Steampunk / Magipunk Campaign


Homebrew and House Rules


Hey guys! I'm currently working on building my own campaign world. I want to go for a Steam setting, or more accurately, Magitech. I've converted most of the Steam and Steel book and its add ons. I've also looted relentlessly from Eberron and am re flavoring a few things such as the Dragonshards. I intend for this world to have already gone through it's "Golden Era". Technology and its melding with magic was done by the ancients. Their ruins dot the world, evidence of a once multiracial empire now long forgotten. I've taken inspiration form many places and have a few questions I wish to pose to this community.

1.) In present times, people have become interested in the ancient ruins and various technologies. In addition, I wish to allow a conversion of the Artificer from Eberron as a playable class "unlocked" after a certain amount of questing involved. Due to the nature of the class, how will I be able to maintain a measure of control on the level of magic items the PCs have? I had considered that, since it is a reemerging tech, that PCs would only be allowed a max of five levels in the class at first. they would be limited by their understanding of the tech. Is this a wise move?

2.) I have found a rather lengthy archetype for the Magus called the Gun Magi. If you all don't mind, I would like to post it here not only as a resource for others to use and I would seek advice in converting it to a spontaneous casting class that is Charisma based.

3.) In line with the first question, How do I allow the PCs bits of technology without overpowering them but giving them the illusion that they are able to pretty much create many machines (eventually). Anyone familiar with the Steam and Steel book will know about Super-Heavy Armor, which is essentially a mech suit.

Compared to many others, I am still a fledgling GM. Have I bitten off more than I can chew?


I think this is more difficult to do without third party. There are two major third party books that go steam-magi-punk that I think will work out for you but to know which one you'd want I'd need more details about what you want to do with your campaign.

The books are Thunderscape: World of Aden, and Pure Steam.


Malwing wrote:

I think this is more difficult to do without third party. There are two major third party books that go steam-magi-punk that I think will work out for you but to know which one you'd want I'd need more details about what you want to do with your campaign.

The books are Thunderscape: World of Aden, and Pure Steam.

I'm not familiar with the former, but the last one I was made aware of early this morning. I've been using what I can afford and have access to. I'm not creating a steampunk world in the sense of traditional steampunk, but as a "supplement" to a traditional fantasy setting. Perhaps I don't understand what you mean.


Luna_Silvertear wrote:
Malwing wrote:

I think this is more difficult to do without third party. There are two major third party books that go steam-magi-punk that I think will work out for you but to know which one you'd want I'd need more details about what you want to do with your campaign.

The books are Thunderscape: World of Aden, and Pure Steam.

I'm not familiar with the former, but the last one I was made aware of early this morning. I've been using what I can afford and have access to. I'm not creating a steampunk world in the sense of traditional steampunk, but as a "supplement" to a traditional fantasy setting. Perhaps I don't understand what you mean.

No, that gives me information and that makes me recommend Thunderscape more. Pure Steam doesn't discuss or interact with magic very much and I would recommend for dealing with steam technology in the absence of magic. In Thunderscape most steam technology works because of magic so in your case I would say go with that.


Pathfinder Rulebook Subscriber

I would also heartily recommend Thunderscape. The group I play with has been very much enjoying it lately.

If nothing else, there should be plenty of material there for you to take for inspiration.


ZZTRaider wrote:

I would also heartily recommend Thunderscape. The group I play with has been very much enjoying it lately.

If nothing else, there should be plenty of material there for you to take for inspiration.

I've just given the PDF a look over and will probably be purchasing the Hardcover as soon as finances allow. There are plenty of things for me to use and loot.

I thank you for your help guys, but the questions I seek answers for remain unanswered. XD

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