Steampunk Exoskeleton


Homebrew and House Rules


I'm building a campaign setting where dwarven and gnome ingenuity have combined to form steampunk technology, and along with it, mechanized exoskeletons.

So I'm basically looking for any PF compatible rules on how to use said exoskeletons(think Large and Huge size mechs, spiders and bipeds). How do you target the rider? How do you disable the cannons? Etc.

Thanks in advance!


Depends on how much of an item or vehicle you want it to be?
Could just treat as armor with built in weapons and Str or Dex /move bonuses.
Could go so far as to call it a vehicle and then they would have to do X damage to get thru it or find a way to open it? How big is this exoskeleton? Do you wear it or drive it?

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Iron Kingdoms is built on a 3.5 chassis, and includes complete rules for building the "warjacks" of their setting, which are big steam-powered armored knights. Books are out of print and can get a little pricey, but .pdfs are available here. The warjacks are similar to golems, but there are rules for powered armor, iirc.

Also, Dragonmech has a similar ruleset for building fantasy steampunk-style steam armor and other equipment, and is also built on the 3.5 OGL, so either of those would be compatible, and probably available as hardcovers and .pdfs here in the Paizo store!

Brandon


warcraft D20 game had some rules on steam warrior battlesuits as well


Constructs as armor can be found in Ultimate Magic. Additionally, I believe the world guide has a "template" for constructs to make them into purely construct which allows them to be used in anti-magic zones and provides a more steampunk feel to them as an added value.


FYI, not to nerd jump you or anything, but what you are talking about is more like a mech or robot vehicle. An exoskeleton is like a suit of armor that enhances your physical movement rather have a movement of its own.


there is a game called Dragonmech that paizo sells on its site. check it out, it has all kinds of mech rules. some of the rules would have to be amended, but its a good start.


I just use the monster construction rules in the online beastiary. For my E6 game, standard mechs are usually CR 9, however you want to build them. Bigger and more expensive ones can have higher CRs.

The only difference is that the Base Attack Bonus, Reflex Save, and Will Save come from the pilot, so usually the total stats end up a little lower than a true CR 9.


Armored-Engineer Core Class

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