Search found 4 matches

by Tulpa
Fri May 07, 2010 12:09 pm
Forum: In The Trenches
Topic: Steampunk/Wild west races as nations
Replies: 5
Views: 2849

Ah, and now that I have taken the time to actually read the thread you were referring to, I realize that most (if not all) I have said is completely useless and miles away from hitting its mark if you are going to use the system proposed by Frank, which by the way seems like a far more dynamic and r...
by Tulpa
Fri May 07, 2010 11:22 am
Forum: In The Trenches
Topic: Steampunk/Wild west races as nations
Replies: 5
Views: 2849

I've got an Apothecary class i've made for one of my particularly magic-poor steamcraft campaigns. In this setting, magical healing does more damage than good, so the apothecary is regarded as the primary source of healing. Note that this system also utilizes sanity points as described in Call of Ct...
by Tulpa
Fri May 07, 2010 11:06 am
Forum: In The Trenches
Topic: Steampunk/Wild west races as nations
Replies: 5
Views: 2849

If you haven't got it already, I can recommend the Legends & Lairs book Sorcery & Steam. Gives a lot of material for steampunk settings, classes and equipment. It's got a decent Artificer class as well. Then there's the artificer of the Eberron campaign Setting, but it is not centered around...
by Tulpa
Fri May 07, 2010 6:12 am
Forum: In My Humble Opinion...
Topic: 3.5 No Ac
Replies: 37
Views: 6216

Allright, this will make combat a lengthier ordeal, but will appeal to the ones who are just there because they love rolling as many dice as possible. Replace the standard +10 AC base with a defensive roll of d20 + dex bonus/evasion etc. Whether against each attack during a round (as in hackmaster) ...