Just some Steampunk-style Classes....

Steampunk

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okay, more stuff for a Artificer (Eberron) and Steampunk style characters. Or actually for an Artificer who works with Steampunk style inventions. All of the Steampunk stuff is pretty much from or inspired by the Steam & Steel hanbook. Once again looking for critiques and thoughts, before I attempt to bring these to my DM.

The Steam-work Engineer is a core class instead, and is my attempt to create a non-magical inventor, which is something I'm having trouble finding that will suit what I want. Its not through yet, so hopefully I can get some ideas.
 

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It's always good to see other Steam-crazy people on the boards. :)

The main issue with the class is making it useful in dungeon-crawling, since that's a fairly core element of most campaigns. This is where I find alot of other examples fail, as they focus on item creation which usually requires a lab and time.

Right now the Engine Creation ability in your class looks blank (unless something's screwed up in my viewer), so it's hard for me to evaluate whether it would be useful. Without something that gives you power and/or flexibility in combat (beyond what items you have) the class will be underpowered in my opinion. You'd end having a Wizard's combat stats with a truncated Rogue's skill-list... which sure wouldn't appeal to any of my players.
Most of the other abilities, and specifically Create Pressure Build could be useful in a campaign which centred around having constructs do your fighting (your Engineer would take on a Cleric's role in this case), but would otherwise be mostly for flavour.

As for the prestige classes, the balance of these usually doesn't matter so much as it's very campaign specific. In terms of flavour, it looks pretty cool.

Note:

There's been several attempts at a useful Steampunk core class in books and on boards over time. I'll pimp an early attempt on my part here. I've changed some of the mechanics since then, but its stylistically the same. We've been using it in my campaign and it's worked okay so far. Maybe it'll help give you ideas.

Other attempts on this style of class (other than the stuff you obviously have) are the artificer from Sorcery and Steam and the gnomish artificer from Magic of Faerun. I didn't like the way either one works, but if you're looking for other people's attempt on the class, those are good things to flip through.
 

Okay....

First of all, I'm happy that someone has replied. And I have looked at your class, I do like it, but its not quite what I'm looking for. Though I do especially like the Defect Sense parts, I was thinking of a feat called Wrecker that allows a character to score criticals against a construct though.
Well, I do definately have the Steam & Sorcery book, as well as the Warcraft book (for the tinker occupation), the Quintessential Gnome for the mechanical crafting abilities there, and the OGL Steampunk book. I also got the Steam & Steel sourcebook off of RPGNow and the two available add on's for it, and by and large that's my favorite set of Steam-tech or Steampunk style rules. As for the engine creation ability rules, well here it goes.

The Steam & Steel has engine creation as a list of feats that a character can gain, needing for most at least a Craft (Steam-works) Rank of 8 for the Oil Burner, Coal Burner and Crystal Burner, as well as other prerequisites for more exotic engines, Alchemy Rank 8 for the Alchemical Engine, High levels in certain Knowledge skills for the Solar Trap.
Most engines are pretty cheap (for an adventurer), however I'm using a weird system for the cost when it comes to the functions of the device. I've based the function systems off of OGL Steampunk, at least loosely. I'm not using the system the way it was meant to be used. They have steam-tech creation in weeks not days, and that would make a inventor class very underpowered and weak in my opinion, they'd maybe be able to divise only 2 to 3 inventions in an campaign depending on what they want to create.
In OGL Steampunk each function has a CP (I believe its Construction Points), for me each CP is worth 150 GP in cost. For example, Jump (which adds +5 to Jump skill) is worth 3 CP or 450 GP and can be bought up to 3 times.
The amount of space in a device is determined by its size of course. There are tables in the OGL Steampunk book that detail the amount of space in each style of device (Vehicle, Weapon, Automaton, etc....). Each has a CP rating, I count that as the number of CP that a device can hold before it becomes more difficult to create the device. A invention that counts as a piece of miscellaneous equipment and is Fine sized has a frame that can hold 8 CP worth of space. As such you can install 2 Jump functions and still have 2 points left. Extra functions can be added, but for every CP over the number of CP in the frame it raises the Craft DC (which is originally 20). It takes 8 hours per 250 GP (rounded up) spent on the creation of the device, a 25% increase in the time for the planning. So in the end here's the total for the creation of a pair of Steam-powered Jumping Boots for instance(yes I'm aware they're fine sized, so hardly any one could wear them). The required ranks in Craft is equal to 5 + 1 per CP in functions over the max CP in the frame of the invention.

Steam-powered Jump Boots
Coal Burner Furnace (fine): 10 GP
Fuel Per Day: 31 CP I think (or in otherwords 5 GP divied by 16)
Fine Sized Hull (8 CP max)
Jump Function x 3 (+15 to Jump) 3 CP @, 450 GP
Craft (Steam-works) DC 20 (+1 for 1 point above 8 CP max of Hull) 21
Total Cost: 460 GP
Total Time: 24 hours, + 6 hours for planning
Requirements
Craft (Steam-works) Rank 6
Master Mechanic Feat (for building a Coal burner Engine)

Hope this all makes sense, its much easier if you have access to Steam & Steel: A Guide to Fantasy Steamworks and OGL Steampunk though. I'll admit though that my reworking of the invention system from Steam & Steel and Steampunk hasn't been playtested much though.

As a note, might lose AOL tomorrow, so I'll post again as soon as I can if there are anymore replies.
 

Oh I forgot

If you've reworked the rules for the Clank can I get a look at them. And second, the Engine Creation section is blank. But I'm working on that now and might post it later tonight along with the class again.
 

Glad you liked my class, and yeah I didn't think it was really what you were going for, but figured it couldn't hurt. I've posted the updated version in the thread - see the link in my previous post. But this is your thread so lets talk about your class:

I don't have either OGL Steampunk or Steam and Steel, but the gist (if not the specifics) of the invention system is pretty clear from your post. It looks quite nice - pretty much a more-flexible item creation system compared to the Craft [Magic Device] feats.


So I guess my feedback on the class would depend on its use, and what kind of campaign you're running.

1. If you're running a standard dungeon-delving campaign, then the time and equipment requirements of the Engine Creation skill you post would blunt its usefulness. For example, when exploring a dungeon both the Engineer (in building engines) and the Wizard (in preparing spells) have to prepare their skills ahead of time, and try their best to anticipate what obstacles they face in their choices. The problem is that if the Wizard guesses wrong, she can re-choose her spells in the next rest period. The Engineer is stuck with his choices for the rest of the dungeon. As a PC, this would drive me nuts, and would probably relegate the Engineer to NPC status.

2. If your campaign has most combat periods ocurring within one day with rest periods in-between (I find this happens in city campaigns), then the time required is less of a problem. The Engineer can keep a stock of items in his residence and replenish these whenever he has time.

Since most people run dungeon-campaigns, this is the problem most 'engineer' builds run into. Some (like the MoF Gnomish Artificer) solve it by making "tech" just a matter of spell-like abilities. Others try and speed up or enhance the Craft Item skills. Of course, if you're running a city-campaign, then you may not need to change anything.


As a specific suggestion that could work with your , you could implement customizable 'functions' that could be carried by an Engineer. I'm basing this off a limited understanding of your invention system, but here goes:
- When your engineer is building an item (let's say a weapon), he can designate this weapon "customizable" and leave some CP unused. Designating an item "customizable" would increase the base cost.
- The engineer can then build (or buy) 'functionals' of specific types. For instance, the engineer could have an Electric functional or a Fiery functional.
- The engineer could then swap these 'functionals' in and out of customizable equipment with a successful craft check in a short amount of time. So that customizable weapon now packs an electric punch.
Just an idea. Your invention system may even already allow for this, and if so then the class looks pretty good indeed.
 
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Cool... didn't think about that.

I'll look into that, as I have said, I haven't playtested the class yet either. Right now I'm playing an 9th level Gnomish Artificer(Eberron Class) who has access to the Master Mechanic feat so she can build the Coal burner, Oil burner and Crystal burner engines. So I have fun, and have access to item and construct enhancing magical abilities.
You should really look into the Steam & Steel pdf on RPGnow. Its not very expensive, covers inventions, steam engines, steamwork prosthetics, automatons, steam-work vehicles, firearms, a few steam or machine type spells, and some steam-tech style prestige classes. Its really great, and I think its under 10.00 dollars. Well Its kinda late, Just got off work. Need to do a few things. I might have a little more to say later.
 

Btw....

If you're interested, and if you do get the Steam & Steel pdf, my Thread titled Homunculus has two Homunculus that might be of interest to you.
The Mechanic's Assistant Homunculus and the Coal Burner Homunculus.
 

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