PF 1880 World Building

Grimgrin

First Post
Using PF Gunslinger and other martial classes in a steampunk "no spells" campaign set in historic North America (1880). Medic (Paladin) provides field medicine (healing hands). Mad Scientist (Alchemist) throws pyrotechnic fireballs.

I'm trying to find interesting ways to redifine classic monsters in an industrial era in a realistic way. Something that makes them more steampunk and north american: trains, mega cities, factories, clocks, blimps, fashion, labor unions, modern science, Prohibition, etc. The monsters can use "Supernatural" abilities but not the PC's.

Dragons
Orcs
Kobolds
Goblinoids
Skeletons and Zombies
Golems
Trolls
Beholders
Liches
Giant Spiders
Angels, Demons & Devils
Bulette

Any Ideas?
 

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Wycen

Explorer
Dragons: giant hila monsters.

Orcs: miners mutated by mining deep deep deep to find weird metals.

Skeletons and Zombies: laborers worked to death who keep on toiling or looking for replacement workers, i.e. the living, to take their place.

Golems: Frankenstein's monster, steam-jacks, this shouldn't a problem.

Beholders: this one I'm trying to come up with something more organic, less mechanical in nature. They were originally made to watch factory workers, or maybe as defense devices to watch borders. Maybe alchemists grew them in vats.

Liches: rich tycoons kept "alive" by alchemy, to continue to control their empires.

Giant Spiders: see dragons above, but instead of being hila monsters, they are of course just big spiders.

Angels, Demons & Devils: things people seem to see only when drunk, or by piercing illusions, or otherwise extra sensory perception.

Bulette: call them land sharks.
 


Badwe

First Post
Rough guesstimate on what you could do:

Dragons - probably nothing, maybe a clockwork beast or a blimp/ornithopter with a flamethrower.

Orcs, kobolds, goblins - indeginous "savage" tribes of humans (warning, probably racist)

Skeletons - no go, maybe frail machinery

Zombies - neurotoxin/mind control instead of death magic.

Golems - steam golem, built/powered instead of infused with magic.

Trolls - formerly human Mr. Hyde-esque experiments gone wrong

Beholders - i got nothing

Liches - mad scientist discovered cloning. "phylactery" is a machine that makes a clone of him after several days if he does not hit a "snooze" button.

Giant Spiders - you can have giant spiders in steampunk

Angels, Demons & Devils - still nothing, maybe for demons are never actually seen but there are cthulhu-esque cultists encountered.

Bulette - think Jules Verne journey to the center of the earth: bizarre and alien things can live deep below the earth's surface.
 

Grimgrin

First Post
All excellent ideas...definately going to use them.
This is what I came up with for Golems/Animate Objects

Autonomous Mechanical Constructs
“I am not going to speak here of that incandescent era long ago when a truly great and critical achievement of mechanics was discovered: that day when an ancient man hooked a stick under one large stone and over another to invent the lever. Nor will I mention the wheel, which, however it came about,
multiplied mechanical possibilities exponentially; a day when civilization was irreversibly altered. We simply do not know the genesis of these prehistoric simple machines, so we can only spin hypotheses instead of histories. Instead I will speak of automatons; constructs of thousands of interlinked simple
machines. Furthermore, I will concentrate on the milestones of modern mechanics, since an exhaustive treatment of these contraptions is a lifelong study.”- Doctor James M. Williams, Lecturer of Applied Mechanics, Brickton College


Automatons were first developed centuries ago beginning in the Golden Age, floundering during the Orc Invasion, and flourishing again in early years during the rise of the Republic of Ullera in this century. The
clockwork mechanisms developed during the Golden Age are still used today but powered by the gyros, steam boilers, and alchemical furnaces of modern industry. Ulleran automatons also achieve a miniaturization impossible to Golden Age engineers. Could an ancient compress a clock tower mechanism
into a container small enough to carry, and be able to see the time whenever he wished? Could one imagine a clock for the pocket? But the creativity of modern craftsmen has gone far beyond simply telling the time and has created machines that can cogitate, manipulate, and negotiate through the actions of daily regime. In effect they have created Artificial Life.

ECOLOGY
In some ways, a construct mimics living organisms. Mechanical Constructs are built for a specific purpose. They do not possess flexible minds and have a fixed routine of preset analog clockwork responses to stimuli depending on the skill and ingenuity of their clock smith (equivalent of an insect intelligence: INT 1). More complex and powerful constructs require a Babbage Codex that can store thousands of routines on its mechanical dials. A machine equipped with a Babbage Codex has the equivalent of an animal intelligence
(INT 1D6). The most advanced machines use preserved synaptic pathways harvested from animals hooked to a voltammeter (INT 2D6) controlling a bank of wire spools and pulleys. The controversial use of cadaver brains (INT 3D6) has been officially band within the territory of Ullera, but some fanatical research groups install them into their nefarious construct designs. The final type of automaton is one that is directly controlled by a living operator. This type of construct is a mechanical puppet with a piloting compartment or connected to an armored or hidden control umbilical. A piloted construct can go anywhere at the pilot’s direction. The umbilical length of a remotely controlled construct determines the range of its perambulations. All Automatons must have power. Fine, Tiny, and Small Automatons have clockwork spring coils that must be rewound by some method and hibernates between activations. Dwarf Forged Automatons need steam to move its pistons and cams. Gnomish Automatons are powered by gyro flywheel engine but are far lighter and smaller than Dwarf models. Finally all automatons must be maintained; metal rusts, gears break, and tubes split. A mechanic must oil the machine and replace worn out components during the service life of the automaton or it will eventually fall apart.

HABITAT & SOCIETY
Mechanical constructs are most common in cities and industrial zones. Only in major cities is the ambition, assembly lines, engineering skill, and factory resources needed to mass produce automatons. Clockwork constructs are often toys for children and tools. Clockworks can repeat a repetitive task flawlessly for hours on end. Some are even weaponized for kamikaze runs against large targets. Clockwork Automatons will follow a set routine till its completion but are in no way intelligent or adaptive. Like a clock, they only run in one direction and at one speed. In cities, Clockwork Automatons are often used domestically as labor savers. With the push of a button some will start cleaning dishes, scrub floors, or iron clothing. The expense to fabricate and maintain even clockwork automatons limit them to the very wealth or large scale factories. Larger more powerful constructs with sophisticated control systems are often used as guardians. They do not sleep, can not be bribed, and never become bored. The are also used by the military as shock troops. The first assault on entrenched troops always has high casualties. The use of machines in the initial charge is both good for morale and the fearless nature of mechanical automatons allows they to face their certain destruction impassively. Coal and Oil Driven Automatons emit toxic fumes limiting them to working outside and well ventilated areas. In closed spaces, these smoking, steaming, contraptions are environmental hazards and their operation can scald living creatures or cause humanoid workers to choke
or faint. Alchemical automatons are powered by heat and gas released between two reactants. A catalytic converter keeps an noxious exhaust fumes from seriously poisoning any adjacent workers. Alchemical engines are preferred for use underground but the fuel is extremely expensive and some companies prefer to illegally risk the health of their workers for greater profits. Gyro automatons are also safe underground since they have no need of fuel, but can only be purchased from gnome inventors. Pilot controlled constructs need a trained operator to function. Piloted automatons have the safety factor of always operating under direct supervision but have the security risk of being hijacked.

CAMPAIGN ROLE
Automatons can be used as obstacles, guardians, and ambushers. The adventure group must either sneak past, incapacitate, or destroy the construct to get to their objective. Alternatively, a construct can be a
useful NPC. It may hold useful information that the party needs to extract. It could be a dimwitted valet that the party will trick into letting them into the mansion. Or it could be a valuable prototype gone berserk that the party needs to subdue without permanently damaging it. Small clockworks could function as decoys, trigger traps, porters, scouts, thieves, or assassins for villains or gadgeteers. A bottled brain may be all that is left of a cherished loved one or celebrated intellectual, and its automaton body gives it a
semblance of its former life.
 
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Psychotic Jim

First Post
On the beholder thing, depending on how much you want to rework them, you could reskin them to be steam-powered battle zeppelins (perhaps increasing size and applying a template to make them constructs, for example). The different rays going off at once would represent different gunners opperating the various offensive mechanisms.

Depending upon how far southeast you went (New Orleans I'm thinking here), zombies could be produced by the legendary Haitian voodoo style zombie accomplished with neurochemicals and burial.

You could also reskin the various outsiders to simply reflect extremely talented individuals with uncanny and unique abilities. A succubus could be reskinned to simply be a master seductress in the typical Western mold (bending men to her wills, etc). A leukodaemon might be a Typhoid Mary-like plague carrier. The Young and giant templates can probably help you in resizing some of the odder sized outsiders to human size.
 

gamerprinter

Mapper/Publisher
Too bad you've ruled out spell casters from your class line up. I'm working on my own Old West homebrew, and gunslingers definitely fit well. So designed a Magus alternate/archetype called the Shootist. It's posted on the previous page of this forum... here.

I think alchemists, gambler rogues, witches, oracles (native shaman) all have a place - especially since you're looking at undead and other fantastical encounters. But it's your setting...
 

paradox42

First Post
Has nobody else considered what Bulettes actually do in an ecology, and its similarity to a certain movie starring Fred Ward and Kevin Bacon? :confused::)

The movie even takes place in a tiny Nevada town in a desert, and features lots of shooting of guns!
 

Grimgrin

First Post
Too bad you've ruled out spell casters from your class line up. I'm working on my own Old West homebrew, and gunslingers definitely fit well. So designed a Magus alternate/archetype called the Shootist. It's posted on the previous page of this forum... here.

I think alchemists, gambler rogues, witches, oracles (native shaman) all have a place - especially since you're looking at undead and other fantastical encounters. But it's your setting...

The campaign starts on the East Coast of N. America. Science and Steampunk technology replaces magic in civilized society. The
Alchemist is available but as a chemist/grenadier. Enhanced armor and weapons are powered by a steam pack. Magic & Religion (shamanism & voodoo) may work its way into later adventures as the player group travels farther away from home.
 
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Psychotic Jim

First Post
Another idea on outsiders and such "far out" monsters, they could be retooled into aliens along the lines of H.G. Wells War of the Worlds martians- the tripods are pretty funky looking, for example. Any 'magical' powers could simply come from sufficiently advanced alien tech.

Other ideas might be to have these creatures dwell at the far edges of the world- remnants of long forgotten ages before man evolved- and brought back to the modern world to be shown in museums and sideshows before waking up and going bonkers. For example, a hydrodaemon or aboleth might wash up on a shore one day comatose and presumed to be dead, but when brought into civilization it resuscitates and begins causing problems. You could do the "missing link" routine with a bar-igura or other ape-man like critter found in the ice and brought back for study
 

Grimgrin

First Post
New Archetype

Machinist (Magus Archetype)

Proficient With Firearms

Arcane FX (Ex):
The machinist does not cast spells, their “magic“ consists of extraordinary technology and techniques. Instead he or she creates small devices that replicate the “FX” of magus spells and function only once. The machinist must design and build these devices ahead of time (Cost: Level squared in gold pieces). These devices can be used by anyone who succeeds at a Use “Magic” Device check (10 + Machinist Level + Spell Level). Arcane Devices are fragile and unstable and only last 24 hours or until activated. Instead of spell craft the Machinist uses Knowledge (Engineering).
All other magus spell casting rules apply.
Mechanical Cantrips (Ex):
The machinist can perform certain tricks with just his or her tool box. Available Machinist Cantrips are Acid Splash, Brand, Bleed, Flare, Ghost Sound, Guidance, Light, Mending, Message, Purify food & drink, Resistance, Sift, Spark, Stabilize.
Tool Box:
Instead of a spell book, the machinist has his or her trusty, rusty, tool box. Inside his tool box is a carboard tube filled with blueprints for all his FX Devices.
Personal Arsenal (Ex):
Same effect as the Arcane Pool, the machinist can modify and enhance his or her personal weapons. Only the machinist can use his customized equipment and it won’t function for anyone else.
High Tech Combat (Ex):
Same as Spell Combat only uses Arcane FX ability.
Other Arcane Machinist Abilities:
Same as Arcana Magus but uses Arcane FX devices.
 
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Grimgrin

First Post
Spider & skeleton combo

I appreciate all your great suggestions. Here is something I made tackling the two least popular.


Marionette Spider

CR 4
XP 1,200
N Large Vermin
Init +3; Senses: Darkvision 60 ft., Tremorsense 60 ft.; Perception +4
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +3 natural armor, -1 size)
hp 25 (5d8+3)
Fort +5, Ref +5, Will +2, Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +3 (1d8+1 plus spider venom)
Special Attack web (+6 ranged, DC 13, hp 5, DR 5/-)
STATISTICS
Str 13, Dex 17, Con 12, Int 6, Wis 10, Cha 16
Base Atk +3; CMB +3; CMD 16 (28 vs. trip)
Skills Bluff +16, Climb +17, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb
SPECIAL ABILITIES

Spider Venom (Ex)
Bite—injury; save Fort DC 15; frequency 1/round for 4 rounds; initial effect “dazed” for 1d4 rounds, secondary effect 1d4 Strength damage; cure 1 save.

Web (Ex)
Same as web monster ability.

Corpse Puppet (Ex)
The spider can control a single corpse or a pair of skeletons through its webs. This has the effect of the animate dead spell. The marionette spider can control double its CR in HD of skeletons or a zombie. It usually hides high above and uses its puppets to attack its prey. With extremely fresh corpses, the spider can impersonate a living creature. Characters must make a Perception or Insight check verses the spider’s Bluff to spot the deception or detect the control of the marionette spider.

Immitate Voice (Ex)
Like a parrot, the spider has learned animal cries, phrases, or screams which it uses to lure in prey. It uses its Bluff skill to imitate a specific creature cry. It does not understand language and can not otherwise communicate.

ECOLOGY
Environment: Warm or Hot caverns, jungles, and canyons. Anywhere it can lair high above its prey.
Organization: solitary, pair, or colony (3–8)
Treasure: Coins and Metal, the marionette spider collects shiny objects to lure in treasure hunters. It has the animal cunning of a very intelligent predator (INT 6).

DESCRIPTION
The Marionette Spider attacks creatures not through stealth but through greed. The spider closely resembles an oversized tarantula but its color matches the local rock or foliage. It lurks above, but collects treasure and slain prey below. The marionette spider creates a lair high above a clearing, watering hole, or abandoned building. To draw in animals, the marionette spider animals freshly killed prey to give a false impression of safety or draw in other predators to an easy kill. With humanoid prey it uses fresh corpses as “man in distress” or leaves skeletons lying inert around a treasure chest. A colony of marionette army can work together to create an army of “dead men”.

TACTICS
The spider is very cautious when attacking prey and prefers to use its puppets to slay them or soften them up for the kill. If its puppets are smashed immediately it will remain in hiding or flee.
 
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Grimgrin

First Post
Faux Beholder Trap

Mirror Ball of Doom CR 6
The Mirror Ball of Doom rises from the floor with a blast of steam and a jaunty pianola tune. Various colored energy rays bounce off the spinning ball aflicting all within the room. The mirror ball is usually used in conjunction with an assault by villains wearing stylish clothes and tinted lenses which protect them from the colored light effects of the Mirror Ball.
Type: mechanical; Perception DC 22; Disable Device DC 26
---------------------------------------------------------------------------------------
EFFECTS
---------------------------------------------------------------------------------------
Trigger: Location; Duration: Six rounds; Reset: Manual
Effect: Color Spray (Reflex Save DC: 16) to all creatures within a 15ft radius each round.
 

Luna_Silvertear

First Post
I recommend you looking at the 3rd party books "Steam and Steel", "Sorcery and Steam", and "Steamworks". Sorcery and Steel also has to additional books "Steam and Steal: Expanded Prosthetics" and "Steam and Steal: Diseases". I'm using them for a Steampunk world I'm building...though I'm mostly just looting (them) (post edited by admin for language). Anyway, I digress, Steamworks treats "devices" like spells. You should really look into it.
 
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Grimgrin

First Post
I've made some world maps with CC3, here is the first.

Keystone_CCv1.1.png
 

Grimgrin

First Post
Marvelous Optimal Apparel v2

Marvelous Optimal Apparel (MOA) is a special collection of steam marvels that is greater than the sum of its parts. Each MOA is composed of 5 Marvelous Items in 5 different body slots that work in synergy to produce an extra ability. Each Marvelous Item starts at Mark I (Alpha Version) and can be upgraded to Mark V (Epsilon Version) with the proper blueprints, crafting skill roll, and spare parts. Blueprints have a minimal level of experience for a player character to successfully interpret the drafted device. A device built with spare parts has a crafting cost equal to half the base cost and takes one day per 1000gp (just like crafting magic armor). The character must wear all five Marvels to gain the extra ability. The bonus ability has an effective Mark # equal to the lowest Mark # in the collection. The MOA must be connected to a operating steam engine pack to function. All numerical bonuses provided marvels are extraordinary equipment or enhancement bonuses. Crafting a MOA requires crafting each component individually.

MOA Components
Mark I (Alpha) Craft DC 14, Blueprint level 4
Mark II (Beta) Craft DC 18, Blueprint level 7
Mark III (Delta) Craft DC 21, Blueprint level 10
Mark IV (Gamma) Craft DC 24, Blueprint level 13
Mark V (Epsilon) Craft DC 28, Blueprint level 16


Faraday Attire
'Faraday Attire is an assemblage of electrical marvels that grant the wearer the bonus ability to arc electricity through multiple enemies. Faraday Attire consists of a pair of conductor gauntlets (hands), electromagnetic boots (feet), welding mask (head), oscilloscopic amplifier (neck) , and capacitor belt (waist). The Mark # of "Arc Lightning" is equal to the lowest Mark # of the collection.

Conductor Gauntlets
Conductor Gauntlets are steel tubes, copper wire, and bands of rubber that enclose the wearers hands and forearms completely. Price: Mark # squared x 4000gp
Mark I: Kilo-Swat (Ex): Once per round a Mark # of times per day, you can punch your foe and attempt to stun it for one round. The target can make a Fortitude Save (DC: 10 + Mark # + Half Exp. Level) to negate being stunned.
Mark II: Magnetic Grip (Ex): Add your gauntlet's Mark # to your CMB and CMD for disarm and grapple rolls on ferrous (iron alloy) objects and ferrous armor targets.
Mark III: Electrical Field (Ex): When you use Total Defense, you create an electrical aura around you that inflicts your Mark # in lightning damage on contact.
Mark IV: Defibrillator (Ex): Your gloves function as a defibrillator. You add your mark bonus to Heal skill checks to stabilizing a dying person
Mark V: Deflect Lightning (Ex): If you are targeted by an electrical ranged attack, you can attempt to deflect it. Once per round a Mark # of times per day, when you would normally be hit with an lightning/electrical damage from a ranged attack, you may deflect or "ground" it so that you take no damage from it. You must be aware of the attack, free to move, and not f lat-footed.

Electromagnetic Boots
Electromagnetic Boots have metal plates on the soles that can be magnetized and demagnetized at will. The major limitation of this object is that it only works on magnetic or ferrous surfaces. Each Mark you purchase in a marvel (or self upgrade) provides cumulative abilities and bonuses. Price: Mark # squared x 3000gp
Mark I: EM Traction (Ex): Add your boot's Mark # to your CMD against bull rush and tripping while standing on a ferrous surface.
Mark II: Magnet Monkey (Ex): Steel tightropes are little challenge to you. Add Mark # to Acrobatics checks on ferrous surfaces.
Mark III: Girder Grippers (Ex): You can move normally along ferrous walls and ceilings for a number of squares equal to your boot's Mark # per round. These boots are extremely popular with ironworkers, iron hull sailors, and factory inspectors.
Mark IV: Polar Repulsion (Ex): Add your boot's Mark # in squares to your maximum jumping distance once per encounter. This effect can be combined with a charge attack, but only works on iron alloy surfaces.
Mark V: Rail Skates (Ex): You can ignore carrying weight and your armor's speed penalty while moving at double your normal speed across ferrous metal. This feature is commonly used to skate along train tracks, high tension cables, rain gutters, steel decking, exposed iron plumbing, and harbor chains.

Welding Mask
A welding mask consists of a face plate and a tinted glass eye slit. A conventional welding mask protects the face and eyes from sparks and flash burns, but this marvelous mask does much more. Price: Mark # squared x 4000gp
Mark I: Polarized Shades (Ex): While you are wearing the mask you are immune to the "Dazzled" condition.
Mark II: Faceless Foe (Ex): Your menacing visage adds your mask's Mark # as an enhancement bonus to Intimidation checks.
Mark III: Wrecker (Ex): You gain a +1 morale bonus per Mark # to your damage rolls when sundering.
Mark IV: Head Banger (Ex): You gain a +1 AC deflection bonus per Mark # and you may make a 1d6 Slam (head butt) as a swift action attack while grappling.
Mark V: Mirror Tinting (Ex): You are immune to all Gaze attacks, and all Gaze attacks targeting you are reflected back at the foe.

Oscilloscopic Amplifier
The device is wore about the neck and amplifies the wearer's voice. Upgraded versions of the amplifier can multiply sound harmonics, reverb, resonance, and psychoacoustics. Price: Mark # squared x 1000gp
Mark I: Loudspeaker (Ex): You can speak louder than normal and can add your Mark # to a Perform (sing or speech) checks. You can use this ability for your Mark # of performances per day.
Mark II: Gramophone (Ex): You can record sound on a variety of wax, metal, and paper media. You can provide a recording or transcript of any concert, conversation, or monolog up to Mark # x 5 minutes long.
Mark III: Voice Modulation (Ex): Add Mark # to your voice Disguise checks. You can also imitate a monster's roar with a Knowledge (Arcana, Nature, or Dungeoneer) check for a specific monster and send an enemy cowering. You can use Imitation Roar once per day.

Imitation Roar
Activation Action: Standard Attack
Targets: All creatures in a 15ft Cone shaped burst
Saving Throw: Will (DC: Knowledge check + Mark #) to negate
Effect: All victims are "cowering" until the start of the next round.

Mark IV: Keeping Your Head (Ex): Your thick mechanical collar makes it impossible to lose your head to a "Vorpal" weapon.
Mark V: Broadcast Voice (Ex): Your voice gains in tone, timber, and trustworthiness. Add your Mark # to a verbal Bluff or Diplomacy check. You can use this ability your Mark # times per day.

Capacitor Belt
The capacitor belt stores electricity in high voltage chemical batteries encrusting the belt. The belt generates an energy field around the wearer that provides electrical resistance, enhancement, and protection. Price: Mark # squared x 3000gp
Mark I: Insulated (Ex): You have Lightning/Electrical Resistance of 10 per Mark # while wearing the belt
Mark II: Short Circuit (Ex): You can use Short Circuit once per day while wearing the belt.

Short Circuit
Activation Action: Standard Attack
Targets: All other creatures within 15ft radius of belt.
Saving Throw: Fortitude (DC: 10 + Half Exp. Level + Mark #)
Effect: All victims are afflicted with Paralysis until the start of the next round.
Special: All victims wearing metal armor also suffer 1d6 Lightning/Electrical damage per Mark #

Mark III: Livewire (Ex): You gain an Initiative enhancement bonus equal to the belt's Mark #.
Mark IV: Backup Battery (Ex): You have a free use of any ONE feature or ability of any electrical marvel once per day.
Mark V: Power Sponge (Ex): You gain 1d6 temporary hit points per your belt's Mark # each time you are hit by an electrical attack.


Bonus Ability: Arc Lighting Bolt
Effect: One creature within 30ft plus a Mark # chain of supplemental victims within 15ft of each other. The Arc Lightning bolt can not double back to strike the same target again.
Saving Throw: Reflex (DC: 10 + Half Exp. Level + Mark #) to halve damage.
Damage: 2d6 Lightning Damage per Mark # to all targets.
 
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