TECHNOLOGY
Innovations of the Inner Sea
In the year 4734 AR clockwork technology has spread from the remote nation of Alkenstar in the continent of Garund all the way into the Inner Sea. Clockwork proliferation began as weapons development ramped up in Cheliax at the onset of the Second Chelish Civil War thanks to theft of schematics from Alkenstar and research into Jistkan clockwork technology in ruins around Cheliax.
The Aspis Consortium monetized the Chelish war effort in 4712 when they secured an exclusive contract with Alkenstar gunsmiths to export firearm technology across the Inner Sea.

GUNS EVERYWHERE
Due to the proliferation of firearms these weapons have become refined and are far more commonplace throughout the Inner Sea region.
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Early firearms are seen as antiques, and advanced firearms are widespread. All firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in Ultimate Equipment.
The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
CLOCKWORK AUTOMATONS
With the proliferation of firearms also came the proliferation of clockwork technology. The cost to create clockwork constructs with the Craft Construct feat are reduced by 50%. Additionally, the Steam Powered Clockwork template is commonplace and such volatile war-machines are frequently seen in the employ of both national armies and personal militias.
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Standard clockwork laborers, also known simply as "automatons" are available for purchase in most major cities for 100gp. These simple constructs have the following statistics:
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Automaton CR 1/2
XP 200
N Medium construct (clockwork)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 12, touch 12, flat-footed 10 (+2 dodge)
hp 5 (1d10)
Fort +0, Ref +2, Will +0
Immune construct traits
Weaknesses vulnerability to electricity
Offense
Speed 30 ft.
Melee slam +2 (1d4+1)
Statistics
Str 12, Dex 10, Con —, Int —, Wis 10, Cha 1
Base Atk +1; CMB +2; CMD 14
Feats Improved Initiative[B], Lightning Reflexes[B]
SQ cheap construction, swift reactions, winding
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Cheap Construction (Ex): An automaton is made with the cheapest possible materials. As such it loses the bonus construct HP based on its size.
ADVANCED MEDICINE
As the Second Chelish Civil War raged on a lack of magical healing resources pushed advances in traditional, mundane medicinal practices. As such, non-magical healing is more reliable and faster than ever.
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When you use a Healer's Kit (Ultimate Equipment) to treat deadly wounds and succeed on your Heal check you may restore 1d8 points of damage to the injured target.
You may treat a specific target once per day plus 1 additional time per day for every 3 ranks of Heal you possess, restoring 1d8 points of damage each time. Alternatively, you may combine multiple uses of the skill into a single use of a Healer's Kit to restore cumulative damage.
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A single treatment of deadly wounds in this manner requires 1 hour of work. Any interruption causes the check to fail and takes 1 use of the Healer's Kit.
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Note: If you beat the DC to treat deadly wounds by 5 or more you add your Wisdom modifier to each die of healing your target receives.
SHORT REST
When a party is in the midst of an important challenge and cannot afford the time to properly rest and dress their wounds, it may become important to stop and regroup just long enough to keep on fighting. A short rest is differentiated from a full-night's sleep (also known as a long rest) by not replenishing as many resources and often only granting temporary relief. To take a short rest characters may stop to rest for 1 hour. A short rest is interrupted by any strenuous activity (such as fighting, traveling, or crafting). If a character is interrupted while taking a short rest the time spent resting is wasted and they must start over again to gain any benefit. A character may only take one short rest per day.
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After a short rest, characters gain a number of temporary hit points equal to 25% of their maximum hit point total (rounded down), plus 1 additional temporary hit point per point of base attack bonus the character possesses. These temporary hit points represent a second wind and cannot exceed a character's maximum hit points. Temporary hit points gained from a short rest are lost the next time the character would normally rest for 8 hours.
Additionally, spellcasters regain a number of spell levels worth of expended spell slots (or spells per day for a spontaneous spellcaster) equal to their primary ability score modifier for their spellcasting class (Intelligence for Wizards, Charisma for sorcerers, etc). For example, a wizard with an Intelligence modifier of +4 may regain up to 4 levels worth of spells. This could be four 1st-level spells, two 2nd-level, one 4th, or whatever combination they prefer. Prepared spellcasters may choose different spells than the ones they originally prepared to fill these regained spell slots.