| Frostsong |
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!
| BltzKrg242 |
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?
| Brandon Hodge Contributor |
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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
| cranewings |
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.