No Magic Steampunk Classes


Pathfinder First Edition General Discussion


I'm going to be running a gritty steampunk campaign. Many of the pathfinder classes work perfectly with little to no mechanical or flavor tinkering. Fighter, Gunslinger, Unchained Rogue, and Barbarian, (or rather "noble savage"), require no mechanical or flavor reworking. Ranger using the skirmisher archetype functions perfectly as an explorer, gentleman or otherwise. Unchained Monks, with a few mechanical and flavor tweaks, become perfect strongman pugilists.

Where I stumble is in finding a class to occupy the slot of technologist, scientist, and physician. I have surveyed the entire range of d20 literature in search of workable steampunk classes. Seriously - I've bought or read it all. So I would like the boards to help me brainstorm simple, streamlined, and evocative classes to finish off my roster.

A few things to make clear: I do not want to reflavor vancian magic as steampunk gadgetry. I do not want to use a system outside d20, and even more specifically, Pathfinder. The reason for these two stipulations are twofold. Primarily, I've found all attempts to refluff vancian casting as gadgetry to just fall short and not really embody the idea of creating an enduring invention that, short of breaking, lasts forever. On the second system point, Pathfinder/d20 is the system I am most comfortable with and after 10+ years of role playing has provided the most balanced and satisfying combat.

As far as areas to begin, I AM happy to reskin item creation feats into "invention" feats - I think there is a lot of fertile ground there. However, the ability to craft steampunk (read: magic) items is not enough to build a class around. Does anyone have any suggestions?


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I was going to suggest the Alchemist as your scientist and physician solutions, but if you'd gone over all the material you can find I guess it's out. Good luck!


How would you implement Alchemist without access to infusions? Just completely remove them?


Filthy Lucre wrote:
I have surveyed the entire range of d20 literature in search of workable steampunk classes. Seriously - I've bought or read it all.

Does that include the Deadlands d20? Because the Mad Scientist class might work for what you're looking for. It might need some tweaking for Pathfinder (I think the d20 Deadlands edition was around the time of 3.0), but if memory serves, that's a good technologist class.


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Technician, especially with the Steampower Insight.


GM Rednal wrote:
Technician, especially with the Steampower Insight.

For me this won't work - it's just way too convoluted and doesn't rely enough on existing core pathfinder work - I'm trying to actually invent as little new mechanics as possible.


quibblemuch wrote:
Filthy Lucre wrote:
I have surveyed the entire range of d20 literature in search of workable steampunk classes. Seriously - I've bought or read it all.
Does that include the Deadlands d20? Because the Mad Scientist class might work for what you're looking for. It might need some tweaking for Pathfinder (I think the d20 Deadlands edition was around the time of 3.0), but if memory serves, that's a good technologist class.

It does. So far the BEST system I've come across for bland/unflavored classes that fit well into a steampunk game has been d20 Modern. However the pathfinder version of that is hilariously inferior/messier than the original.


Using Starfinder equipment with Pathfinder, I had the same problem. Rednal beat me to the punch with the Technician. It's not too complicated, once you take what you want. There are a few others out there, but I think this one can be useful.


I haven't read through it, but have you looked at ICOSA Entertainment's book called Pure Steam Campaign Setting?

Kobold Press also has the New Paths Compendium: Expanded Edition that has the Tinkerer class in it... that might be suitable.


If you allow Psionics from Dreamscarred Press the Vitalist might make a good doctor.


Have you looked at Thunderscape: The World of Aden? Or maybe Age of Electrotech by Radiance House?


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There's also some interesting material in the Westbound campaign setting, including a cavalier that rides a motorcycle.


http://www.d20pfsrd.com/classes/3rd-party-classes/icosa-entertainment-llc/g earhead/


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Filthy Lucre wrote:
How would you implement Alchemist without access to infusions? Just completely remove them?

Spheres of Might gives a little bit towards a more alchemy character without having as much magic. But I don't see why an alchemist couldn't have infusions.


There's the artificer from the Eberron campaign setting. It's all about crafting items instead of directly casting them. There's also a nice Google-able PFRPG conversion.


If you really don't want alchemy, the sleuth investigator archetype trades away alchemy for non magic options. That would cover many of the scientist concepts.


You might consider the Machinesmith from Louis Porter JR. Games.


Ultimately, magic being as it is in Pathfinder, you're only really going to be able to reflavor existing classes. That said, here are two ideas:

Use the Occultist but shift it from the occult thematically to the technological. The Psychometrist Vigilante archetype sort of explains how this might work thematically "they collect strange items or create their own uncanny gadgets that seem to only work for them. Psychometrists often hide their clandestine activities behind the guise of an eccentric peddler, curator, tinker, or artificer". Essentially, each implement the reflavored occultist takes would be gadget. They have base focus powers from the item which then can use with the item's "charge" (mental focus). As the player levels up they can pick up additional focus powers for their gadgets. They also have their spells known on top of it, but only a few and they are thematically tied to their implement - so you could reflavor "casting" as activating the device. An example would be the Abjuration school, which maybe for your character is a shield, which has a base focus power, a resonant power when charged up, and might also be used to cast the shock shield spell.

Another option is to take the unchained summoner and reflavor the inevitable eidolon as more of a constructed robot. This would let the player build out their companion with evolution points and also have spells to modify and augment their capabilities. When the player gains the ability to absorb evolutions, flavor it as them grafting a piece of the construct to themselves. If you wanted too, you could even go so far as to modify the spell list to more heavily emphasize transmutation spells over conjuration though that's obviously more work.


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Have you looked at the Scavenger archetype for Investigator?


Spellslinger where they don't have the school restrictions but ONLY can "cast" spells through their gun (ranged touch attack, cone, line, or ray)

Occultist with a technological angle was another idea.

I have been kicking around a super-hero themed book of pathfinder and starfinder stuff in my head. Two of the things I've written up is a variant on Sythesist Summoners that utilizes armor instead of a eidelon (e.g. IronMan) and a Gadgeteer that uses items to recreate various effects (Batman) if you're interested. They are OP (and meant to be) but you could moderate them downward.


I think Vancian magic (preparing spells) doesn't reflavor well as gadgets, but spontaneous casting actually works pretty well. Substitute components for gadget and you are pretty good to go.

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