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its acceleration by +5 feet. Applying an oil-burning steam engine component takes 1 days work and has a cost of $400. This modification replaces a motorcycle’s current engine component.

Overclocked Engine: A few mechanical tweaks and removed inhibitors unlocks a motorcycle’s engine’s full potential. This modification stacks with other engine components (but not with itself ). For a coal-burning steam engine, this modification increases the motorcycle’s maximum speed by +10 feet and its acceleration by +5 feet. For other engine components, this modification doubles the maximum speed and acceleration bonuses of those engine components. Applying an overclocked engine component takes 2d4 hours work and has a cost equal to 50% of the engine component’s cost.

Puncture-proof Tires: Innovations in polymer science and rubber tire designs give the motorcycle’s tires DR 5/ slashing (applies before hardness). Applying a puncture- proof tire component takes 1 hours work and has a cost of $200. This modification replaces a motorcycle’s current tire component.

Ramplate: Similar in structure and functionality as a locomotive’s cowcatcher, a ramplate allows a motorcycle to ignore the damage for the first square it enters of a solid object, and all squares for other objects and creatures, when making a ramming vehicle maneuver, and also increases the vehicle overrun damage by +2d8 points. Applying a ramplate component takes 1 hours work and has a cost of $50.

Sidecar: Attached to the side of the motorcycle, a sidecar offers additional cargo space or comfortable seating for one passenger, as well as granting that passenger partial cover. An attached sidecar increases a motorcycle’s Passenger capacity by 1 (passengers in the sidecar are not squeezing), increases the motorcycle’s Squares entry to 3 squares, and increases the motorcycle’s hit points by +50%. A motorcycle can only ever have one sidecar component, and cannot have both a sidecar and a siege weapon platform component at the same time. Applying a sidecar component takes 1 hours work and has a component cost equal to 50% of the motorcycle’s chassis component cost. A sidecar increases the component cost of any future chassis component modifications the motorcycle may receive by +50%. Siege Weapon Platform: Attached to the side of the motorcycle, a siege weapon platform offers considerable firepower in the form of a mounted cannon. An attached siege weapon platform increases the motorcycle’s Squares entry to 3 squares, and increases the motorcycle’s hit points by +50%. The motorcycle’s cannon has the following

statistics, but otherwise functions as a direct-fire siege engine (Pathfinder RPG: Ultimate Combat): 4d6 bludgeoning and piercing damage, x4 critical, 80 ft. range increment, misfire 1 (10 ft.), crew 1, aim 0, load 1, hardness 10, and 25 hit points. Cannon balls cost $10 each and weigh 6 lbs. The iron rider cannot load the cannon herself while driving the motorcycle, unless she has the Master Siege Engineer feat. A motorcycle can only ever have one siege weapon platform component, and cannot have both a sidecar and a siege weapon platform component at the same time. Applying a siege weapon platform component takes 1 hours work and has a component cost equal to 50% of the motorcycle’s chassis component’s cost, plus $2,000. A siege weapon platform increases the component cost of any future chassis component modifications the motorcycle may receive by +50%.

Special-Metal Chassis: A motorcycle’s chassis can be modified by other more rare metals than brass, iron, or tempered-steel, such as mithral or adamantine. A motorcycle modified with a special-metal chassis has an amount of hp equal to twice the hp-per-inch-of-thickness value of the material, has a hardness equal to the material’s hardness, and takes on characteristics of the material as if it were a suit of heavy armor made from the same material (such as the DR 3/- of adamantine). Applying a special- metal chassis component takes 1d3+1 days work and has a cost equal to twice the cost of a suit of light armor made from the same material. This modification replaces a motorcycle’s current chassis component.

Technological Device: An iron rider can incorporate revolutionary technological devices into her motorcycle to give it extraordinary capabilities. A motorcycle may have multiple technological device components, but is limited to following “body” slots: 2 body, sidecar (if available; excludes siege platform), and wheels. Additional technological device components beyond this limit must replace a current technological device component. Revolutionary technological devices typically need to be constructed specifically for the motorcycle in order to be a modification component. Applying a revolutionary technological device component takes 1d4 hours work and has a component cost equal to the cost of the revolutionary technological device, plus +20%.

Tempered-Steel Chassis: A rugged tempered-steel chassis, popular among combat-focused motorcycle designs, gives a motorcycle 50 hp and a hardness of 12. Applying a tempered-steel chassis component takes 1d3+1 days work and has a cost of $800. This modification replaces a motorcycle’s current chassis component.

Pistonhead (Ex): At 4th level, an iron rider gains the Expert Driver feat with her motorcycle as a bonus feat. If she already has the Expert Driver feat, she instead gains a combat feat as a bonus feat; this combat feat must have Mounted Combat as a prerequisite, and the iron rider must meet all other prerequisites as normal. Furthermore, when an iron rider performs a vehicle combat maneuver while riding her motorcycle, she does not provoke an attack of opportunity for doing so. Lastly, when an iron rider makes repairs to her motorcycle, she can do so in half the time. Alternatively, she can repair twice the normal amount of hit points with one normal day’s worth of work. This ability replaces expert trainer.

CHAPLAIN

West of the FSU, chaplains ply their talents as caregivers and orators in far less civilized environs. Chaplains in the Feral Expanse are few and far between, and all face the challenge of fulfilling the goals of their chapter with few or no official resources, and strained or broken communications. Chaplains can be transformative in these hardscrabble communities, but chaplains often face persecution for their heretical beliefs in the face of entrenched local religions. CHAPLAIN ORGANIZATIONS

Chaplains may forsake traditional organizations for the vows of a mendicant (provided they abide by the vow’s restrictions) or pledge themselves to the following traditional chaplain organizations.

MENDICANT (ORGANIZATION)

Many of the earliest Rauschites who ventured to Ullera and became the first chaplains were so awestruck by what they saw during their treks across the Feral Expanse that many of them vowed one day to return and live in those wilds, forsaking modern civilization for the raw beauty and freedom of a life on the range. Some of those early few never even made it to Ullera, finding instead a rustic paradise hidden away from the terrible concerns of nations and war. All these seekers and would-be chaplains of a different stripe kept their vows, however, and more—each throwing off the shackles of a life that no longer felt congruous to their own. Like-minded souls settled down, family-units were formed, and an unbroken tradition began in those days in the cloistered hills of the frontier. Today, these chaplains are known across the Disputed Lands as mendicants.

Mendicants do not form organizational ties in the same way that other chaplains do. Mendicants instead identify themselves by the strict vows they take as a result of their passed-down tradition, or as dictated by circumstance. Some mendicants take vows to increase their spiritual

strength, to elevate their clarity of thought or their purity of purpose so separated from the world they once knew. Other mendicants lament the Enlightened Age. They believe the world is always on the precipice of disaster, and so they take vows as penance for all sentient life. In so doing, all mendicants divulge themselves of the trappings of the “old world” not only in words but in deeds. They often find themselves at a crossroads, both figuratively and literally, working hard to teach, guide, and heal lost travelers who wander the badlands, but mendicants make vows of self discipline not the discipline of others.

Additional Spells Known: 1st—feather step, 2nd—campfire wall, 3rd—mass feather step, 4th—legend lore, 5th—commune with nature, 6th—find the path.

Class Skills: A mendicant chaplain adds Handle Animal, Knowledge (geography), Knowledge (nature), and Survival to her class skill list.

Mendicant Vows: A mendicant can hone her innate power by upholding the strict tenets of a mendicant vow. By adhering to his vow’s tenets and restrictions, a mendicant gains additional uses of her gravitas ability each day, as well special perks inherent to the vow.

If a mendicant knowingly or willingly violates the terms of her vow, she immediately loses all vow abilities and her ability to use her gravitas until she has redeemed herself with an atonement spell. After a mendicant has achieved redemption, the her gravitas ability returns (without the bonus uses from the vow), and she can decide whether to either recommit to her previously broken vow, swear to a new vow, or forsake mendicant philosophy altogether for a traditional chaplain organizational commitment (exchanging the mendicant’s additional spells known and additional class skills for the new chaplain organization’s). If she upholds the tenets of a particular vow for a full week, she gains the special abilities and additional uses of gravitas inherent to the vow, based on her chaplain class level. At 1st level, a mendicant chooses one vow from the following list:

VOW OF THE PURE

The mendicant who first sees to the supreme cleanliness of her person is not bothered by the more mundane nuisances of her existence.

Vow Restrictions: A mendicant undertaking this vow must wash routinely; at least once per day, or when her skin becomes overly soiled. She must change into fresh, clean clothes daily or shortly after her robes become dirty. Her appearance must be kept immaculate, including either neatly braiding or shaving off her hair (and, for male chaplains, maintaining a clean-shaven face). Her vow

forbids her from willingly touching the filthy, diseased, dead, or undead (though she may attempt to cleanse or heal those suffering from disease as long as there is no skin-to-skin contact). Using manufactured weapons to