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1 PURE STEAM TM CAMPAIGN SETTING CORE RULEBOOK FIRST PRINTING Errata Update 1.7 — Release Date: 10/2015 UPDATES 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. 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 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.” Page 39 — In the fifth paragraph of the gearhead’s Contraptions class feature, replace the third sentence with the following: 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 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.

PURE STEAMTM CAMPAIGN SETTING CORE RULEBOOKpuresteamrpg.com/.../2014/09/PureSteam-CoreRulebook-Erratav1.7.pdf · 1 PURE STEAMTM CAMPAIGN SETTING CORE RULEBOOK FIRST PRINTING Errata

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Page 1: PURE STEAMTM CAMPAIGN SETTING CORE RULEBOOKpuresteamrpg.com/.../2014/09/PureSteam-CoreRulebook-Erratav1.7.pdf · 1 PURE STEAMTM CAMPAIGN SETTING CORE RULEBOOK FIRST PRINTING Errata

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PURE STEAMTM CAMPAIGN SETTING

CORE RULEBOOK

FIRST PRINTING

Errata Update 1.7 — Release Date: 10/2015

UPDATES• 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.

• 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

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.”

• Page 39 — In the fifth paragraph of the gearhead’s Contraptions class feature, replace the third sentence with the following:

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 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.

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• 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 — 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-

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 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:

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.

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• 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.”

• 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:

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 double-barreled 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 109 — Replace the Expanded Chamber weapon special ability with the following:

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 two-handed 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 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

• 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:

Propulsion Gyro Engine (1 square of gyroscopic engine; hardness 10, hp 25; extreme device); engine typically located in the middle squares of the copter

• 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 119 — Under the Gyrocycle’s ‘OFFENSE’ section, replace the Maximum Speed and Acceleration values with, “Maximum Speed 100 ft.; Acceleration 50 ft.”

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• 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.”

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors

Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and

Dave Arneson.

Pure Steam Campaign Setting. © 2012, ICOSA Entertainment, LLC; Authors: Adam

Crockett, Brennan Ashby, Davin Perry, and L. James Wright.

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Entertainment, LLC; Authors: Adam Crockett, Brennan Ashby, Davin Perry, and L.

James Wright.

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