the first competitors of the Colt
percussion revolvers for Army
contracts, This revolver was a six shot,
black powder percussion revolver with
a unique feature; a double action or
"self-cocking" trigger mechanism. It has
a heavy trigger pull, which often throws
off the aim of its user. Any cowpoke shooting a Starr Army receives a 1 to all attack rolls with
the weapon. Additionally, it is a cap-and-ball pistol and can use speed-load cylinders.

Straight Razor
A straight razor is a razor with a blade that can
fold into its handle. They are also called open
razors and cut-throat razors.

Straight razors consist of a blade sharpened on


one edge and a handle attached to the blade
through a pin. The blade can then rotate in and
out of the handle. The blade is mad of high-
carbon steel making it much easier to hone and
obtain a sharp edge. Handle scales are made of
various materials, including mother-of-pearl, wood, horn, ivory and tortoise shell. Buffalo horn
tends to deform with time and it possesses form memory so it tends to warp. Mother of pearl
is a brittle material and can exhibit cracks after some use.

S&W Schofield
This is the favorite weapon of
Jesse Jameswho is either a war
hero or a vicious outlaw
depending on who you believe.
Ironically, it was designed by a
Union officer, George Schofield!
The Schofield has a break-open
cylinder that allows for fast and
easy reloadinga plus to either a
cavalryman or an outlaw on the
run. As a result, a Schofield user
can reload to full capacity as a
move-equivalent action without the rapid reload feat. Due to the design, however, all the
ammunition is dumped from the pistol when its opened, making it impossible to only reload a
few rounds. Also, although the Schofield uses .45 caliber cartridges, it is slightly different from
that fired by Colt pistols; the two types of ammunition arent interchangeable.
Sword cane
This slender light blade lies within a wooden container that serves as
both its scabbard and hiding place.

Benefit: You can draw the blade from the cane as a swift action (or a
free action if you have the Quick Draw feat). An observer must make a
DC 20 Perception check to realize an undrawn sword cane is a weapon
rather than a walking stick; the DC decreases to 10 if the observer is
able to handle the weapon.
Note: This weapon also comes in umbrella and parasol versions

Tomahawk
A tomahawk (also referred to as a hawk) is a type of axe
native to North America, traditionally resembling a hatchet
with a straight shaft. The name came into the English
language in the 17th century as a transliteration of the
Powhatan (Virginian Algonquian) word.

Tomahawks were general purpose tools used by Native


Americans and European Colonials alike, and often
employed as a hand-to-hand or a thrown weapon. The
metal tomahawk heads were originally based on a Royal
Navy boarding axe and used as a trade-item with Native
Americans for food and other provisions.

The tomahawk shaft is usually less than 2 ft in length, traditionally made of hickory, ash, or
maple. The heads weigh anywhere from 920 oz, with a cutting edge usually not much longer
than four inches from toe to heel. The poll can feature a small hammer, spike or simply be
rounded off, and they usually do not have lugs. These usually had a pipe-bowl carved into the
poll, and a hole drilled down the center of the shaft for smoking tobacco through the
tomahawk. There are also metal-headed versions of this unusual pipe. Pipe tomahawks are
artifacts unique to North America: created by Europeans as trade objects but often exchanged
as diplomatic gifts. They are powerful symbols of the choice Europeans and Indians faced
whenever they met: one end was the pipe of peace, the other an axe of war.

Truncheon
A truncheon is essentially a club of less than arm's length
made of wood or metal. They are carried by law-
enforcement officers, correctional staff, and (less often)
military personnel.
A truncheon or baton may be used to strike, jab, block,
bludgeon and aid in the application of armlocks. Sometimes,
they also are employed as weapons by criminals and other
law-breakers because of their easy concealment.
War club, bladed
Alongside other indigenous weapons
excelling in blunt force trauma injuries
- such as the ball-head clubs and
stone-head tomahawks - the bladed
war club has a significant presence in
tribal warfare across several different
American Indian nations. War clubs
were usually made of straight grain hard woods like maple, ash, oak, hickory or hornbeam
(depending on the region of its use) and weighed from two to three pounds. With swinging
force focused onto the small striking edges of the club, the bladed war club could hit with
remarkable power. The lethality of the club was further increased by the addition of a short
spear point or one or more blades positioned near the elbow of the club allowing the wielder
to do either blunt or piercing damage. Blades could be flint, horn, or iron.

Wesson Dagger-Pistol
This weapon is essentially a smaller caliber
derringer with a twist. Once your cowpoke has
emptied this pistols two shots, he can go to
carving with the small knife blade that slides out
from between its barrels. The blade is equivalent
to a hunting knife for melee purposes.

Special: You get a +2 bonus on Sleight of Hand checks made to conceal a dagger-pistol on
your body.

Whip
A whip deals no damage to any creature with
an armor bonusof +1 or higher or a natural
armor bonus of +3 or higher. The whip is
treated as a melee weapon with 15-foot reach,
though you don't threaten the area into which
you can make an attack. In addition, unlike
most other weapons with reach, you can use it
against foes anywhere within your reach
(including adjacent foes).Using a whip
provokes an attack of opportunity, just as if you
had used a ranged weapon.You can use
the Weapon Finesse feat to apply
your Dexteritymodifier instead of
your Strength modifier to attack rolls with a
whip sized for you, even though it isn't a light
weapon.

Weapon Feature(s): finesse, reach.


Winchester 73
One of the most
successful, and
certainly one of the
most famous
Winchester rifles is the Winchester Model 1873. Originally chambered for the .44-40 cartridge,
it was later produced in .38-40 and .32-20, all of which were also popular handgun cartridges
of the day. Due to feeding problems, the original Model 1873 was never offered in the military
standard .45 Colt cartridge, although a number of modern reproductions of the rifle are
chambered for the round. The popularity of the Winchester in .44-40 led Colt to manufacture a
version of the Single Action Army revolver chambered for the same round, called the "Frontier
Model"; Winchester produces three variations of the Model 1873: the rifle, carbine, and
musket (although the musket variation accounts for less than 510 percent of those
produced). The rifle variation uses a 24" barrel, while the carbine uses a 20" barrel. The
carbine is the most popular due to its portability, as well as allowing its users to conveniently
carry one type of ammunition for both their rifles and pistols. Winchester rifles are readily
available on the frontier and have become hugely popular.

Winchester 76
The Winchester
Model 1876 or
Centennial Model is
a heavier-framed rifle than the Model 1866 or Model 1873, and is the first to be chambered for
full-powered centerfire rifle cartridges, as opposed to rimfire cartridges or handgun-sized
centerfire rounds. While similar in design to the 1873, the 1876 was actually based on the
prototype 1868 lever-action rifle that was never commercially produced by Winchester.
The 1876 was introduced to celebrate the American Centennial, and earned a reputation as a
durable and powerful hunting rifle.

Winchester Lever-Action
Shotgun
The Winchester Model
1887 is a lever-action
shotgun originally
designed by famed
American gun designer
John Browning and produced by the Winchester Repeating Arms Company.
The Model 1887 was the first truly successful repeating shotgun. Its lever-action design was
chosen at the behest of the Winchester Repeating Arms Company, best known at the time as
manufacturers of lever-action firearms such as the Winchester model 1873. Designer John
Browning suggested that a pump-action would be much more appropriate for a repeating
shotgun, but Winchester management's position was that, at the time, the company was
known as a "lever-action firearm company", and felt that their new shotgun must also be a
lever-action for reasons of brand recognition. Browning responded by designing a breech-
loading, rolling block lever-action.
Armor
Traditional armor isnt a common item in most areas of the Weird West. Most traditional armor
just isn't thick enough to stop a Sharps Big .50 round, or even a .44 pistol shot and still allow
the wearer to move! As a result, most folks dont consider armor worth the weight and
discomfort. Still, some, primarily Indian warriors, do suit up on occasion and there are some
items of heavy enough construction to provide some protection against blades and claws.
Weird science has also concocted one or two items designed to defeat modern weaponry.
Read on and well tell you how to deal with these contraptions in the world of the Weird West.
Heavy Armor: In spite of the advent of weird science, heavy armor is not often encountered
in the Weird West. An occasional inventor may concoct a set of iron-plated armor mounting a
Gatling gun or similar weapon, but these are few and far between. While rumors claim some
Railroad enforcers have been seen wearing exactly that sort of armor, most folks figure only a
fool would put on such a contraption particularly in the sweltering heat of the desert!
In short, heavy armor is the result of an individual mad scientists efforts and isnt generally
available for purchase. Since each suit is unique, no set game statistics are provided for the
devices in this section.
Armor Qualities: Most of the entries conform to the standard format for armor listings.
However, there are two notable differences. First, none of the armor has an arcane spell
failure rating. Spellcasting in the Weird West isnt hampered by the presence of armor.
Second, armor check penalties apply to quick draw checks in a duel, as well as Sleight of
Hand skill rolls.

Light Armors
Armor Cost Armor/Shield Maximum Armor Check Speed Weight
Bonus Dex Bonus Penalty 30 ft 20 ft
Cloth Armor* $10 +1 +8 0 30 ft 20 ft 4 lbs
Soft Leather $5 +1 +7 0 30 ft 20 ft 6 lbs
Hard Leather $20 +2 +6 0 30 ft 20 ft 15 lbs
Hairpipe $15 +3 +8 0 30 ft 20 ft 15 lbs
Breastplate*
Wooden Slat* $30 +3 +3 -1 30 ft 20 ft 25 lbs
Hide Shirt $45 +4 +4 -3 30 ft 20 ft 25 lbs
Medium Armors
Armor Cost Armor/Shield Maximum Armor Check Speed Weight
Bonus Dex Bonus Penalty 30 ft 20 ft
Armored Coat $50 +4 +3 -2 20 ft 15 ft 20 lb
Hide $15 +4 +4 -3 20 ft 15 ft 25 lb
Bullet Proof Vest * $1500 +5 +4 -2 20 ft 15 ft 20 lb
1
Armored Vest $150 +6 +3 -4 20 ft 15 ft 30 lb

Shields
The Indian war shield was made in three varieties.
The least-used variety was made by stitching four
or five layers of flat rawhide together, cutting these
in the traditional round shape, and then decorating
the front side of the hide with feathers and strips of
cloth. A second variety was made by forming the
hide around a wooden hoop. Many kinds of hoop
shields were constructed, but these called for a
thinner and weaker hide than those made by the
third means, which was the heat-shrinking
process. Most war shields by far were fashioned
this way, for the shrinking produced a thick hide
and it was easier to press into a concave or
convex shape which aided deflection.
Prior to the arrival of the horse, war shields were
quite large-often being three feet or more in
diameter. These were much too cumbersome for
mounted men, though, and so the size was
reduced until the average war shield measured
only eighteen inches in diameter. Hide Shields have the same properties as their wooden or
steel counterparts.

Shield Cost Armor/Shield Maximum Armor Check Speed Weight


Bonus Dex Bonus Penalty 30 ft 20 ft
Shield, Light Hide $10 +1 -1 3 lb
Shield, Heavy $ 15 +2 -2 6 lb
Hide

1 Weird Science Item, see goods and services for more details
* See armor description for special rules.
Armor Descriptions

Armored Coat

Armored Duster

This armor includes any sturdy coat reinforced with metal plates sewn into the lining. The
plates provide a great deal of protection, even against firearms, but significantly hinder the
wearers movement.
Special: More cumbersome than light armor but less effective than most medium armors, the
advantage of an armored coat is that a person can don it or remove it as a move action (there
is no don hastily option for an armored coat). If worn over other armor, use the better AC
bonus and worse value in all other categories; an armored coat has no effect if worn with
heavy armor. The only magic effects that apply are those worn on top. Although designed to
resemble a normal coat, a DC 15 Perception check tells an observer somethings unusual
about the coat.
Armored Vest

Union Officer's
Armored Vest

An armored vest is essentially a thick steel breastplate covered in cloth with buttons down the
center and other such decoration with the hope it might resemble a piece of clothing. These
were worn by some union troops at the start of the civil war but later abandoned because of
the weight and fear of being accused of cowardice.

Bullet Proof Vest

Bullet Proof Vest

A fairly standard invention of mad scientists throughout the weird west, the bulletproof vest is
a flexible, yet sturdy, alchemically - hardened cloth and steel contraption designed to be worn
under normal clothes.
Special: The vest covers the upper and lower abdomen and arms should it ever become
important. It adds AC+5 without having to check Reliability. It also grants DR 2/- , though this
does require a Reliability check. Hiding the armor under your clothes requires a Sleight of
Hand check at -2
Reliability: 1
Malfunctions
Minor: The shot bypasses the armor and grants no damage reduction.
Major: The vest is weakened. Both damage reduction and AC bonus are reduced by one until
the vest can be repaired (DC 15 Tinkerin roll and the necessary parts).
Catastrophe: Buckles snap, straps break, and metal plates pop out of their compartments.
The vest works this last time and then falls to pieces.

Cloth Armor

Duaster Frock Coat Overcoat

This is the most often encountered type of armor in the Weird West. Made of heavy fabrics
such as canvas, wool, and fur it includes below the knee garments such as dusters, frock
coats, and overcoats.
Special: Because of their length items considered cloth armor grant a +6 circumstance bonus
to slight of hand checks to hide things under them. All Characters are considered proficient
with this armor.
Hairpipe Breastplate

Hairpipe Breastplate

A hairpipe breastplate is a breastplate made of a wide slim bone bead, more than 1.5 inches
wide, called hairpipes. These beads became popular with American Indians after 1878,
particularly those from the Great Plains and Northwest Plateau, who string them together with
strips of rawhide to form intricate breastplates.
Special: The breastplate provides its armor bonus only against attacks from the wearers
front facing. Against attacks from the rear, it grants no armor bonus.

Hard Leather

Hard Leather Armor


The Apaches, after having procured horses from the Spanish, also adopted Spanish warring
techniques. They began making protective armor of tough, boiled, overlapping leather for
both themselves and their horses, imitative of the Spanish mail.
Hide

Sioux Warrior In Elk Hide


Buffalo Hide Coat

This type of armor includes items made of thick animal hides

Hide Shirt
This armor, usually employed by plains Indians, is made from the thick hide, fur, and bones of
buffalo.

Soft Leather

Buckskins Warshirt
Commonly encountered among Indians and frontiersmen, soft leather includes items made of
soft, supple leather such as buckskins and Indian Warshirts.
Wooden Slat

Wooden Slat

The Tlingit people of the northwest make body armor of alder slats and rods woven together
with hemp. Wooden panels are stitched together with leather lacing. Moosehide straps
support the armor from the shoulders. Two alder toggles fasten the armor around the body.
Though not as effective as metal armor, it offers better protection than leather. Unlike metal
armor, the wood is slightly buoyant.
Special: The armor check penalty for swimming in this armor is 0.
Goods and Services
Theres a nearly endless variety of equipment and services available to folks in he Weird
West. Weve listed some of the most common. The majority of the items and services listed
are fairly self-explanatory. Those that arent are explained in a separate description.
Weird Science items and reliability: weapons and other pieces of equipment created by
weird science are subject to jams, misfires, and other malfunctions. Those devices have a
Reliability score of 1 or more. When this number or lower is rolled when using the device, it
malfunctions. A gunslinger with a Gatling pistol (Reliability 2), for instance, suffers a
malfunction on an attack roll of 1 or 2. Passive devices, such as bullet-proof vests must roll
whenever their bonus is used. A vest that soaks up 4 points of damage, for instance, must roll
whenever its wearer is hit. Once a malfunction has occurred, roll 2d6 on the Malfunction
Severity table to see what kind of accident occurred. The exact effects of each type of
malfunction are listed with the item itself.

Table: Malfunction Severitydescription.


2d6 Roll Malfunction Severity
2-5 Major Malfunction
6-10 Minor Malfunction
11-12 Catastrophic
Malfunction

Clothes
Item Cost Weight
Bonnet $2
Boots $8 4 lb
Chaps $4 6 lb
Cowboy hat $3 1 lb
Derby $1.50 0.5 lb
Longjohns $2 2 lbs
Moccasins 50 0.5 lb
Shirt/blouse, dress $3 1 lb
Shirt/blouse, work $1 1 lb
Silk stockings $1
Shoes $2 1 lb
Sombrero $3.50 3 lb
Stetson $15 1.5 lb
Suit/fancy dress $15 6 lb
Trousers/skirt $2 2 lb
Explosive Accessories
Item Cost Weight
Blasting cap $1
Detonator (plunger) $10 10 lb
Detonation wire (50) $2.50 1 lb
Fuse (per foot) 50

Food & Lodging


Item Cost Weight
Bacon (per pound) 15 1 lb
Beer (glass) 5
Coffee, (cup) 1
Coffee (per pound) 25 1 lb
Liquor cheap stuff $2 bottle 2.5 lb
Liquor good stuff $5 bottle 2.5 lb
Meal, Banquet (per person) $10
Meal, cheap restaurant 25
Meal, good restaurant $1
Meat, chunk of 30 0.5 lb
Rations, Trail (per day) 50 1 lb
Room (per day)
Boarding house (w/meals) $3
Low-class hotel $2
High-class hotel $10+
Tea, (cup) 2
Tea (per pound) 50 1 lb
Wine common (bottle) $4 1.5 lb
Wine fine (bottle) $10 1.5 lb
General Supplies
Item Cost Weight
Backpack (empty) $2 3 lb
Barbed wire (30 feet) 50 2.5 lb
Barrel (empty) $2 30 lb
Basket (empty) 40 1 lb
Bed roll $4 10 lb
Blanket, winter 50 3 lb
Bucket (empty) 50 2 lb
Camera* $3 5 lb
Candle 1
Canteen (1 quart) $1 5 lb
Canvas (sq. yd.) 10 1 lb
Chain (10 ft) 30 2 lb
Chalk (1 piece) 1
Chest, oak (empty) $2 25 lb
Crowbar $2 5 lb
Drill, hand $2 2 lb
File 25 1 lb
Fire Wood (per day) 1 20 lb
Fishhook 10
Fishing Pole $4 2 lb
Grappling hook $1 4 lb
Guitar $8 6 lb
Gunny sack (empty) 10 0.5 lb
Hammer, carpenter's 50 2 lb
Handcuffs $3.50 3 lb
Handcuffs, masterwork $10.50 3 lb
Hatchet $1 2.5 lb
Ink (1 oz vial) $8
Ink pen 10
Iron skillet 50 5 lb
Ladder, 10-foot 20 20 lb
Lantern $2.50 4 lb
Lantern Oil (1 gallon) 10 6 lb
Item Cost Weight
Lock
Simple $20 1 lb
Average $40 1 lb
Good $80 1 lb
Superior $150 1 lb
Matches (box of 100) 50 0.5 lb
Mess Kit $2 3 lb
Mirror $5 0.5 lb
Paper (per sheet) 20
Photographic plate $1 0.5 lb
Pipe $2 0.75 lb
Piton 10 0.5 lb
Playing cards 25
Playing cards, marked* $2
Rope, 50' $5 8 lb
Shovel $1.50 4.5 lb
Soap (per lb) 50
Spectacles $5
Tent $10 20 lb
Tobacco, chewing (tin) 50 1 lb
Tobacco, chewing (pouch) 50 1 lb
Trunk, steamer $5 30 lb
Watch, standard $2.50 0.5 lb
Watch, gold $10 0.5 lb

Gun Accessories
Item Cost Weight
Gun belt $2 1 lb
Holster $3 1 lb
Quick-draw holster* $11 1 lb
Rifle scabbard $3 0.5 lb
Shotgun thong 25
Speed-loader* $3 1 lb
Transportation
Item Cost Weight
Bit and bridle $2 1 lb
Buckboard* $75 350 lb
Buggy/cab* $200 350 lb
Conestoga wagon* $200 1,000 lb
Dog, guard $25
Feed (per day) 5 10 lb
Horse, draft $75
Horse, riding $150
Mule $50
Saddle
Military* $50 30 lb
Pack $12 15 lb
Riding $25 25 lb
Pony $30
Saddle bags* $5 5 lb
Saddle blanket 50 1 lb
Stabling (per day) 50
Tickets
Riverboat (per mile) 5
Stagecoach (per mile) 10
Steamship (per mile) 15
Train (per mile) 5
Services
Item Cost Weight
Bath $1
Burial $5
Doctors visit*
Office Special
House call Special
Photograph $10
Shave and haircut 20
Telegram (per word) 5

Special Substances
Item Cost Weight
Acid (flask) $10 1 lb
Alchemist's fire (flask) $ 20 1 lb
Antitoxin (vial) $ 50
Holy water (flask) $ 25 1 lb

Tools and Skill Kits


Item Cost Weight
Artisan's tools $5 5 lb
Artisan's tools, masterwork $55 5 lb
Climber's kit $80 5 lb
Disguise kit $50 8 lb
Doctor's bag $25 15 lb
Holy symbol, wooden $1
Holy symbol, silver $25 1 lb
Lab $200 40 lb
Magnifying glass $10
Scale, merchant's $2 1 lb
Thieves' tools $30 1 lb
Thieves' tools, masterwork $100 2 lb
Tool, masterwork $50 1 lb
Weird Science Gizmos
Item Cost Weight
Epitaph Camera $1,600 12 lb
Rocket Pack $2,100 110 lb
Steam Wagon $1,500 600 lb

Item Descriptions

Acid
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack
with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature
within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Alchemist's Fire
you can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged
touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the
flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the
target takes an additional 1d6 points of damage. If desired, the target can use a full-round
action to attempt to extinguish the flames before taking this additional damage. Extinguishing
the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2
bonus on the save. Leaping into a lake or magically extinguishing the flames automatically
smothers the fire.

Antitoxin
If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws
against poison for 1 hour.

Artisan's Tools
These special tools include the items needed to pursue any craft. Without them, you have to
use improvised tools (2 penalty on Craft checks), if you can do the job at all.

Artisan's Tools, Masterwork


These tools serve the same purpose as artisan's tools, but masterwork artisan's tools are the
perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with
them.

Backpack
Made of either leather or heavy canvas, a backpack can hold 3.5 cubic feet worth of goods.
Buckboard
This is a small, one- or two-horse wagon with a single seat for the driver and one
passenger. The back is open for cargo, and it can carry up to 600 lb. of cargo. (AC 12; Hit
Points 30; Hardness 10 all around; Speed 40; can haul 2 tons; requires 2 horses)

Buggy/cab
This can either represent a small, one- or two-horse private buggy or a horse-drawn cab
commonly found in one of the larger, more urbane, cities. It carries a driver and one or two
other passengers, or up to 400 lb. of cargo. (AC 12; Hit Points 20; Hardness 10 all around;
Speed 50 (one horse) or 60 (two horses); can haul 400 lbs.)

Camera
Use of this cumbersome, tripod-mounted piece of equipment requires a successful Profession
(photographer) skill check against a DC 12. Modifiers to the roll include moving subjects (-1 to
10) and lighting (same as combat modifiers). Each picture uses one photographic plate, and
developing these plates requires a darkroom, $5 worth of chemicals, and a Profession
(photographer) check against a DC 12 as well.

Candle
A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one
step (darkness becomes dim light and dim light becomes normal light). A candle cannot
increase the light level above normal light. A candle burns for 1 hour.

Chain
Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.

Climber's Kit
These crampons, pitons, ropes, and tools give you a +2 circumstance bonus on Climb
checks.

Conestoga wagon
The famous prairie schooner of the pioneers, the Conestoga has a curved bed to help
offset the effects of step slopes on its cargo. A bench in the front seats two, and the cargo
area is often covered with a canvas tarp. The Conestoga can carry up to 4,500 lb. of cargo
and requires 4 to 6 horses or oxen to pull it. (AC 12; Hit Points 50; Hardness 10 all around
(concealment for those inside canopy); Speed 40.

Disguise Kit
The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise
checks. A disguise kit is exhausted after 10 uses.

Doctors bag
Equipped with scalpels, tongs, clamps, needles, and the ever-present stethoscope, a
doctors bag grants a +2 circumstance bonus to Heal skill checks. The drugs, bandages, and
other perishable supplies of modern medicine inside replenish 1d6 hit points of damage per
use. It must be replenished after every 10 uses (at a cost of $10 a piece) or the bonus drops
to only +1 and no hit points are restored.

Doctor visit
The quality of medical care available varies greatly throughout the Weird West, and an
injured sod-buster never knows if the town doctor is a veteran of bloody battlefield surgeries,
a wet-behind-the-ears graduate of some Back East college, a drunken washout looking to
hide in the west, or a quack with little or no medical skill.
The doctor charges $20 (or more if he can get it) for every 1d6 hit points healed (roll after
charges are figured). The cost is usually doubled for a house call. Most doctors only have
enough drugs on hand to heal 20d6 damage (two doctors bags).
Doctors cant heal those who arent living, by the way, but wed best not say anything else
about that until youre learned a bit more about the Weird West.

Epitaph Camera
The Tombstone Epitaph publishes weekly
reports of bizarre creatures and events.
Everyone reads them, but few believe them. A
picture, however, is worth a thousand words.
The problem is that movement of any sort
ruins pictures taken by most cameras of the
period. So John Clum, the editor of the
Epitaph, commissioned an inventor to
manufacture a camera that could take
pictures of moving subjects. The result is the
Epitaph camera. It is a
modern, portable camera that can take
pictures of subjects in motion (though they are
still somewhat blurry). Using the camera is a Profession (photography) check and a full round
action. If failed, the image is simply unusable. If successful, the heavy photographic plate
captures whatever is in front of the lens. This must then be developed in a dark room. The
plates for an Epitaph camera cost $5 . The chemicals needed to develop the plate are the
same used for regular cameras, and cost $1 per plate. Unfortunately, the very success of
these cameras makes skeptics believe the images are faked by the people who claim to have
taken them. Certain government agencies on both sides of the border have been known to
accidentally drop these cameras when they come too close to strange occurrences.
Reliability: 2
Malfunctions
Minor: The camera takes a blurry, indecipherable picture.
Major: The shot is lost and the plate is jammed in the device. It takes a DC 10 tinkerin
roll and 1d6 full actions to get it out.
Catastrophe: The ghost rock flash explodes, causing 2d4 damage to the wielder

Grappling Hook
Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown
weapon with a range increment of 10 feet. Objects with ample places to catch the hook are
AC 5.
Hammer
If a hammer is used in combat, treat it as a one-handed improvised weapon that deals
bludgeoning damage equal to that of a spiked gauntlet of its size.

Handcuffs, Standard and Masterwork


Handcuffs can bind a Medium creature. A manacled creature can use the Escape Artist skill to
slip free (DC 30, or DC 35 for masterwork handcuffs). Breaking the handcuffs requires a
Strength check (DC 26, or DC 28 for masterwork handcuffs). handcuffs have hardness 10 and
10 hit points.

Most handcuffs have locks; add the cost of the lock you want to the cost of the handcuffs.

For the same cost, you can buy handcuffs for a Small creature. For a Large creature,
handcuffs cost 10 times the indicated amount, and for a Huge creature, 100 times the
indicated amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held
only by specially made handcuffs, which cost at least 100 times the indicated amount.

Holy Symbol, Silver or Wooden


A holy symbol focuses positive energy and is used by blessed. Each religion has its own holy
symbol.

Holy Water
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of
holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if
thrown against the body of a corporeal creature, but to use it against an incorporeal creature,
you must open the flask and pour the holy water out onto the target. Thus, you can douse an
incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch
attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an
evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of
damage from the splash.
Churches of good deities sell holy water at cost (making no profit). Holy water is made using
the bless water spell.

Ink
Ink in colors other than black costs twice as much.

Lab
This lab is used for making weird science items, and provides a +2 circumstance bonus on
related skill checks. It has no bearing on the costs related to creating the items. Without this
lab, a character is assumed to have enough tools to use the skills but not enough to get the
+2 bonus that the lab provides.

Lantern
A lantern sheds normal light in a 30-foot radius and increases the light level by one step for an
additional 30 feet beyond that area (darkness becomes dim light and dim light becomes
normal light). A lantern does not increase the light level in normal light or bright light. A lantern
burns for 6 hours on one pint of oil. You can carry a lantern in one hand.

Lock
The DC to open a lock with the Disable Device skill depends on the lock's quality: simple (DC
20), average (DC 25), good (DC 30), or superior (DC 40).

Magnifying Glass
This simple lens allows a closer look at small objects. It is also useful as a substitute for flint
and steel when starting fires. Lighting a fire with a magnifying glass requires bright light, such
as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants
a +2 circumstance bonus on Appraise checks involving any item that is small or highly
detailed.

Mule
Mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads
over vast distances. Unlike a horse, mule is willing (though not eager) to enter strange or
threatening places.

Playing cards, marked


Each card in one of these decks is subtly marked on the back to allow the owner to know
what hands his opponents are holding. They grant a +2 circumstance bonus to any Gamblin
skill check to cheat at cards, but any character with 5 ranks or more in Gamblin may
automatically make a Spot check against DC 15 the first time she sees them to realize theyre
marked.

Quick-draw holster
This low-slung holster is tied to the wearers leg, keeping it in place as she draws the pistol. It
grants a +2 circumstance bonus to initiative rolls.

Rocket Pack
The buffalo soldiers stationed at Fort Apache, New
Mexico, use these devices, and have garnered such
fame that they have come to be called the Flying
Buffaloes. The rocket pack can lift up to 300 pounds
(over the weight of the pack) for up to 20 minutes.
The stove body is made of iron galvanized in special
kilns. When the fuse atop it is lit, the ghost rock rod
at the center is ignited and heats the water stored
inside the boiler. The steam pushes the wearer
suddenly into the air. He can control the amount of
thrust by venting extra steam from a large
side panel. The rocket packs movement rate is 60
feet. Vertical movement costs 10 feet of movement
for every 5 feet climbed, or 5 feet for every 5 feet
dropped in elevation. Controlling the rocket pack is
done by a fishing rod handle that changes the angle of the packs thrusters. This requires
the Drivin (Personal) skill since the wearer must twist and turn to get the thing to go where he
wants. If the user hits something, divide the characters last movement rate by 10 and add
that to a 2d6 damage roll. So a character who last moved 70 feet suffers 2d6 + 7 damage. An
in-air crash causes the wearer to make a second Flight roll immediately against a DC 15. If
the wearer fails this roll, he plummets to the ground, taking
falling damage as usual.
Reliability: 2
Malfunctions
Minor: The rocket pack stutters. The pack and its wearer lose 1d10 x 5 feet of altitude. If this
brings the character in contact with the ground, he takes normal falling damage.
Major: The rocket nozzles fire unpredictably, moving the wearer in completely random
directions. Roll 1d20 and 1d12 each action. If the result of the d20 roll is odd, the rocket pack
gains altitude equal to 5 feet times the roll. If the result is even, it dives a like amount. Read
the d12 roll as a clock facing. The hapless rocketeer moves a number of feet equal to three
times the d20 roll in this direction. If this causes the rocket rider to collide with something,
figure damage from the distance as if he fell from that height.
Catastrophe: The vapor collector overheats, causing the ghost rock vapor tank to detonate.
The pack and its helpless victim rocket 1d20 x 10 feet into the air and then make a
spectacular airburst for 6d6 damage. Resolve the fall and the funeral immediately afterward.

Rope
Rope has 2 hit points and can be burst with a DC 23 Strength check.

Saddle bags
These large leather bags can carry up to five cubic feet of goods.

Saddle, Military
This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to
staying in the saddle. If you're knocked unconscious while in a military saddle, you have a
75% chance to stay in the saddle.

Saddle, Pack
A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount
can carry.

Saddle, Riding
If you are knocked unconscious while in a riding saddle, you have a 50% chance to stay in
the saddle.

Scale, Merchant's
A merchant's scale grants a +2 circumstance bonus on Appraise checks involving items that
are valued by weight, including anything made of precious metals.

Shovel
If a shovel is used in combat, treat it as a one-handed improvised weapon that deals
bludgeoning damage equal to that of a club of its size.
Speed-loader
This device comes in one of two forms, either a preloaded cylinder for a cap-and-ball revolver.
allowing the user to quickly swap the entire cylinder in his weapon for a fully loaded one, or a
device that holds a number of bullets in a ring, in a position that mirrors the chambers in a
revolver cylinder so they can be quickly inserted. In either form it reduces the type of action
required to load the appropriate weapon by one step.

Steam Wagon
When the Mormons first
settled Salt Lake City, they
found the denizens of the
Reckoning waiting for them
in the form of giant monsters.
Getting across the Salt Flats
was one of the most
dangerous trials they faced.
In 1870, an inventor visited
their community and offered
them the secret to a new
invention: the steam wagon. This steam-powered horseless carriage can dash across the
flats in no time. The devices dont work well in uneven terrain and cant enter rocky areas at
all, but in the desert they can easily outpace a horse over long distances. Steam wagons
gained such fame that bandits in other relatively flat areas started using them to rob trains.
Some of these bandits even mount Gatling guns on their steam wagons. The
Texas Rangers have a particular grudge against these desperadoes, since it often falls upon
them to protect the Confederacys trains. (AC:12; Hit Points:30; Hardness:10 all around;
Speed:70)
Reliability: 2
Note: These results apply only to the boiler. If the wagon has other weird science devices
attached to it, you should check those parts separately whenever they are used.
Malfunctions
Minor: The boiler loses pressure. The steam wagons speed is reduced by half. A DC 10
Tinkerin roll and 1d6 rounds of work fixes the problem.
Major: The boiler blows a gasket and spews steam. The wagon moves at one quarter speed
and one passenger (chosen at random) takes 3d6 damage, though he may make a DC 15
Reflex save for half if he dives out of the steam wagon.
Catastrophe: The boiler explodes, causing 6d6 damage with a burst radius of 15 feet.
Those who bail out may make a DC 15 Reflex save for half damage.
Thieves' Tools
This kit contains lockpicks and other tools you need to use the Disable Device skill. Without
these tools, you must use improvised tools, and you take a 2 circumstance penalty on
Disable Device checks.

Thieves' Tools, Masterwork


This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus
on Disable Device checks.

Tool, Masterwork
This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a
related skill check (if any). Bonuses provided by multiple masterwork items do not stack.
Chapter 3: Magic
Hucksters cast hexes, blessed invoke miracles, mad scientists prepare elixirs, and shamans
request favors from the spirits. Regardless of which of the four spell-casting classes your hero
belongs to, he casts a spell in basically the same way. To avoid confusion, were going to refer
to hexes, miracles, favors, and elixers collectively as spells from here on.
A spell is a one-time magical effect. Spells come in two types: arcane (cast by hucksters, and
mad scientists) and divine (cast by blessed and shamans). Each class selects their spells
from a list of spells available to that class. Blessed choose from the cleric spell list, Hucksters
from the wizard/sorcerer spell list, mad scientists from the alchemist spell list, and shaman
from the druid spell list.

Prohibited Spells
Since most Pathfinder spells are available in the weird west, weve decided to list those which
arent available instead of compiling spell lists. If a spell is on this list, a character cant take it.
The Marshal may occasionally allow these spells to slip into his campaign through
adventures, however, and the villains have access to any spell the Marshal feels is
appropriate, whether in this book or other D20 products.

Blessed/Cleric

0 level
Bleed

1st Level
Detect chaos/evil/good/law, inflict light wounds,
summon monster I

2nd Level
Death knell, desecrate, inflict moderate wounds,
summon monster II, undetectable alignment

3rd Level
Animate dead, contagion, inflict serious wounds,
speak with dead, summon monster III

4th Level
Dismissal, inflict critical wounds, lesser planar ally,
poison, summon monster IV

5th Level
Dispel chaos/evil/good/law, ethereal jaunt, plane shift, mass inflict light wounds raise dead,
slay living, summon monster V, unhallow
6th Level
Antilife shell, banishment, create undead, geas/quest, harm, mass inflict moderate wounds
planar ally, summon monster VI, word of recall

7th Level
Blasphemy, destruction, dictum, ethereal Jaunt, mass inflict serious wounds, resurrection,
summon monster VII, word of chaos

8th Level
Create greater undead,
greater planar ally, mass
inflict critical wounds,
summon monster VIII,
unholy aura

9th level
Astral projection, energy
drain, etherealness, gate,
soul bind, summon
monster IX, true
resurrection

Huckster/sorcerer

0 level

1st Level
Summon monster I

2nd Level
Summon monster II

3rd Level
Blink, summon monster III

4th Level
Dimension door, dimensional anchor, enervation, lesser geas, mnemonic enhancer, summon
monster IV
5th Level
Contact other plane, dismissal, lesser planar binding, permanency, secret chest, summon
monster V, teleport

6th Level
Disintegrate, geas/quest, Mage's lucubration, planar binding, summon monster VI

7th Level
Ethereal jaunt, limited wish, mages magnificent mansion, phase door, plane shift, shadow
walk, summon monster VII, greater teleport

8th Level
Clone, discern location, dimensional lock, etherealness, greater planar binding, maze,
summon monster VIII, trap the soul

9th Level
Astral projection, energy drain, gate, mages disjunction, soul bind, summon monster IX,
teleportation circle, temporal stasis, time stop, wish

Mad Scientist/Alchemist

1st Level

2nd Level

3rd Level

4th Level

5th Level
Elude time, planar adaptation

6th Level

Shaman/Druid spells
Summon Natures ally spells are permitted, but only natural animals native to the American
West are available. Aquatic creatures may only be summoned if the shaman is in the
appropriate type of water where the creature is found. No supernatural creatures may be
summoned via
this spell.

0 level

1st level

2nd Level

3rd Level

4th Level
Reincarnate

5th Level
Unhallow

6th Level

7th Level

8th Level

9th Level
Shambler
New Spells

Armor o Righteousness
School: Abjuration Level: Blessed 3
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None Spell Resistance: No
Good folks are in short supply lately. Part of the problem is that the good are always being
picked on by the badand the ugly as well. Recognizing its hard to fight the good fight from
six feet under, the divine patrons of blessed heroes have given them a bit of holy
reinforcement.
Armor o righteousness provides the blessed with protection from damage. Once successfully
invoked, the hero gains damage reduction equal to one half his level, rounded up. A 3 rd level
blessed, for instance, has 2 points of damage reduction. Any additional effects from an
opponents attack, such as poison or disease, are negated if armor o righteousness reduces
the base attacks damage to 0 or less. Attacks that cause no damage are not affected by this
miracle. A touch attack that causes disease but no damage, for instance, is not negated by
this ability.
Multiple castings of this spell do not stack their damage reduction benefits.

Back to Nature
School: Transmutation Level: Shaman 1
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One technological item
Duration: Permanent
Saving Throw: None Spell Resistance: No
This favor calls on the nature spirits to do what many like to do, well, naturally break things,
wear things out, and generally return them to nature. This favor only works against
technological items with moving parts, things like watches, guns, wagons, flamethrowers, and
so on.
When your shaman successfully requests this favor, one item has its Malfunction or misfire
number increased by 1 per four levels of the caster. Its possible your shaman may use this
favor against items which have no Malfunction or misfire number listed. In fact, most dont. In
that case, the item is considered to have a Malfunction number of 1. Small normal items that
break down fall apart. In more complex machines, some small part breaks down and must be
replaced. This favor has no effect on magical items except those created by mad science.

Coffin Varnish
School: Enchantment Level: Huckster 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One cup or glass of liquid
Duration: 1d6 hours
Saving Throw: Fort negates (harmless) Spell Resistance: Yes
Coffin varnish is a slang term for bad coffee, and thats just what this spell makessort of.
Your huckster must cast this trick on a cup or glass filled with some beverage. The contents
dont matter so much; they can be anything from water to whiskey. The former beverage turns
into a hot, coffee-like drink that can curl a dead mans toes. While few, if any, enjoy the truly
Hellish brew this trick produces, it does have a few uses. First, the imbiber gets a +4
circumstance bonus to any save or ability check to remain awakeeven against magical
effectswhich can be quite useful when sitting guard duty on the trail. Second, it immediately
sobers up any drunk unfortunate to drink it. The poor sod suffers a terrible hangover for the
duration of the coffin varnishs effect and takes a 1 circumstance modifier to all skill and
ability checks during that time. The coffee brewed by this spell loses its power if not
consumed within 10 minutes of the casting. With a flavor like coffin varnish , its not really for
sipping anyway.
The trick automatically fails if cast on a magical liquid or alchemical concoction. If the drink
was poisoned or otherwise tainted, it retains its ill effects as well.

Compass
School: Divination Level: Huckster 0, Shaman 0
Components: S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: Instantaneous
Saving Throw: None Spell Resistance: No
Compass determines the direction of the four cardinal points of the compass (north, south,
east, and west) and conveys this information to your hero. It orients her to her immediate
surroundings based on this knowledge. In effect, its just as if shed made a successful Intuit
Direction check. Unfortunately, this information is only valid for your spellcasters current
location. If she moves and does not take care to keep track of her travel, she can become lost
just as easily as anyone else.
Hesitate
School: Enchantment (Compulsion) Level: Huckster 0
Components: S
Casting Time: 1 standard action
Range: 10 feet
Target: One creature
Duration: Instantaneous
Saving Throw: None Spell Resistance: Yes
This minor magic makes all the difference in those situations where seconds count. It causes
its target a moments hesitation, nothing more, but sometimes thats all a posse needs.
This trick automatically lowers the targets initiative check by 1d4. It has no effect on a target
that is readying an action on the round that course of action is chosen. On subsequent
rounds, hesitate affects such a target normally unless it chooses to once again take a ready
action.
Multiple castings of hesitate on the same target have no further effect. Hesitate does work
against a creature that has chosen the delay action. In that case, the creature now acts 1d4
points lower than it had intended.

Horned Owls Fury


School: Transmutation Level: Shaman 3
Components: V
Casting Time: 10 minutes
Range: Touch
Target: One creature
Duration: 1 hour
Saving Throw: Will negates (harmless) Spell Resistance: Yes
Contrary to the white mans superstitions, Owl is a spirit associated with death. This favor
shows Owls true nature quite clearly.
Horned owls fury doubles the threat range of any Indian weapon (bow and arrow, spear,
tomahawk, club, and so on) wielded by the target for the duration of the favor. A weapon with
a normal threat range of 20 has its range increased to 19-20 for the duration and one with 19-
20 increases to 17-20.
Multiple castings of horned owls fury do not stack on a single creature, but it does stack with
the feat Improved Critical if the character selected an Indian weapon for the feat. In that case,
the threat range is triplednot quadrupled, causing a normal range of 20 to increase to 18-
20, and 19-20 to increase to 15-20.
Ignite
School: Evocation Level: Huckster 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One small object
Duration: Instantaneous
Saving Throw: None Spell Resistance: No
Ignite allows your huckster to ignite a small, inanimate, flammable object. The maximum size
of object that can be affected is a cigar or candle. A good rule of thumb is if a single match
could not ignite the object, then neither can ignite
And, yes, for those hucksters with a particularly violent bent, it can ignite a fuse.

Perseverance
School: Abjuration Level: Blessed 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 1 round/level
Saving Throw: None Spell Resistance: Yes
If at first you dont succeed, try, try again. That seems to be the point the powers of Heaven
are trying to hammer home with this miracle. When the blessed invokes perseverance, he
chooses a single ability or skill and action hes trying to accomplish. For the duration of the
miracle, each time he fails at the task, he gets a +1 bonus to his next attempt at the exact
same task. This modifier is cumulative until he succeeds, then the miracle immediately ends,
regardless of any remaining duration. For example, if Father Harding is trying to hit a
particularly nimble walkin dead with his Peacemaker, each time he misses, he gets a +1 to
his next attack roll. So, should he miss three times in a row, his fourth shot gains a +3 bonus.
Once he does hit the confounded thing, however, the miracle ends.
The miracle can target only one specific activity and associated ability or skill check. If your
blessed changes tactics and tries a different method, the miracle immediately ends and he
loses any bonuses. In the example above, should the hero decide to give up on his
marksmanship and beat the zombie with a stick, perseverance ends.
This miracle cannot be used with skills or ability checks that do not allow rerolls for obvious
reasons, nor can the blessed take 10 or 20 while using perseverance.
Shadow Man
School: Illusion (Glamer) Level: Huckster 1
Components: S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
Shadow man creates a pocket of shadow around the huckster. It doesnt actually make him
invisible, but it does give a hefty circumstance bonus to his Stealth rolls. Your hero must still
attempt to move stealthily. Nothing stands out quite like a pocket of shadow moving across
Main Street at High Noon! Such actions negate the bonus from shadow man.
The exact bonus is +1 per huckster level. This bonus stacks with other circumstance bonuses
for lightingor lack thereof.

Shadow Walk
School: Transmutation Level: Huckster 2
Components: S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: Instantaneous
Saving Throw: None Spell Resistance: No
Note that this hex is not the same as the 7th level sorcerer/wizard spell shadow walk. That
spell isnt available in the weird west.
Your huckster can use shadow walk to step into one shadow and emerge from another. The
shadow she enters and the one from which she leaves must both be large enough to engulf
her entire body. Your Marshal has final call on what works and what just makes your
cardslinger look silly.
The maximum distance your huckster can walk is determined by her level, as shown on the
following table. Regardless of level, she must be able to see the shadow from which she
wants to emerge.
Level Distance Traveled
1 5 feet
2 15 feet
3 30 feet
Level Distance Traveled
4 60 feet
5 150 feet
6 300 feet
7 600 feet
8 1 mile
9 Unlimited (line of sight)

Soul Blast
School: Evocation Level: Huckster 1
Components: S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None Spell Resistance: Yes
The hucksters best friend is soul blast. When cast, one or more near-invisible streams of
ghostly white energy race from the hucksters hand toward his targets and slams into them
like ethereal bullets. Unlike bullets, however, soul blast works only on living targets. It has no
effect on undead abominations.
Using soul blast first requires a Spellcraft roll. If successful, use the same die roll to see if the
huckster succeeds at a ranged touch attack on each target. He gets one soul blast at 1 st
level, two at 4th level, three at 8th level, and the maximum of four at 11th level and higher.
The soul blast does 1d10 damage +1 per huckster level in damage. Soul blast can score a
critical hit and has a threat score of 20. Your huckster can choose soul blast for the Weapon
Focus feat, giving him a +1 to hit on the ranged touch attack. He may also choose Improved
Critical once he has met the minimum requirements for that feat.

Texas Twister
Type: Conjuration (Creation) Level: Huckster 3
Components: S
Casting Time: 1 round
Range: Medium (100 + 10 ft./level)
Area: Cylinder (30 ft. radius, up to 300 ft.high)
Duration: Concentration
Saving Throw: Fortitude partial Spell Resistance: No
This impressive hex conjures up a minor whirlwind. Its exact effects depend on whether your
huckster whips it up outside or within a building, mine shaft, or other confined space.
In the great outdoors, a Texas twister kicks up dirt and sand, potentially blinding everyone
within its area of effect. Those inside the twisters impact area must make Fortitude saves
each round to do anything besides take move-equivalent or simple actions. Once victims
leave the area of the twister , theyre free to act normally. However, due to the dust and high
winds, any ranged attacks that cross the twisters area of effect suffer a 4 circumstance
penalty.
Indoors, the twister is limited to tossing about papers and the like. All creatures within the area
must make a Fortitude save as above. Those who fail suffer a 4 circumstance penalty to all
skill checks, ability rolls, and attack rolls. As before, moving out of the area removes the
penalty, but any ranged attack into it receive a 2 circumstance penalty due to the winds and
debris.
Your huckster must keep the twister in sight to maintain the hex, but she can move it in any
direction she likes as a simple action. The twister has a base speed of 60 ft. per round.

Tinhorn Shuffle
Type: Evocation Level: Huckster 0
Components: S
Casting Time: 1 standard action
Range: 25 ft.
Area: Circular area with a radius of 25 ft.
Duration: 1 round
Saving Throw: None Spell Resistance: No
For this minor magic to be effective, your huckster must have a deck of cards handy. When he
casts tinhorn shuffle, the spell causes the deck to spray from his hand into the air, as if hed
just executed one of the worst shuffles in the history of poker. The cards erupt upwards in a
near-mesmerizing blast of color and motion, drawing the attention of everyone within 25 feet.
The spell makes the explosion even more eye-catching than normal, wafting the cards about
on air currents for a moment before dropping them to the ground.
The effect of this swirl of cardboard and colorother than making the caster look like a total
rubeis to give a +4 circumstance bonus to all Sleight of Hand checks made in that round.
The spell may also provide the necessary distraction for other subversive activities, including
evading an attacker who has gotten the drop on the hero or one of his friends.
Trinkets
Type: Conjuration Level: Huckster 1
Components: S
Casting Time: 1 standard action
Range: Touch
Effect: Creates a small item for a limited time
Duration: 1 round/level
Saving Throw: None Spell Resistance: No
Whether your huckster is cheating at cards or finds herself without a weapon at an
inopportune time, trinkets is the hex to know. This hex lets your hero reach into a pocket,
pouch, or bag of some sort and pull forth a minor mundane object. The object available
depends on the result of your hucksters Spellcraft check as shown on the table below. Money
can be conjured with this hex, but like anything created by trinkets, it lasts only a short time. If
your hero chooses to create a firearm, the weapon is fully loaded when conjured, but no extra
rounds are created.
If your cardslinger wants to create a unique or special item, such as a key to open a particular
lock, your Marshal may assign additional circumstance modifiers to the DC necessary to
conjure itfor example, a specific key might require a DC 38. Under no circumstances can
trinkets create a magical item or alchemical concoction. Truly complex technological
creations, such as a mad science gizmo, are likewise beyond the capacity of this hex.

Table: Trinkets
DC Possible Item
18 Match, penny
22 Scarf, random playing card, nickel
26 Derringer, knife, two bits (25)
34 Pistol, $5 coin, specific playing card
Chapter 4: Additional Rules

Duels
A tumbleweed blows across an otherwise empty street between two hardened gunslingers.
The clock tower ticks away the seconds until High Noon. Death takes the slower hand. The
duel is as much a part of the West as sand in your boots or the sound of railroad spikes being
hammered into dry, hard ground. Its the bread and butter of the gunslingerat least in the
dime novelsbut the truth is, your hero may never be closer to Boot Hill than when hes
staring down his opponent, ready to draw his smokewagon.
In normal combats, folks are running all over creation, emptying their hoglegs and longarms
at anything with teeth, feet, or claws. In dust-ups like that, its strictly a matter of surviving by
any means necessary.
A duel is an entirely different matter. Its as much a battle of willpower, guts, and style as one
of flying lead. Of course, being the last one standing is still the top priority, but the hombres
reputation is also at stake.
Most duels in the Weird West involve two gunfighters squaring off with pistols. However,
theres nothing that says a duel is limited to six-guns. A knife-fight is also a duel, or maybe
one duelist is packing a flamethrower and the other a Gatling pistol! There might even be
three or more folks in the shootout. All it takes is two or more folks standing stock still in plain
sight to make a duel.

Im Callin You Out!


Any character can challenge another to a duel, but the other cowpoke must accept the
challenge. If he declines, no duel occurs. Any character who refuses a duel suffers a 2
morale penalty to all Charisma-based ability and skill checks, as well as attack rolls and
saving throws for one day plus an additional number of days equal to the challengers
Charisma modifier (if positive). In the West, an hombres reputation is one of his most
important possessions. Nobody wants to be called a yellow-bellied sidewinding polecat. Once
the challenge has been issued, and accepted, the rules, if any, are settled upon.
The rules for a duel are usually quite simple, but might vary if all of the participants are of a
particular class or if all of the participants agree on specific restrictions or guidelines. Such
discussions typically happen before the duel, allowing both sides to properly prepare, but as
with all elements of a duel, this is not always the case. Most duels utilize the following simple
rules.
Each participant must fight alone and can receive no help from outside sources. If the
duel consists of more than one participant on a side, those fighting alongside one
another are free to aid each other.
The types of weapons that can be used in the duel are agreed upon before the duel
begins. The rules of a duel may require all duel participants to use the same weapon.
Absent any such rules, any type of weapon is permissible.
The duel usually lasts until one of the combatants has been knocked unconscious or
otherwise prevented from continuing. Some duels go to the death and are only ended
when one duelist resembles a block of Swiss cheese. Other duels last until first blood,
first strike, or a number of successful attacks. These latter types of duels are usually
intended to settle disputes where a someones death is not the required end result.

The Duel
At the beginning of each round, the participants check the status of the duel (the GM may
want to mark the beginning of each round in some way during initiative tracking as a reminder
to check this status). So long as all participants agree to continue dueling, the duel goes on. If
any one of the participants withdraws from the duel, the duel immediately ends for all
participants, even those who would see it continue. The participant or side that ended the
duel is considered the loser of the duel, and a coward just as if hed refused the duel in the
first place. The duels remaining participants can, among themselves, agree to resume the
duel, but this is considered a separate duel from the previous one and does not involve those
who withdrew from the duel.
Duels can be broken down into three steps: the stare down, the draw, and the actual
shootout.

The Stare Down


No showdown starts without a test of wills. The duelists stand and stare at each other, trying
to frighten, distract, or otherwise unnerve their opponent. This is a special opposed Will
check. The loser of the contest suffers a morale penalty to his upcoming initiative roll equal to
the amount by which he lost the opposed roll. Alternatively a character may substitute a Bluff,
Intimidate, or Sense Motive check in place of the standard will check. The check used is
decided by the individual participant and is reflective of their approach to the duel.

The Draw
Once all the squinting and flinching is done, its time to draw. Each gunfighter makes an
Initiative check. A character with the quick draw feat adds +4 to his roll. Improved initiative
and level-headed may also be used.

The Shootout
Each participant in a duel can act normally on his turn, but his actions must target or affect
either himself or one of the other duel participants (either an ally or an opponent). For
example, a blessed might make an attack with his peacemaker against anyone participating
in the duel, or he might cast a spell on a wounded ally also involved in the duel, but he could
not attack anyone other than a participant. Similarly a dueling huckster could not
cast haste on allies outside the duel while excluding himself, but he could cast it on his allies if
he was among the targets.
In addition to his normal actions, each participant in a duel may use one of a number of
special immediate actions, available only to characters participating in a duel. They may take
dueling dodges, dueling parries, or dueling resolve actions, each of which is described below.

Dueling Dodge
Each participant in a duel can take a special action called a dueling dodge. This special
maneuver gives a duelist a temporary bonus to his AC and on Reflex saves, but leaves him
vulnerable to other attacks until the start of his next turn.
Whenever a character participating in a duel is the target of a melee attack, a ranged attack, a
supernatural ability, or a spell or spell-like ability from another participant of the duel, he can
declare that he is making a dueling dodge as an immediate action. This grants him a
+4circumstance bonus to his AC and on any Reflex saving throws he must make as a result
of the attack. This bonus only applies until the attack that triggered the immediate action is
resolved. If the attacker can make more than one such attack, all subsequent attacks are
resolved as normal. This immediate action must be declared before the attack is resolved. If
the attack does not require an attack roll or a Reflex saving throw, the immediate action is still
spent, but with no effect.
Once the attack is resolved, the creature that attempted a dueling dodge takes a 2 penalty to
his AC and on all Reflex saving throws until the start of his next turn (even if the duel ends).

Dueling Parry
Each participant in a duel can take a special action called a dueling parry. This special action
allows the duelist to deflect a blow from a melee or ranged attack directed at her. A dueling
parry cannot deflect spell or firearm ranged attacks.
Whenever a character participating in a duel is the target of a melee or ranged attack from
another participant of the duel, she can declare that she is attempting to parry the attack as
an immediate action. She must then make an attack roll with whatever weapon she is
currently wielding, using her full base attack bonus but with a 5 penalty. If this attack roll is
equal to or greater than the attack roll being made against her, she parries the attack and it is
considered a miss. If the duelist attempting the parry is unarmed, she takes a further 2 on
the attempt. If the duelist possesses the parry class feature, she can attempt this dueling
parry once per round without spending an immediate action if she is using her parry class
feature.
This dueling parry only applies to one attack. Other attacks made by the same attacker are
resolved normally. If the attack is a hit and a critical threat, but would be parried by the duelist,
it is still a hit, but no confirmation roll is made and damage is rolled normally.

Dueling Resolve
Once per duel, a character can use a special action called dueling resolve. This special action
allows a duelist to keep on fighting despite a crippling spell or terrible injury.
Whenever a character participating in a duel fails a Fortitude or Will saving throw, or is
reduced to fewer than 0 hit points, he can use dueling resolve as an immediate action. If he
failed a Fortitude or Will saving throw, he can attempt another saving throw, using the same
bonus. If this second saving throw is a success, the spell or effect prompting the saving throw
does not take effect until the end of his next turn (even though its duration begins
immediately). If he is reduced to fewer than 0 hit points (but not slain), he does not
fall unconscious or gain the staggered condition, and can act normally until the end of his next
turn, at which point he becomes staggered or unconscious based on his current hit points.
If, by the end of the characters next turn, the spell or effect ends or he is brought to above 0
hit points, he is fatigued, but otherwise suffers no ill effect. A character can only use this ability
once per duel.
Hindrances
Hindrances are an optional rule that allows players to select disadvantages that negatively
affect their character in some way, but give him other advantages in stats, skills, or Feats.
Characters in the weird West may take up to two Hindrances. The most common Hindrances
are listed below. Each Hindrance allows you to make one of the following modifications during
character creation:
The player may designate two skills that are not class skills to become class skills.
The character may raise any attribute by one point.
The character may select two additional traits
The character gets one bonus feat.

All Thumbs
Your character is not very mechanically inclined. Anything more complicated than a pistol
poses problems for you. Your character suffers 2 to hit with any weapon more complicated
than a normal revolver. You also have a 5 to any check made to construct, adjust, or fix a
mechanical device.

Bad Ears
Maybe your hero was too close to the artillery during the war, or maybe a high fever burnt out
his hearing as a child. For whatever reason, you dont hear well and suffer a 5 penalty to all
Perception checks involving hearing.

Bad Eyes
Your eyes have started to go south. Or maybe you just saw one too many horrors and your
brain is shutting them down before any more show up. Either way, you can hardly see a
charging elephant. You suffer a -5 penalty to all Perception checks involving sight A character
with glasses or other correctives cant take this Hindrance. This is only for those unfortunates
who are more or less permanently without clear vision.

Bad Luck
Lady Luck doesnt ride with you. You only receive a fate chip every other level

Big Mouth
You always run your trap and seldom know when to stay quiet. You may be fidgety or just a
braggart, but in any case its not good. You suffer a 2 to all Wisdom checks and 2 to
Diplomacy checks.

Cautious
You like to think things through and know the story before you jump in. Thats good when
youre planning strategies, but not so good when the lead starts flying. Your constant
hesitancy costs you a permanent 2 Initiative penalty.
Clueless
You are generally oblivious to whats going on around you, and so suffer a 2 to all perception
checks.

Enemy
Someone really has it in for you. These folks show up on occasion to make your life Hell. If
they catch you, youd best make sure youre armed. These folks know your heros tricks, so
he suffers a 10 circumstance penalty to Bluff and Diplomacy checks when dealing with them.

Foreigner
You aint from these parts. You are from a foreign country (or culture) and most folks find
some of your habits and customs odd. They figure youre in America now so you better act
like one. Your hero suffer a 2 penalty to all Charisma-based checks when dealing with
anyone not from his own culture.

Geezer
Your cowpoke is old as dirt. Hes over 50 and showing it. As per the rules for age from the
Core Rulebook, your hero loses 2 points of his Strength, Constitution, and Dexterity, but adds
+1 to his Intelligence, Wisdom, and Charisma.

Heavy Sleeper
When they said sleeping like a log, it was you they were talking about. You sleep through
most anything, even gunshots and thunderstorms. You suffer a penalty to wake up every day
from a sound sleep, and must make a DC 15 Fort save to awaken from even loud noises.
You also snore like a drunken pig. This sometimes attracts unwanted nocturnal visitors to
your camp. Even worse, your tortured snorting ruins the sleep of anyone in earshot trying to
get some shuteye. The victims of your snores cannot recover spell points, and halve hit point
recovery during the period due to their restlessness. Have fun dealing with your trail-mates,
amigo.

High Falutin
You like all the comforts of good living clean rooms, silk sheets, imported drinks, and so on.
You enjoy these comforts and try to maintain a certain standard for your self, even while in the
field. This means large tents with furniture instead of bedrolls, possibly a servant or two, and
generally being a pain in the tuckas when traveling.
This Hindrance only means something if your Marshal keeps a real economy in his game. If
room and board are $.50, but every other adventure lands you a couple of grand, it wont
have much effect.

Illiterate
You have little or no formal education, and were never taught to read or write.
Lame
You might have a war injury that never healed properly, been born with one leg longer than
the other, or otherwise become partially crippled. Your Move rate is 30 instead of the usual
40.

Lyin Eyes
Youre one of those folks who has trouble telling lies. You dont keep a straight face and
always give signs that betray you. You suffer a
5 penalty to all Bluff and Gambling checks.
Any time you tell a lie it triggers an opposed
Sense Motive check.

Old Ways Vow


This Hindrance is usually only for Indians. It
means youve sworn off all technology that
cannot be made by you or your tribe. Shamans
who violate the vow cannot cast spells until
they somehow atone to the spirits. Braves dont
receive any beneficial spells cast on them until
they atone for forsaking the Old Ways.

Pacifist
You detest capital punishment and feel there
are always alternatives. You realize a swift kick
in the pants or a punch is needed sometimes,
but try to use all methods available to achieve
your goal without resorting to deadly force.

Poverty
Youre poorer than the proverbial Church
mouse. You might be a poor monk or a drunk
on the streets, but either way, youre flat busted
all the time. You start with one-quarter the usual
starting cash. In addition, your hero can only own the clothes he wears when the adventure
begins and ends, plus a few battered necessities such as a canteen, blanket, walking stick,
one weapon, and one reload of ammo. Anything more is somehow squandered, lost, or ruined
for lack of upkeep. Relics and other magical objects are an exception. Even a fool like your
hero hangs onto such precious possessions.

Squeaky
You have a voice that just gets to people. Your voice might be high and shrill, or it might
constantly crack when you talk. You receive a 5 penalty on any Charisma based checks or
skills that require you to talk or sing.
Squeamish
You have a weak stomach when it comes to dealing with blood and gore, be it from man or
beast. If you see a grisly sight you must make a DC 15 Fort save or become nauseous for
1d20 rounds.

Ugly as Sin
Your hero wont win any beauty contests. Or maybe its just his dull personality and constant
frown. Either way, his Charisma is lowered by 2. No character with a 14 or higher Charisma
score can take this hindrance.

Yeller
You are a coward, whether you want to be or not. When the action gets deadly, you get
scared. You suffer a 2 on all Fear-based checks including saves. Your hero wont usually go
wading into danger without a gun to his head either.

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