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Well I'm starting to develop some Mech/Fantasy setting and wanted to see of any interest for people, it should be your regular pathfinder classes and high magic fantasy but the times are a bit more modern (sort of eberron) in that there will be trains, air ships and mechs. Also firearms o different kind.
This is going to be mainly based around mech combat to test out how things go and also available for those more conventional characters if there is enough interest or even ideas.

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Mechs will be Large size.
There are shotguns, pistols, revolver, assault rifles, snipers, submachineguns and machineguns. Cannons are yet to unwieldy to be used on Mechs and Mech's are also equipped mostly with regular fantasy weapons like shield + sword, etc...
I'm using a homebrew variant of d20 Mecha for determining certain aspects.
MG (Mechanized Golem)
Were built initially for labor but it didn’t take too long to become used for warfare modifying them into what they are now a day. There are many variants according to each nation’s combat style, culture, environment and needs. Even so they all use the standard issue models for their simple design and ready availability for the use of the regular soldiers, reserving their own variant units for officers or other more specialized combat units.
Skill Craft (Mechanics) DC 16; Cost 7,500gp; Market Cost 15,000 gp
SI-MG001
Large MCU
HP: 40
Speed: 40 ft
Attack: Slam 1d6+4
AC: 19, Touch 9, Flat-footed 19
Special Qualities: Hardness 10, Armor Bonus 10, Comm., Ejection System, Climate Control, Basic Navigation, Noisy.
Saves: Fort +6
Str 18, Dex 10, Con -
Comm.: Enables communication with allied MG up to 100ft and within line of sight.
Ejection System: Swift action to exit the mech.
Climate Control: Can be comfortable in harsh climate.
Basic Navigation: +4 circumstance bonus to navigation checks.
Noisy: Opponents have a +5 circumstance bonus to detect you and you have a -5 circumstance penalty to Stealth.
MG’s utilize weapons and shields for large size creatures as show in the Player’s handbook.
MG Traits:
•No Constitution score
•MG add their pilot’s Dexterity bonus for Initiative, Ranged Attacks and Armor Class.
•Uses Pilot’s Reflex and Will saves.
•MG’s are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
•MG’s gain the broken condition when their HP reaches 0 and stop functioning. If an MG continues to receive damage equal to their hardness after gaining the broken condition they are destroyed and beyond repair.
This is what a M.G. is basically.

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There is a bit of both sides, some people being more into arcane others into the technology, while you need both for the Mech (magiteck).
Arcane based kingdom rely more in golems and basically AI-wizard manipulated mechs, other kingdoms will have a 50-50 running regular mechs as presented, while low magical kingdoms will use a more technology based mechs.
Arcane and tech based mechs have some additional flaws + perks.
Might restrict races also to humans, half-elf,half-orc, aasimar and tiefling. Tieflings appearance would just be like an evil aasimar so no horns and tails kinda thing.
This will be a very gritty setting with interesting hard choices that can go from grunts to commanders, or even run your own city.

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I have a question I would like to ask now. Will weapons be part of the mech such as they are held in compartments within the mech itself or how weapons are normally done?
Reason I am asking is few ideas I have would not work based on the answer.
Weapon are not part of mechs since technology is not that advanced, but mechs will have 200lbs storage for ammo, extra fuel or other things that might be needed like weapons.
Weapons are normally carried by the mech and held in a comparment in the back that resembles a small backpack that is a cargo. Backpack can be removed with no problems.
Recruitment thread read any further question will be addressed there.
I'm fairly new to the gun archetypes so I would rule that pistol magus out for the time being, I can deal with gunslinger I know the class fairly well and they get the best out of this campaign as well as rogues and fighters I suppose. Mages still get to have their I blow you up fun.