PureSteam-CoreRulebook-Erratav1.7

PURE STEAM
TM
CAMPAIGN SETTING
CORE RULEBOOK
FIRST PRINTING
Errata Update 1.7 — Release Date: 10/2015
UPDATES
•
class chart. In the last sentence of the first paragraph,
change each instance of “volcanic” to “vulcanized.”
In the last sentence of the second paragraph, change
“Wis” to “Wisdom.”
Throughout — All instances of “Mezoquan” changed to
“Mezoqua.”
Page 34 — The Vile Rhetoric chaplain class feature
should read:
Vile Rhetoric (Su): Starting at 1st level, whenever a
chaplain of the Gatekeepers casts a spell or uses an ability that
produces a compulsion or fear effect, or casts an organization
spell, the saving throw DC of that spell or ability increases by 1.
•
•
•
•
If a gearhead passes a contraption to an ally, or otherwise
loses a contraption, that contraption continues to occupy one
of the gearhead’s daily contraption slots for that contraption
level until he performs his daily maintenance period after 8
hours of rest.
Page 34 — The first sentence of the Looming Recitation
chaplain class feature should read, “Looming Recitation
(Su): Starting at 4th level, ...” to match the chaplain’s class
chart.
•
Page 34-35 — The first sentence of the Esoteric Curse
chaplain class feature should read, “Esoteric Curse (Sp):
By 8th level, ...” to match the chaplain’s class chart. In the
last sentence, change the instance of “11th level” to “12th
level” and the instance of “19th level” to “20th level.”
•
Page 35 — The first sentence of the Spiritual Healing class
feature should read, “Spiritual Healing (Su): Starting at
4th level, ...” to match the chaplain’s class chart.
•
Page 36 — The first sentence of the Trefoil Panacea class
feature should read, “Trefoil Panacea (Su): Starting at
8th level, ...” to match the chaplain’s class chart.
•
Page 36-37 — The first sentence of the Eidetic
Memory class feature should read, “Eidetic Memory
(Ex): Starting at 4th level, ...” to match the chaplain’s
Page 39 — In the fifth paragraph of the gearhead’s
Contraptions class feature, replace the third sentence with
the following:
Page 40 — After the second sentence of the last paragraph
of the Contraptions class feature, add the following
sentence:
A gearhead may construct, salvage, or repair a single
contraption any time after this daily maintenance period in a
quarter of the time (15 minutes), any number of times per day.
•
Page 42 — Replace the second and third sentences of the
Swift Engineering class feature with:
The time required for a gearhead to craft, salvage, or
repair a mundane or technological item is reduced by half
(when determining progress, treat the item’s market value
as 50% less than normal). A gearhead’s daily maintenance
period now only requires 30 minutes of work, and
constructing, salvaging, or repairing a single contraption
outside of this period now only requires 5 minutes of work.
1
•
level activation charge at 20th level for 60 points of electrcity
damage. For example, absorbing 10-19 points of electricity
damage refreshes a 1st-level activation charge; 20-29 points
of electricity damage refreshes a 2nd-level or below activation
charge, etc.”
Page 42 — In the Simplified Contraption innovation class
feature, replace the second sentence with the following:
The DC to activate a simplified contraption is
reduced by 4, and they can now be activated with either an
Intelligence check or a Knowledge (engineering) check.
•
Page 42 — In the Miniturized Contraption innovation class
feature, remove the last sentence that reads, “A gearhead
must be at least 10th level before selecting this innovation.”
•
Page 43 — Replace the second and third sentences of the
Instant Engineering class feature with:
The time required for a gearhead to craft, salvage, or repair
a mundane or technological item is reduced by three-fourths
(when determining progress, treat the item’s market value as
75% less than normal). A gearhead’s daily maintenance period
now only requires 15 minutes of work, and constructing,
salvaging, or repairing a single contraption outside of this
period now only requires 1 minute of work.
•
Page 43 — On the 1st Level Gearhead Effect Schematics
list, remove the “tracker” schematic.
•
Page 45 — The first sentence of the Livewire gearhead
class feature should read, “Livewire (Ex): Starting at 1st
level, whenever...”
•
•
Page 45 — The first sentence of the Fundamentals class
feature should read, “Fundamentals (Ex): Starting at
1st level, anytime the gearhead...” The third sentence
should read, “At 3rd level, whenever the gearhead
applies a calibration feat to a contraption, increase the
contraption’s saving throw DC by +1.”
•
Page 61 — In the first paragraph beneath the ‘Calibration Feats’
header, after the last sentence, add the following sentence:
A constructor can’t apply the same calibration feat more
than once to a single contraption.
•
Page 61 — Under the ‘Calibration Feats’ header,
in the last paragraph of the ‘During Activation:’
entry, remove the last sentence that reads, “After
a spontaneously calibrated contraption has been
activated, it gains the broken condition and it cannot
be modified by a calibration feat again until it has
received maintenance.”
•
Page 66 — Under the ‘Firearms in Pure Steam’
header, replace the third and fourth sentences with,
“Early firearms and their ammunition cost 25% of
the amounts listed in Pathfinder RPG: Ultimate
Combat. Advanced firearms and their ammunition,
however, are slightly less common, costing 75% of the
amounts listed in Pathfinder RPG: Ultimate Combat
to purchase or craft.”
•
Page 71 — In the second paragraph of the Pneumatic
Bowgun, Light entry, in the fifth sentence, replace the
word “heavy” with the word “light” so that the sentence
reads, “You can shoot a light pneumatic bowgun with
each hand, but you take a penalty on attack rolls as if
attacking with two light weapons.”
•
Page 87 — In the first paragraph of the ‘Constructing a
Contraption’ section, after the second sentence, add the
following sentence:
Page 45 — Replace the Electrical Diffusion gearhead
class feature with the following:
Electrical Diffusion (Ex): Starting at 1st level, a gearhead’s
contraptions absorb and diffuse electrical energy throughout
the gearhead’s power source. Anytime the gearhead would take
electricity damage (after a saving throw), the gearhead harmlessly
absorbs a number of points of that electricity damage equal to 3 x
his gearhead level before the remaining damage is subject to the
gearhead’s resistances or vulnerabilities, and then applied to his
hit points or his equipment. The gearhead suffers no ill side-effects
from an electricity attack that deals 0 points of electrcity damage.
Once per day, when this absorption alone would reduce
the electricity damage from an attack to 0 points, the gearhead
may channel that electricity into his power source to regain one
of his expended contraption activation charges. If the gearhead
absorbed at least 10 points of electricity damage from the attack,
he may regain one expended 1st-level activation charge. For every
10 additional points of electricity damage absorbed thereafter (or
fraction thereof), the maximum activation charge level for which
the gearhead may regain increases by 1, up to the maximum
contraption level that he knows for his gearhead level, or a 6th-
A constructor may construct, salvage, or repair a single
contraption any time after this daily maintenance period in a
quarter of the time (15 minutes), any number of times per day.
2
•
•
•
Page 90 — In the Burst target schematic, the Augment I
entry should read, “Augment I: The contraption affects
everything in a 20-foot-radius burst. Its range increases
to medium (100 ft. + 10 ft./level). Augmenting this
target schematic increases its minimum contraption level
requirement to 3.” The Augment II entry should read,
“Augment II: The contraption affects everything in a
40-foot-radius burst. Its range increases to long (400 ft. +
40 ft./level). Augmenting this target schematic increases
its minimum contraption level requirement to 5.”
Page 90 — In the Line target schematic, the Augment
I entry should read, “Augment I: The range increases
to 60 feet. Augmenting this target schematic increases
its minimum contraption level requirement to 2.” The
Augment II entry should read, “Augment II: The range
increases to 60 feet. Augmenting this target schematic
increases its minimum contraption level requirement to 3.”
Expanded Chamber: A firearm with an expanded
chamber has either a much larger than normal chamber for
black powder (for early firearms), allowing the weapon to
use 2 doses of powder with each shot, or chambers a larger
caliber round (for advanced firearms). This special ability
grants a +1 bonus on damage rolls for early one-handed
firearms, or a +2 bonus for advanced firearms or early twohanded firearms. However, when an early firearm misfires,
it causes a flashburn. This is the same as the weapon
exploding (dealing damage from a corner of the shooter’s
square), except the weapon is not automatically destroyed.
If a broken early firearm misfires, it is destroyed as normal.
Science simple combustion; EL 2nd; Construction
Craft Technological Arms and Armor; Requirement
Gunsmithing feat; Price +$600
•
Page 94 — Delete the second instance of the “Corrosive
Acid” effect schematic.
•
Page 105 — In the first sentence of the last paragraph of
the ‘Magic Item Conversion’ section, replace “(see chapter
X: Science)” with “(see Science, pg. 85)”.
•
Page 108 — Replace the Expanded Capacity weapon
special ability with the following:
Page 110 — Replace the Rifled weapon special ability
with the following:
Rifled: This special ability can only be placed on early
firearms without the scatter property. Rifling cuts spiral
grooves into the gun’s barrel that spin a bullet as it leaves the
firearm, increasing accuracy and range. A rifled firearm has 10
range increments, instead of five.
Science simple relativity; EL 4th; Construction Craft
Technological Arms and Armor; Requirement Gunsmithing
feat; Price +1 bonus
Expanded Capacity: This special ability can only be
placed on firearms. This ability increases a firearm’s capacity
by 1, but also increases its misfire value by 1 and its weight by
+50% of its base. Depending on the firearm’s original design,
this increase in capacity may cause it to function differently. If
the firearm was originally a single-barreled or pepperbox-style
firearm, it gains an additional barrel, and it now functions like
a pepperbox firearm. If the firearm was originally a doublebarreled firearm, it gains an additional barrel and when it fires
multiple barrels at once, it must fire all of its barrels, taking a
cumulative −2 penalty to its attack roll for each barrel fired.
If the firearm has an internal magazine, like a revolver, the
firearm’s capacity simply increases, and its weight and misfire
chance remain unchanged. This special ability may be applied
to the same firearm multiple times (up to three times for
double-barreled firearms), but the misfire value never increases
beyond +1.
Science None; EL 2nd; Construction Craft Technological
Arms and Armor; Requirement Gunsmithing feat; Price +$750
•
Page 113 — In the Sextant Sight’s ‘Description’ entry, in
the first paragraph, the fifth sentence should read, “When he
does, he reduces any penalties to his attack roll due to range
or adverse weather conditions, such as severe wind, by half.”
•
Page 118 — Under the Gyrocopter’s ‘OFFENSE’ section,
replace the Maximum Speed and Acceleration values with,
“Maximum Speed 90 ft.; Acceleration 45 ft.”
•
Page 119 — Under the Gyrocopter’s ‘DESCRIPTION’
section, replace the Propulsion line with the following:
•
Page 119 — Under the Gyrocopter’s ‘DESCRIPTION’
section, replace the Driving Check line with, “Driving
Check Fly, or Knowledge (engineering) +10 to the DC”
Page 109 — Replace the Expanded Chamber weapon
special ability with the following:
•
Page 119 — Under the Gyrocycle’s ‘OFFENSE’ section,
replace the Maximum Speed and Acceleration values
with, “Maximum Speed 100 ft.; Acceleration 50 ft.”
•
Propulsion Gyro Engine (1 square of gyroscopic engine;
hardness 10, hp 25; extreme device); engine typically located
in the middle squares of the copter
3
•
Page 119 — Under the Gyrocycle’s ‘DESCRIPTION’
section, replace the Driving Check line with, “Driving
Check Acrobatics or Ride, or Knowledge (engineering)
+10 to the DC”
•
Page 189 — In the Summit City Sentinel’s stat block,
under the ‘OFFENSE’ section, the Melee entry should
read, “Melee 2 slams +22 (2d6+9 plus grab)” Under the
‘STATISTICS’ section, the Base Atk line should read,
“Base Atk +12; CMB +24 (+26 disarm or trip, +30
grapple); CMD 34 (36 vs. disarm)” The SQ line should
read, “SQ conductive (max 48 pts.), steam drive, sensory
array, latching grip”
•
Page 192 — Under the Step 2: Pick the Base Form header,
in the Caterpillar-Tread armature base form entry, the
Ability Scores entry should read, “Ability Scores Str 16,
Dex 12, Con --, Int --, Wis 10, Cha 1”
•
Page 199 — In the Trample armature construction, replace
the fourth sentence with, “Targets of a trample take an
amount of damage equal to the armature’s slam damage +
1-1/2 times its Strength modifier.”
•
Page 212 — In the first paragraph, in the second and
seventh sentences, change the Acrobatics checks needed
to operate the whirligig to Strength checks, and change
the DC required to operate the whirligig to DC 12 instead
of DC 15. In the fifth sentence, also change the whirligig
operator’s total ranged touch attack bonus with the
whirligig to read, “(equating to a –2 penalty)”, instead
of, “(–4 penalty)”. Added this for clarification. In the
eighth sentence, change the whirligig’s attack bonus
while uncontrolled to read “(whirligig’s attack bonus is
–4 while uncontrolled).”, instead of “whirligig’s attack
bonus is +0 while uncontrolled)”. Added this to make
the whirligig more effective while under the control of
the operator. In the eleventh (last) sentence, change the
sentence to read, “Lining up an attack against the chain
requires a full-round action and grants a +2 bonus to
ranged attack rolls and a +5 bonus to melee attack rolls.”
4
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