Approved content

===Archetypes, Class Options and Prestige Classes:===
*Fixing the Drake Companion Archetypes
*Other class options can be found here.
===Spells:===
*All first and third party spells on PFSRD (Not alternate spells or casting styles)
*Awaken undead 
*occult rituals 
===Feats:===
*House_Feats .
=== Traits: ===
* Technologist
**Category: Region
**Requirements: Technological Kingdom (Abergian Federation, Landagamma) Being born in this kingdom has resulted in endless exposure to technology and development of awareness in the field. You gain Technologist as a bonus feat
===Items:===
*Primal Iron 
*Mithral Celestial 
*Vampire Hunting Kits no longer contain Masterwork Stakes
===Books: ===
*Legendary Gunslingers (Technological Shootist still starts with start play with the black powder blunderbuss, pistol, or rifle.)
**Targeting Shot
***Arms: On a hit and a failed reflex save, the target drops one carried item of the legendary gunslinger’s 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 and a failed fortitude save, the target is also confused for 1 round. This is a mind-affecting effect. 
***Legs: On a hit, the target is knocked prone and a failed reflex save. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
**Expanded Targeting:
***Ears: On a hit and a failed fortitude save, the target is deafened for 1 minute.
***Eyes: On a hit and a failed fortitude save, the target takes treats all creatures as though they had concealment for 1 round.
***Throat: On a hit and a failed fortitude save, the target is unable to breathe for 1 minute or until they receive 1 or more points of magical healing or regeneration.
*Modern firearms (x10 price) 
**Metal Cartridges count as if they were a bullet for the purposes of crafting ammunition with Gunsmithing.
*Technological Weapons: The majority of technological weapons are ranged weapons, although some high-tech melee weapons can be found in dungeons as well.
*Technological Armor: Technological armor works in a similar manner to standard armor, but often requires a power source to fully function.
*Pharmaceuticals: Pharmaceuticals include drugs, poisons, and medicines. They can be ingested or injected, and generally have relatively minor or temporary effects.
*Cybertech: Cybertech is a form of technology that must be implanted in a body before it can function. Cybertech typically augments a character’s abilities and statistics.
*Technological Gear: This catchall category includes a wide range of devices, from relatively minor gizmos like zipsticks to technological wonders like clonepods.
*More cyber tech 
*Arms and Equipment Guide
*stronghold builder guide (Ignore Part 3: Buildings In The Kingdom, starting on page 22 and ends on page 23)
*Trade Routes Expanded Caravan Sourcebook
*Ultimate Factions
*Technological Companions and Vehicles
Category:Rules