Vadin
2007-07-20, 07:17 PM
Spell Gears
(My magitech/steampunk setting)
Character classes are:
Fighter (Fort is one good save, he picks the other and can trade out all but every third feat for sneak attack like a rogue)
Cleric (spell failure applies in heavy armor and spontaneous casting variant)
Barbarian
Spell point sorcerer (has access to druid, cleric, bard, and usual spells)
Wizard
Psion
General Meldshaper (Incarnate minus alignment abilities, a little extra essentia, melds from all the lists)
Rogue
Monk
D20 Modern classes
Strong Hero
Fast Hero
Tough Hero
Smart Hero
Dedicated Hero
Charismatic Hero
Shaper Mage (http://boards1.wizards.com/showthread.php?t=694863)(Before a lot of the changes were made, like the new elements)
Evolutionist (A class from these boards with some slight modifications)
Shaman
Inventor (http://boards1.wizards.com/showthread.php?t=297060)
Adventurer (http://boards1.wizards.com/showthread.php?t=691317) (Pre-determined multiclassing, ends up with 13 levels of class abilities from 2 classes, or 9 levels from 3 classes)
All classes may use PHBII options (except sorceror) when available and are free to use any and all racial substitution levels.
All classes receive a defense and reputation bonus, and armor provides ½ Armor bonus and ½ damage reduction as per the UA variant.
Multiclassing incurs a -2 penalty to defense, nothing else.
There are no action points.
Feats may be from D&D or D20 Modern (some are not allowed) and several others from WotC Online.
Races are used the way presented in my sig.
The setting has many magical elements, but also contains some of the more crazy things one can do with science fiction and a simple steam engine. Also, there are no computers, merely difference engines, powerful calculating machines not unlike relatively simple non-digital computers. Architecture is for the most part a fusion of the gothic style and the Victorian style.
Small devices that are fusion of simple magic and minor mechanics are prevalent (like telephones and horseless carriages) and many great behemoths that run on limitless steam engines (orb of create water at will and a ring of fireball at will) are also not too difficult to find if one knows where to look.
There’s a seedy technomage underbelly in addition to secret dark magics and insane mad scientists. Also, Luddites, people who want to do away with steam technology advancement, try their best to halt radical scientists at every turn and are often joined by witch hunters and the Arcane Puritans, who want none of this wood and iron in their ever perfect magical continuum.
Racial tensions have largely cooled, as the orcs were forced to become civilized when a disease almost wiped out their race and the only place of refuge was the sprawling metropolis of the gnomes, who quickly left the underground and moved to the surface world when they invented steam technology. The descendants of these orcs now most commonly serve as members of the Gnomish Guard and fight in large and powerful steamsuits, armor which multiplies their already prodigious strength by great amounts. The Dark Elves chose not to follow the gnomes they one preyed upon and instead remained underground, living their lives largely untouched by surface advancements. The High Elves, or the ‘plain’ elves, quickly assimilated new technologies into their magical lifestyles and revealed their cities in the trees, protecting them now with impressive force barriers aided and maintained by concentrated magitechnology when necessary. Humans and half-elves, adaptive creatures that they are, expanded upon the gnomes’ breakthrough in mechanics and the elves’ adaptation of that advancement to magic. They built larger and tougher cities than the other two and were quick to sell their advancements to the Halflings, who used the new developments to expand further underground, making large underground caverns much like the gnomes had done, but these caverns were only inches below the surface and easily accessed by all who wished to visit their great subsurface markets.
The adaptations of the many peoples to new technologies and their subsequent migrations created many old and abandoned areas. These ruins came to be inhabited by any number of beasts and have proved a ripe orchard of treasure for those adventurers willing to venture into the long abandoned tunnels and cities of gnomes. Some say that another race of gnomes still lives underground, jealous and angry at their brethren for refusing to share the secret of their technology until they had already grown more powerful than these ‘deepknomes’ could ever hope to be.
Just thought I'd share this with the people here. I've always liked Steampunk stuff and thought steampunk enthusiasts and haters might like to share their own Steampunk classes, items, mechs, and settings here.
(My magitech/steampunk setting)
Character classes are:
Fighter (Fort is one good save, he picks the other and can trade out all but every third feat for sneak attack like a rogue)
Cleric (spell failure applies in heavy armor and spontaneous casting variant)
Barbarian
Spell point sorcerer (has access to druid, cleric, bard, and usual spells)
Wizard
Psion
General Meldshaper (Incarnate minus alignment abilities, a little extra essentia, melds from all the lists)
Rogue
Monk
D20 Modern classes
Strong Hero
Fast Hero
Tough Hero
Smart Hero
Dedicated Hero
Charismatic Hero
Shaper Mage (http://boards1.wizards.com/showthread.php?t=694863)(Before a lot of the changes were made, like the new elements)
Evolutionist (A class from these boards with some slight modifications)
Shaman
Inventor (http://boards1.wizards.com/showthread.php?t=297060)
Adventurer (http://boards1.wizards.com/showthread.php?t=691317) (Pre-determined multiclassing, ends up with 13 levels of class abilities from 2 classes, or 9 levels from 3 classes)
All classes may use PHBII options (except sorceror) when available and are free to use any and all racial substitution levels.
All classes receive a defense and reputation bonus, and armor provides ½ Armor bonus and ½ damage reduction as per the UA variant.
Multiclassing incurs a -2 penalty to defense, nothing else.
There are no action points.
Feats may be from D&D or D20 Modern (some are not allowed) and several others from WotC Online.
Races are used the way presented in my sig.
The setting has many magical elements, but also contains some of the more crazy things one can do with science fiction and a simple steam engine. Also, there are no computers, merely difference engines, powerful calculating machines not unlike relatively simple non-digital computers. Architecture is for the most part a fusion of the gothic style and the Victorian style.
Small devices that are fusion of simple magic and minor mechanics are prevalent (like telephones and horseless carriages) and many great behemoths that run on limitless steam engines (orb of create water at will and a ring of fireball at will) are also not too difficult to find if one knows where to look.
There’s a seedy technomage underbelly in addition to secret dark magics and insane mad scientists. Also, Luddites, people who want to do away with steam technology advancement, try their best to halt radical scientists at every turn and are often joined by witch hunters and the Arcane Puritans, who want none of this wood and iron in their ever perfect magical continuum.
Racial tensions have largely cooled, as the orcs were forced to become civilized when a disease almost wiped out their race and the only place of refuge was the sprawling metropolis of the gnomes, who quickly left the underground and moved to the surface world when they invented steam technology. The descendants of these orcs now most commonly serve as members of the Gnomish Guard and fight in large and powerful steamsuits, armor which multiplies their already prodigious strength by great amounts. The Dark Elves chose not to follow the gnomes they one preyed upon and instead remained underground, living their lives largely untouched by surface advancements. The High Elves, or the ‘plain’ elves, quickly assimilated new technologies into their magical lifestyles and revealed their cities in the trees, protecting them now with impressive force barriers aided and maintained by concentrated magitechnology when necessary. Humans and half-elves, adaptive creatures that they are, expanded upon the gnomes’ breakthrough in mechanics and the elves’ adaptation of that advancement to magic. They built larger and tougher cities than the other two and were quick to sell their advancements to the Halflings, who used the new developments to expand further underground, making large underground caverns much like the gnomes had done, but these caverns were only inches below the surface and easily accessed by all who wished to visit their great subsurface markets.
The adaptations of the many peoples to new technologies and their subsequent migrations created many old and abandoned areas. These ruins came to be inhabited by any number of beasts and have proved a ripe orchard of treasure for those adventurers willing to venture into the long abandoned tunnels and cities of gnomes. Some say that another race of gnomes still lives underground, jealous and angry at their brethren for refusing to share the secret of their technology until they had already grown more powerful than these ‘deepknomes’ could ever hope to be.
Just thought I'd share this with the people here. I've always liked Steampunk stuff and thought steampunk enthusiasts and haters might like to share their own Steampunk classes, items, mechs, and settings here.