MEDIEVAL FANTASY MECHS POWERED BY STEAM, MAGIC, OR THE LABOR OF A THOUSAND SLAVES

™ MEDIEVAL FANTASY MECHS POWERED BY STEAM, MAGIC, OR THE LABOR OF A THOUSAND SLAVES Medieval Fantasy Mechs After an age of destruction, the Second Age of Walkers is now at hand. Explore the ruins of the surface world in sturdy iron mechs powered by steam, magic, or the labor of a thousand slaves! A New Frontier for Fantasy d20 This rulebook introduces not just a new world but the fi rst comprehensive d20 treatment of fantasy mechs. Built on the foundation of a traditional fantasy campaign, DragonMech is easy to integrate into any ongoing game, or it can be used on its own. It features extensive rules for fantasy mechs powered by machinery, magic, and manual labor, fully integrated with a host of new classes, feats, skills, and items specially designed for a mech-based fantasy campaign.

Requires the use of the Dungeons & Dragons Player’s Handbook, published by , Inc. This product utilizes updated material from the v.3.5 revision. Sword & Sorcery books are published under the and are 100% compatible with v.3.5 rules and the d20 System.

ISBN 1-58846-988-3 WW17600 $34.99 U.S.

www.goodman-games.com www.swordsorcery.com www.superunicorn.com WW 17600 CHPT. # «1» 9

plate 2 The heroes of DragonMech include the traditional classes as well as those who build and pilot mechs.

plate 1 The standard races are well represented in the land of Highpoint. CHPT. # «1» 9

If your party is composed of traditional- ist mages and clerics who see mechs as a thinly veiled threat to the dominant role CHARACTERS magic once played in the world, your DM will likely focus your campaign on fighting iven the massive changes rocking their world, against mechs. On the other hand, if your the people of Highpoint suffer no shortage of party is composed of coglayers, steamborgs, G and mech jockeys who see mechs as the best adventurers. Social structures have collapsed left chance for defeating the lunar dragons, your and right, leaving many commoners with no recourse adventures will be completely different. With that in mind, here are some potential but to fight for their lives. Moreover, the advent of character motivations that have special plac- mechs has created new opportunities for adventuring. es in DragonMech. Of course, a character is much deeper than a single motivating fac- Collecting resources to keep them going is an in- tor, so you can pick more than one, or adjust demand occupation these days, and the mechs have them as you see fit. • Defeat the lunar aberrations raised the importance of a skill set not formerly • Restore faith in the traditional gods valued: the talented pilot. Everywhere you look, new • Gain followers for a personal belief sys- tem from those who now have nothing left adventurers are wandering the land. to believe in • Oppose the plans of the lunar gods • Explore (or loot) the ruins left by the the dragons and other lunar aberrations? lunar rain CHARACTER • How does he feel about steam technol- • Restore the surface world (or your own ogy? Does it offer salvation or is it an hometown or nation) to its former glory MOTIVATIONS affront to the old ways? Does it threaten • Explore the depths of the underdeep, the supremacy of magic or challenge the those exposed only since the surface- he world of DragonMech offers all the power of the gods? world refugees pushed ever deeper Tusual reasons to adventure and many • After all the devastation wrought by the • Locate the legendary Master Repository more. Many clerics adventure to contest the lunar rain, and the hardships your charac- of the Gearwrights Guild lunar aberrations and their gods, while fight- ter has endured, does he still have faith in • Restore order and law throughout the world ers are more concerned with claiming their his gods? • Fight against the oppressive policies of exotic treasures. Mechs introduce a whole • Does the Gearwrights Guild speak the the Stenian Confederacy new level of adventuring opportunities, truth about the first Age of Walkers, even • Acquire a personal mech whether they’re used simply as transport or though the ancient elven texts make no • Build your own mech as the focus of a campaign. reference to such an era? • Advance the art of mechcraft through Before you begin creating your character, • What does your character think about whatever means necessary stop for a moment to think about why your mechs? Are they vehicles, mere “wagons • Join the Irontooth Clans and become a character has become an adventurer. How with legs,” or a revolutionary new con- mech devil has he been affected by the forces shaping cept? Are those who pilot mechs merely • Join the Gearwrights Guild Highpoint? As you go through the charac- using them as a crutch, or are they power- • Find a way to travel to the moon and ter creation process, keep these questions ful in a manner that is new for the world? destroy the lunar dragons at their source about your character in mind: • Does your character see the world’s cur- • Forge an alliance between the splintered • Where did his ancestors live before the rent state of unrest as a clarion call for factions of the world, so the larger threats lunar rain? What happened to their hered- heroic defenders to fight the lunar aberra- can be confronted in unison itary home? tions and end the lunar rain, or a once-in- • Pursue personal power through whatever • Where did they turn for shelter during the a-lifetime chance for profit and power? means necessary, ensuring that you aren’t lunar rain? What enemies and allies did Considering your character’s motivations affected by such disasters in the future they make? throughout the creation process will also • Prove that steam-powered mechs are superi- • What interaction has the character had with help your gamemaster focus his campaign. or to magically powered ones (or vice versa) plate 1 The standard races are well represented in the land of Highpoint. CHPT. CHPT. # # 10 «1» «1» 11

• Restrict knowledge of mechs to those who ly few natural obstructions, combined with well fortunate had to travel hundreds of miles can use it wisely defi ned boundaries preventing outside invad- to the western steppes or northern forests, • Rise to a senior pilot position in the mech ers, made this the perfect realm for nomads; where some were accepted by the elven vil- jockey hierarchy of the city-mechs the open plains were protected from invasion lages. Most died en route. • Discover what lives in the endless engine by the steppes to the west, the forests to the Humans living in other regions, such as the rooms that power the city-mechs north, the sea to the east, and the swamps to fl atland, were less aff ected by the catastro- • Prove that life on the surface is possible the south. Between the nomad tribes, how- phe. They were closer to underdeep havens, without the city-mechs ever, no shortage of confl ict existed. Human or on good terms with nearby dwarves, and • Unravel the mystery behind the Pretominin civilization has always been wild and malleable fared better than their nomadic brethren. Heads and the Great Standing Dwarf to begin with, with entire kingdoms rising Many took shelter in the dwarven strong- • Hunt monsters, fi nd treasure, and become and falling within a few short generations, holds. There they forged life-long alliances, a hero in this shattered world and the endless plains are no exception. The standing side by side with their dwarven hosts many tribes bickered constantly over territory, to defend against later waves of refugees. resources, and prestige. The hordes that Older human characters are likely to be also walked the plains made for still more con- embittered, cynical refugees. Their personal fl ict. The few nonnomadic cultures retreated history includes constant fl ight or fi ght for  to impregnable fortress-cities that the combat- the past fi fty-odd years. They’ve never known RACES IN ive nomads couldn’t invade. peace, stability, or true safety, nor have their Now, however, the endless plains are fathers or grandfathers. To them, the mechs DRAGONMECH decaying. With little shelter from the lunar aren’t hope; the mechs are merely the latest rain, they are eroding with every passing in a string of refuges. They adventure solely he standard races are well represented in night. The human cities were easy targets for survival. Tthe land of Highpoint. Though they have for the lunar dragons, and many have been Younger humans, however, were born been traumatized by the world’s collapse battered into the ground, their remains used into this world. Never knowing anything around them, none has been completely by some dragons as lairs. At the same time, else, they take it for granted. To them, the exterminated. brave humans survive in the tunnels and mechs are simply there — some friends, Although Shar Thizdic has used racial ten- small places under the ruins. The ruined cit- others enemies, but all merely aspects of sions and hate-fi lled rhetoric as a ploy to grab ies are still home to hundreds or thousands the environment, like mountains or houses. power, interracial interaction has actually of refugees, who hide where the dragons It is these new generations of humans that grown since the lunar rain. The chaotic nature can’t reach them. have the greatest potential for reshaping of the world frequently throws together The nomadic tribes were not as vulnerable Highpoint, for they make the most of what adventurers who never would have met before. as the cities. They fared well against the lunar is there rather than try to return to the old The city-mechs are far too concerned about dragons, being last on their list of targets. As ways. They adventure out of a sense of hope recruiting those with useful skills to worry wanderers with no fi xed shelters, they were and possibility, searching for the innovations about race (although tall humans certainly hit hard by the lunar rain. The luckiest found that will restore the world (or at least their have diffi culties on the low-ceilinged dwarf caves, mountains, or forests on the plains, tribe) to greatness. mechs), and independent mech operators are which they were soon forced to defend Human characters may hail from the spe- no diff erent. Prospectors and treasure-seek- against endless waves of refugees. The less cialized nomad tribes of the endless plains, ers take whoever does the best job, and life on some of which confer special abilities and the surface is more about who can help you limitations. The wild Stavians are excellent survive than who has pointed ears. riders, while the Wisps are stealthy forest This section describes the major races in dwellers. See page 157 for information on DragonMech and the ways they interact. these tribes.

HUMANS DWARVES istorically, the humans of Highpoint f all the races, the dwarves are the Hhave been nomads, and rather uncivi- Oleast aff ected by the catastrophes. lized nomads at that. The center of human Their underground homes were never in “civilization” was the endless plains. Relative- any danger from the lunar rain. The lunar CHPT. CHPT. # # 10 «1» «1» 11

dragons were only a small threat; no large dwarven bonuses in combat against giants, Elven characters are sad and distant, but creature can fit very far into a dwarven tun- , and goblinoids do not apply to combat among all player character races they are the nel. But the dwarves suffered mercilessly with orc mechs. The bonus is due to genera- most hopeful. They have a seven-hundred- from the secondary effects of the catastro- tions of training in personal martial combat, year lifespan — more than sufficient to use phes: When the surface dwellers looked for not mech combat. their mechs to eradicate the lunar dragons, shelter from the lunar rain and dragons, they use their magic to shield them from the headed to the mountains. The dwarves were lunar rain, and re-establish the culture they forced to defend their underground caves ELVES once had. They adventure with very long- against almost every living surface-dweller term goals: to recover the artifacts and icons in the world. he elves were well protected by their their villages lost, seek new sites to reroot The dwarven kingdoms have been in a Tdense forest realms, which shielded their ancestor trees, establish alliances with constant state of war for nearly a century. them from the lunar rain for some time. others who would help them fight the lunar The more recent years have seen less vio- Although the forests were eventually worn creatures, and find magical solutions to the lence, since most of the invaders are dead down, they bought time for their residents. world’s problems. by now, and the development of mechs gives Even so, the elves suffered hard. The refugees another option. But the first few elven lifespan is long, and their traditions decades were horrible. Most dwarves now are strongly cemented. While humans had GNOMES refer to these as the Years of the Blood Rain, short memories and several generations to for the invasions caused by the lunar rain adapt to a new world, and the dwarves at least he gnomes have suffered much as the spilled more dwarf blood than any other war retained the vestiges of their former realms, Tdwarves have, with their underground or catastrophic event within memory. the elves have had every last woodland village burrows raided and used as shelters by other During the Years of the Blood Rain, almost utterly destroyed. Tens of thousands of years races. Unfortunately, the gnomes lack the every dwarf household lost at least two thirds of of advanced civilization have been reduced extensive defenses of the dwarf kingdoms, its numbers. Some were exterminated entirely. to a few portable libraries, the occasional and they have fared much worse. Despite Some mountaintop dwarven cities are now rolled-up painting, and remembered songs. their illusions, most gnomes were evicted occupied entirely by humans, elves, and orcs. Humans give birth to children who never from their burrows and forced to seek shelter Some still have dwarven residents, who are the knew anything different, but barely half an elsewhere. Their burrows were then batted slaves of the current owners. Other cities have elven generation has passed since the lunar back and forth between successive invaders been successively occupied by wave after wave rains began. Each and every living is pain- until the constant activity finally attracted of invaders, each of which wipes out the pre- fully aware of all that has been lost. To make the attention of the lunar dragons. Most ceding one. These “sanctuaries” from the lunar it all the worse, they are now forced to live in gnome villages are now flattened wastes. rain are testaments to its disruptive power. confined spaces, a condition which is anath- Although the dwarves invented the mechs Dwarven characters are likely stoic, tired ema to the elven psyche. A deep sadness and the humans developed them, gnomes defenders. After decades of invasion, they are permeates elven society. actually constructed many of them. The few distrustful of anyone who is unfamiliar, particu- Nonetheless, elves welcome the mechs gnomes to survive their forcible displace- larly if they are approached in their strongholds. with open arms. From the perspective of ment have been welcomed by mech crews, To them, the mechs are a mixed blessing. They those used to woodland groves and high who deeply appreciate their technical prow- relieve the pressure on the dwarven kingdoms. forest homes, living in a tall, mobile mech ess. They are less needed on the magically At the same time, for those dwarves who now is a monumental improvement over living powered elf mechs, but most other mechs live in mechs, they represent the abandonment underground. Although the mechs were include a cadre of gnome technicians, and of thousands of years of dwarf stone-dwelling invented by dwarves and developed by many gnome clans have traded their services tradition. They adventure to escape their con- humans, the most advanced are the product for safety on a human or dwarven mech. fines, search for new solutions, beat back the of elven magic. They have taken the denuded Gnomes are welcomed for another reason: attackers who have threatened their way of life ancestor trees that were once the centers of They’re fun to be around. The gnomish sense for so long, or free the dwarven cities that are their villages and magically recrafted them of humor has sustained the race, and their still occupied by invaders. into still-living mechs. These wooden mechs jokes and pranks are welcome diversions in The dwarven bonus to Craft checks relat- must root in the earth for one hour each day, the bleak land of Highpoint. Of course, their ed to metal applies to Craft (Mechcraft). but they are still far more powerful than any jokes these days tend be a little darker, but Dwarves raised in mechs do not receive the others, wielding barrages of fireballs and they still make people smile. stonecunning ability, but in its place receive other spells at their fingertips. They carry Gnomish adventurers are jovial tricksters, a +2 bonus to Mech Pilot skill checks. The with them the villages’ traditions. as they always have been, but at night, when CHPT. CHPT. # # 12 «1» «1» 13 they’re alone in their bedrolls, they silently Half-orcs are found in mechs only as pay- mech. Many halfl ing communities have now weep for the clan members they have lost. ing passengers (when their payment is high relocated to mechs, where they provide enough to overcome natural prejudices) or most of the unskilled and semiskilled labor as slaves or laborers on an orc mech. required to keep the steam engines running. HALF-ELVES Half-orc characters are coarse, crude mer- In many cases, these coglings are illicit stow- cenaries, as they have always been. The lunar aways unknown to the mech’s leaders. In the alf-elves on Highpoint have always rain is a catastrophe for others, not them; most extreme cases, they have become feral Hhad diffi culty defi ning themselves. since half-orcs were never fully accepted by gear-dwelling creatures, forgetting their The radically diff erent lifestyles of their two either parent, they don’t feel a deep sense heritage and living as perpetual stowaways in parents certainly never helped: The stable, of loss for what has been destroyed. Of all the harsh engines. (For more information on ancient elves in their woodland towns lived the races, the half-orcs are perhaps the best coglings, see page 183.) a very diff erent life from the whirling, wan- adjusted, for they took the least pride in Halfl ing adventurers are cynical, as dering human nomads. Many half-elves split what they were to begin with. are all the races, but not quite as jaded as their time between their two cultures. Being others. After all, halfl ings see change as from two races that respected one another, opportunity. Many halfl ings are now pro- they were always accepted, even when they  tected by the same mechs that protect the never belonged. dwarves, gnomes, and humans, despite the Each half-elf usually identified more he halfl ings of Highpoint never had halfl ings’ absence in the innovation of such strongly with one parent or the other and Ta specifi c city or region to call their mechs. As usual, they have adapted rap- spent more time with that society, though own, nor a civilization quite as advanced as idly and found places to support themselves. he took pride in the accomplishments of that the elves lost. They settled everywhere both of his heritages. Now that the lunar and moved often; halfl ing neighborhoods rain has decimated the landscape, half- existed in most human cities, throughout elves have, for the first time, had a chance elven territory, in the halls of Duerok, and  to define their own identity as something along the banks of the Endless River. ADAPTING CLASSES other than a confused, misplaced mix- For many reasons, the halfl ings have ture. Although it would be an enormous adapted well to the catastrophes. First, their TO DRAGONMECH exaggeration to say that any half-elf actu- small size let them escape the lunar dragons ally appreciated the catastrophes, it is true easily. Many halfl ing communities were ost traditional classes can be eas- that many have “found themselves” in the able to survive in the nooks and crannies Mily integrated into DragonMech, new world. As social structures which con- beneath the rubble of cities destroyed by although a few require adaptation. fused them have broken down, they have the dragons. Others became worm farmers. had less difficulty fitting into the newly Unlike the larger races, they were not forced Barbarians reformed societies. They have flocked to battle for the underground homes of the Barbarians have always been common, espe- to the mechs, seeing the new culture as dwarves and gnomes. Second, halfl ings are cially among the nomadic human tribes. Now, a place they can fit into from the start. always quick to adapt to new opportunities, as new generations come of age in the rain- Relative to their percentages in the overall and they did so en masse after the catastro- scalded world of Highpoint, they are even population, half-elves are quite common phes. Many became traders, scouts, guides, more common. Any character raised on the in human and elven mech crews. prospectors, and technicians. surface (in the rubble of old cities, in shallow Thus were born the “coglings”: halfl ing cave complexes, or any other such area) is far laborers and technicians who tend to mechs. more likely to be a barbarian than a fi ghter. HALF-ORCS The huge, complex steam engines of the Barbarians adventure to locate kin who were dwarven mechs require extensive mainte- lost in the disasters, to acquire whatever ves- rcs have always been despised by the nance, ranging from simple janitorial duties tiges of steam technology they can for their Oother races of Highpoint, and half- (cleaning off oil residues, monitoring wear tribes, or because they have lost their tribes orcs are unfortunately subject to similar and tear, etc.) to complex technical assign- and have nothing left to go back to. disdain. They are accepted by no society, ments (calibrating gears, checking pressure and most become wanderers or adventur- valves, etc.). Halfl ings can fi t into smaller Bards ers. The few who settle usually live with the crevices than even the gnomes, and they In a world with little to hope for, bards are tribes of their orc parents, where they are were quick to recognize the utility of their in high demand. They are welcome wherever considered weaklings. size in the complicated regions of a dwarven they go for the diversions they provide. While CHPT. CHPT. # # 12 «1» «1» 13

most survivors of the lunar rain are naturally bodies (although many were killed) but to the moon and surface has given these gods a suspicious of anyone or anything they encoun- their faith. What sort of god would allow strong foothold in the aff airs of the surface ter, the one exception to their suspicion is the such disaster to befall his followers? Either world. On other planes, they battle the old bard. They’ll wait to ask questions until after the gods allowed such inexplicable disaster, gods and are slowly overwhelming them. the bard performs, and if he performs well, which would make any follower question Clerics in Highpoint must contend with they might never ask any questions. Bards his own piety, or the gods did not allow the the battles between their deities and the adventure to piece together what bits of disaster, in which case they are ineff ectual lunar gods. They receive spells only when knowledge they can, hoping to uncover the and lack the strength to stop whatever power their deities have the strength and divine ultimate secrets behind the lunar rain. Even did cause the disaster. Either way, a cleric’s focus to spare. Each day, after the cleric while joking and singing, they pursue the big faith will be shaken, and many attribute their completes her hour of supplication, check questions: Why did it happen? What is life like declining powers to these causes. to see if she receives spells. This is resolved on the moon? How can this be stopped? In reality, the old gods are being overrun by with a Wisdom check against a base DC of 6. the lunar gods, particularly those of the lunar A roll of 1 always fails. Clerics dragons. The physical interaction between The base DC is modifi ed as follows. Few clerics have survived the catastrophes • For each day that the cleric did not receive unscathed. The damage has been not to their spells, the DC on the following day is increased by 2. • If on the previous day the cleric succeed- ed in a major defeat of the lunar gods or their allies and agents, in any way, the DC is decreased by 2. • If on the previous day the cleric otherwise aided his deity in some signifi cant way, such as completing a temple, founding a new sect, defeating an enemy cleric, or signifi cantly enlarging an existing sect, the DC is decreased by 1. CHPT. CHPT. # # 14 «1» «1» 15

This check is rolled separately for each origin. This free action is a fl ash of insight that trained them. Many also succumb to the and every cleric, even two of the same faith, provided by the cleric’s deity in its war allure of glory and treasure waiting to be had, as it depends not just on the deity’s abil- against the lunar gods and requires no eff ort and seek profi t from the new world growing ity but also the cleric’s piety and the deity’s on the cleric’s part. The DM should make up around them. power on that day. Clerics still receive their the check. spells most of the time, but the few days on Clerics now feel a compelling urge to set Monks which they don’t are certainly disturbing. forth in the name of their gods, or at least to The monasteries of Highpoint are tradition- This weakness of clerics refl ects the dis- fi ght against the lunar gods. They adventure ally located in the higher altitudes: the rough- traction and limited power of their gods as out of a sense of faith, dedicated to reviving lands, the foothills of the Boundary Peaks, or they battle the lunar gods. However, there is their faith and solving the root causes of the even on the Peaks themselves. Some monas- a silver lining. The deities are now focusing disaster, not merely profi ting in its wake. teries are in the Lilat and Hereál forests, and much more of their energy on thwarting the two extremely isolationist orders have set up invading lunar gods and their minions. Any Druids camp west of the Boundary Peaks, far from cleric of any faith can attempt to channel The lunar rain has had two eff ects on druids. civilization. All of these areas are far from divine energy spontaneously into a spell First, not as many of them exist. Forced to the worst ravages of the lunar rain, and monks opposing any lunar dragon or other lunar seek shelter, many had to abandon their have endured the pain of the catastrophes creature or eff ect, including attempts to groves. Lacking the natural world with which as stoically as one would expect. Although protect or heal someone from the conse- to instruct new followers, they have had a monks have never been particularly common quences of lunar rain, damage from drag- hard time increasing their numbers. At the in Highpoint, they’re as common (or as rare) ons, and other such causes — but only if he opposite extreme is a corollary eff ect: those now as they have been. receives his normal spells that day. druids who remain, and the few who have Some monks have reinterpreted their To attempt such spontaneous casting, appeared since the lunar rains, are dedicated heritage in a new way. The mech devils of the the cleric simply tries to cast any spell he to their cause as no others before them. They Irontooth Clans have clear roots in monastic could normally cast, regardless of whether see themselves as participants in a sacred martial tradition, though they apply it to it is in his daily allotment. A Wisdom check battle of epic proportions, warring against combat with mechs rather than personal determines success. If the check is success- the lunar denizens for the sake of all things melee. Many monks have joined these clans, ful, the cleric casts the spell as normal with- natural. Few enemies of the lunar rain are so where they are welcomed with open arms out losing one of his allotted spells for that dedicated. They are utterly driven in their and taught the ways of the mech devils. day. If the check fails, the cleric does not cause to protect what little remains of the lose an allotted spell, but no spell eff ect natural world. In many cases, their dedica- Paladins occurs and his action is wasted. The cleric tion borders on insanity, so hard it is to take Paladins are needed now more than ever must still meditate to be able to cast these the losses that their groves have seen. before. As with the clerics, many have spontaneous spells. A player must explain how his druid char- questioned their gods, but as the ultimate These spontaneous spells can be cast acter has come to such a profession in the champions of their faith, none has held such more than once per day. The DC for the fi rst world of Highpoint. He may be apprenticed doubts for long. Paladins have emerged as spontaneous spell cast each day is 20, modi- to an older druid who roamed the woods true champions, battling the lunar dragons fi ed by the same adjustments as the cleric’s before the catastrophes, or perhaps he is a where others fl ee, and their numbers have chance to get spells. The DC for each sub- refugee raised in a burrow, whose knowledge actually grown thanks to the examples they sequent spell rises by 4 for each attempted of nature is limited to the razed environment have set. spontaneous casting, whether successful or of the postcatastrophe world. Paladin spellcasting is limited as a cleric’s not. For example, the initial DC is 20. After is (see above). None of the paladin’s other one attempt, whether failed or successful, Fighters abilities are aff ected. it rises to 24. After a second attempt, again Fighters are always in abundance, whether regardless of success, it rises to 28. on Highpoint or any other world, but Rangers In addition, clerics and paladins of ter- fewer of them are around now. The armies, As with the druids, rangers have found restrial deities may automatically sense if a dedicated training, and military schools their homes destroyed. Rangers can still be creature is of lunar origin. They must already necessary to produce fi ghters have been found among the elves and surviving human be aware of the creature’s presence. This is disrupted. Most fi ghters now hail from nomads, but new recruits are rare. Some have resolved with an unadjusted Wisdom check Chemak or Duerok. Fighters adventure to responded similarly to the druids, declaring against DC 15. On a success, the cleric suc- test their skills against the new challenges a sacred war against the lunar creatures; oth- cessfully determines if a creature is lunar in of this world and to defend the homelands ers have simple given up, living the rest of CHPT. CHPT. # # 14 «1» «1» 15

their lives in the meteor-pocked wastes of wizards. Much magical knowledge was though their natural talent is not as well what were once great forests. destroyed along with the great cities, and developed as that of the coglayers. A variation on the traditional ranger, the destruction of the ancestral elven vil- The personal history of a clockwork rang- called the clockwork ranger, can now be lages dealt a powerful blow to the study of er usually motivates him to adventure. In found haunting the gear forests of city- magic. Furthermore, the age favors steam many cases, their lives were saved by mechs mechs. Clockwork rangers are described in power, not magic — except among the elves, early on. Their worship of the gear forest detail below. it is the coglayers who are protecting their is intertwined with a desire to protect it societies, not the wizards. as an environment, in part to preserve the Rogues Wizards are not as common as they used city-mech itself. They adventure to foil Rogues will always have a place, in any loca- to be. Those who remain are motivated to those who would threaten the lumbering tion and any time. The rogues of Highpoint return magic to its place of preeminence. city-mechs, to fi nd resources to benefi t the have been unaff ected by the catastrophes, They adventure to prove the worth of their city-mechs, or simply to further the cause except insofar as it has been a great time skills, to gain new knowledge, and to track of steam technology. They oppose those for opportunists and looters. Life on a mech down the few remaining archmages who can who advocate a return to the old ways, not doesn’t particularly favor a rogue — the quar- teach them the greatest secrets of all. just because it threatens the denizens of ters are a little too cramped to get away with the gear forests, but because they see it as much — but rogues have found their skills are a deceptive solution. perfectly suited to infi ltrating enemy mechs, Clockwork rangers are also known as which are little more than walking buildings.  metal rangers or enginekeepers. Some rogues have even specialized in such NEW CORE CLASSES skills, and rumors exist of a secretive orga- Game Rule Information nization of “stalkers” who are dedicated to Clockwork rangers are identical to normal taking down mechs without ever being seen. CLOCKWORK RANGER rangers with the following modifications. Rogues adventure for the same reasons they (VARIANT RANGER) always have: loot, experience, fame, infamy, and the challenge of a great heist. he clockwork ranger is a fi ghting Tman who has adopted the mech Sorcerers as his home. On a normal world The moon’s low orbit has caused all manner he may have grown up studying of strange events on Highpoint, not least of the creatures of the woods, which is a huge jump in the number of natu- but, raised as he was on a ral-born spellcasters. Sorcerers are on the mech, he has instead rise, apparently driven by some magical side made the world of eff ect of the moon. Many of the “new blood” metal his domain. manifest spells that are moon-themed varia- Most clockwork rangers tions on the traditions, such as magic missiles live in the gear forests, the vast that launch meteorites instead of arrows. engine rooms that occupy mul- In some cases they are hated for this, being tiple levels of every city-mech. seen as part of the world’s problems; in other Clockwork rangers are in most cases, they are treasured as bearers of unique respects just like traditional rangers. magic. In any event, the respect they enjoy They study the creatures that occupy must now be shared with mech jockeys and the gear forests, both natives (like coglayers, a fact many sorcerers fi nd grating. coglings) and invaders (which can They adventure to test their limits and fi nd include practically any creature that their purpose, especially those whose tal- threatens the engines regularly). They ents indicate they are connected to the lunar tend to be standoffi sh loners who catastrophes in some inexplicable way. retreat to the engine rooms for sol- ace and skill. Clockwork rangers have Wizards a natural understanding of engineer- Fewer places exist to learn magic these days, ing rather than the affi nity for nature and fewer people are training to become found with woods-dwelling rangers, CHPT. CHPT. # # 16 «1» «1» 17

Class Skills gear forests develop their own unique ecolo- Characteristics: Coglayers are shy and The clockwork ranger’s class skills (and the gies, albeit it with creatures far removed from reclusive. They prefer to spend their time key abilities for each skill) are Climb (Str), those that walk the woodland dale. Clockwork with machines, not people. They maintain Concentration (Con), Craft (Int), Handle rangers may still draw on nature to cast divine a conservative appearance and don’t draw Animal (Cha), Heal (Wis), Hide (Dex), Jump spells, though the spells available to them are attention to themselves — except when (Str), Knowledge (nature) (Int), Knowledge slanted more toward mechanical life. See page demonstrating new inventions, at which (steam engines) (Int), Listen (Wis), Move 48 for their spell list. point they are happy to show them off . Silently (Dex), Profession (Wis), Search Track: Clockwork rangers still receive the Alignment: Coglayers tend toward neu- (Int), Spot (Wis), Survival (Wis), and Use Track feat. The grime and grease that coat the trality and even chaos. Their belief structure Rope (Dex). fl oors of gear forests count as fi rm ground for places a high premium on knowledge and Clockwork rangers have the unique abil- purposes of the feat. Particularly sludge-cov- truth, as well as the advancement of tech- ity to use Handle Animal to infl uence con- ered areas are considered soft ground. nology through contributions to the greater structs. See page 42 for details. Favored Enemy: Clockwork rangers still body of knowledge. They consider these Skill Points at 1st Level: (4 + Int modi- have favored enemies. They may choose timeless values to be far more important fi er) x 4. from the traditional categories, provided than the temporal loyalties of mortal life. Skill Points at Each Additional Level: they have had exposure to those enemies. Religion: Coglayers have no respect 4 + Int modifi er. Animal Companion: The clockwork for the old gods. They are utterly atheis- ranger’s animal companion must be a creature tic. They worship only technology and the Class Features native to the gear forests. Choose from this list: power it can bring them. If they exhibit any Clockwork rangers are like rangers except dire rat, grease lizard, monstrous centipede religious leanings at all, it is toward Dotrak, for the following. (Medium or Large), monstrous spider (Medi- the “great engine.” Spells: Though the gear forest is a man- um), or snake (Small or Medium viper). Background: Many coglayers are offi - made environment, cially trained by the Gearwrights Guild, or its inhabitants are a similar organization in their hometown. If creatures of COGLAYER not part of the guild, they are almost always nature. Many apprenticed to an older, more experienced coglayer is a tinkerer and mechanic. coglayer, who teaches them the basics and A Most coglayers are obsessed with steam then helps them advance. This apprentice- engine technology, working tirelessly to eke ship is usually quite informal; it happens out every last drop of performance from the naturally due to the close camaraderie of engines they build. They experiment con- coglayers, who seek each other out to dis- stantly and are always eager to learn about cuss their studies. A strong feeling of fellow- others’ advances in the ship exists among coglayers, since they have fi eld. If anyone can build few other people with whom they can discuss a bigger, better mech, their interests. it’s a coglayer. Coglay- Races: Gnomes and dwarves are by far ers gain power through the the most common races among coglay- devices they build, and they have ers. Human and half-orc coglayers aren’t special mastery over an area of technology uncommon, though the latter rarely advance known as steam powers. Steam powers enable beyond simple mechanical contraptions. them to construct fantastic engines with Coglayers of any other races are exceedingly amazing powers. rare: Elves prefer magically constructed Adventures: Coglayers adventure for mechs, and halfl ings are more interested in two reasons. First, they like to test their selling mechs than building them. inventions. The best way to fi nd out if your Other Classes: A coglayer is perceived by mech is really up to snuff is to send it into other classes as an odd eccentric. For most battle. Second, they have a very expensive of an adventuring career, he’ll be the small hobby. As if steam engines weren’t expen- guy in the back hiding behind some weird sive enough, mechs are downright exor- contraption. But as he advances in level bitant. Adventuring is a good way to fund he gains the ability to construct ever more this hobby. elaborate weapons, and eventually he can CHPT. CHPT. # # 16 «1» «1» 17

est hum or whir. Coglayers receive the TABLE 1-1: THE COGLAYER Craft Steam Gear feat for free at first level. Level Base Attack Bonus Fort Save Ref Save Will Save Special Steam Powers Coglayers add their class level as a bonus to 1 +0 +0 +0 +2 Machine Empathy, all checks in Craft (mechcraft), Knowledge Exotic Weapon Proficiency 2+Int (mechs), and Knowledge (steam engines). 2 +1 +0 +0 +3 Mech Weapon Proficiency 3+Int Mech Weapon Proficiency: Coglayers 3 +1 +1 +1 +3 Integrated Parts 4+Int spend far more time building and studying 4 +2 +1 +1 +4 Exotic Weapon Proficiency 5+Int mechs than piloting them, so they do not 5 +2 +1 +1 +4 Mech Weapon Proficiency 6+Int learn to operate mech weapons as quickly 6 +3 +2 +2 +5 — 7+Int as their mech jockey counterparts. None- 7 +3 +2 +2 +5 Integrated Parts 8+Int theless, they become skilled with those 8 +4 +2 +2 +6 Exotic Weapon Proficiency 8+Int they focus on. At each level indicated, the 9 +4 +3 +3 +6 Mech Weapon Proficiency 9+Int coglayer becomes proficient with any one 10 +5 +3 +3 +7 — 10+Int mech weapon. 11 +5 +3 +3 +7 Integrated Parts 10+Int Steam Powers (Ex): A coglayer can 12 +6/+1 +4 +4 +8 Exotic Weapon Proficiency 11+Int construct a number of steam powers as 13 +6/+1 +4 +4 +8 Mech Weapon Proficiency 12+Int indicated in Table 1-1. He receives a num- 14 +7/+2 +4 +4 +9 — 12+Int ber of additional steam powers equal to 15 +7/+2 +5 +5 +9 Integrated Parts 13+Int his Intelligence modifier. Steam powers at 16 +8/+3 +5 +5 +10 Exotic Weapon Proficiency 14+Int 1st level are granted for free; future steam 17 +8/+3 +5 +5 +10 Mech Weapon Proficiency 14+Int powers must be built and paid for per the 18 +9/+4 +6 +6 +11 — 15+Int usual rules. 19 +9/+4 +6 +6 +11 Integrated Parts 16+Int These steam powers aren’t indicative of 20 +10/+5 +6 +6 +12 Exotic Weapon Proficiency 16+Int what the character knows; they’re indica- tive of what he is capable of maintaining. The character doesn’t have to specify what build mechs. It is at this point that coglayers Weapon and Armor Proficiency: each steam power slot is until he actually start earning some respect. Coglayers are proficient with club, dagger, builds a device of some sort that uses the heavy crossbow, light crossbow, and quar- steam power. He can maintain only the Game Rule Information terstaff. They are proficient with all shields number of steam powers indicated in Table Coglayers have the following game statistics. except the tower shield, and the follow- 1-1. If for some reason he wants to alter the Abilities: Intelligence is exceedingly valu- ing armor types: padded, leather, studded steam powers he is currently using, he can able for coglayers, as is Dexterity. The former leather, pilot’s armor, chain shirt, scale mail, dispose of an existing device and create a lets them dream up ever more powerful con- gearmail, and chainmail. As they advance, new one. As long as the total steam powers traptions, and the latter lets them build them. they gain proficiency with certain exotic in use do not exceed his limit as indicated Alignment: Any. weapons (see below). in Table 1-1, that’s not a problem. The old Hit Die: d4 A coglayer is always considered proficient steam powers and the device they were Class Skills with any weapon he has built using his steam used with are considered destroyed, how- The coglayer’s class skills (and the key abilities powers. ever; even if they aren’t actively destroyed, for each skill) are Craft (blacksmithing) (Int), Exotic Weapon Proficiency: Coglayers they fall apart from lack of maintenance. Craft (mechcraft) (Int), Disable Device (Int), tinker constantly. They are always learning Each morning the coglayer must spend Knowledge (any) (Int), Knowledge (mechs) how to use new mechanical devices, includ- one hour maintaining his steam powers. (Int), Knowledge (steam engines) (Int), Lis- ing exotic steam-powered weapons. At each This includes adding oil, recalibrating ten (Wis), and Mech Pilot (Dex). indicated level, a coglayer can become parts, checking measurements, and so on. Skill Points at 1st Level: (8 + Int modi- proficient with one of the following exotic The coglayer must be capable of reasonable fier) x 4. weapons: buzzaxe, buzzsaw, chattersword, concentration during this time, though he is Skill Points at Each Additional Level: 8 flame nozzle, lobster claw, steambreather, not affected by any distractions that might + Int modifier. steam gun. be normally experienced on a city-mech Class Features Machine Empathy (Ex): A coglayer is (such as engine noise or cramped quarters). All of the following are class features of the finely attuned to the functions of machines. For each day in which he doesn’t maintain coglayer. He can identify problems from the slight- his steam powers, the coglayer temporarily CHPT. CHPT. # # 18 «1» «1» 19 loses one steam power. All lost steam powers Characters become constructors because never teach these spells to nonmembers. are restored as soon as the coglayer spends a they exhibit a talent for both engineering The only way to learn them is to be a mem- full hour on maintenance. and arcane magic. If they lacked the abil- ber of the college or to discover them in a Integrated Parts: Most coglayers are ity to cast spells, many would have become member’s spellbook. Small creatures, such as gnomes, halfl ings, coglayers. Instead, they fuse their two skill Specialist: Constructors are specialists. or coglings. With their low Strength, these sets to create creatures far beyond the scope As described in the PHB, a constructor can coglayers have been forced to develop of simple engineering (or so they hope). prepare one additional spell of each level per new ways to carry around all their gear. At The constructor class is a mix between a day, and receives a +2 bonus to Spellcraft 3rd level and every 4 levels thereafter, the normal character class and a prestige class. checks to learn the spells of her chosen col- coglayer can integrate two steam powers Constructors are always members of the lege. The extra spell selection may be any into one. These powers must be built into College of Constructors. This membership spell from the constructor school spell list the same device. The two parts combined is freely available to anyone who professes (page 48). then weigh the same amount as the smaller an interest. In that regard, the constructor is To become a constructor, a wizard must of them did before they were combined. For like a prestige class, as it requires member- select any single other school as her prohib- example, an imagemaker combined with an ship in a world-specifi c institution. On the ited school. Almost all constructors choose iron arm would have a total weight of 8 lbs., other hand, this is hardly more specialized necromancy as their prohibited school, the same weight as the iron arm by itself. than what is required of a specialist wizard since spells of all other schools are required Parts integrated in this manner cannot be (an illusionist, for example). Constructors for the creation of all typical constructs. separated once combined; to replace them, are essentially specialist wizards whose Those who don’t choose necromancy as their the coglayer has to build two whole new specialization includes membership in an restricted school often have foul ambitions parts from scratch. It is perfectly acceptable organization. Unlike normal specialists, involving the creation of smoking dead and to integrate disparate parts of radically dif- however, their specialization does not fall other undead semiconstructs. ferent size, weight, and dimensions – after along the lines of a specifi c school. Familiar: A constructor may build a all, this is fantasy engineering! Players may select constructor as their clockwork familiar (see page 47). That Piece is Important: At 12th level class at 1st level. (or higher), a coglayer may take the that piece is important ability (per the stalker class Game Rule Information MECH JOCKEY description) in place of a normal feat. A A constructor is identical to a normal wizard coglayer with this ability may identify stalker with the following modifi cations. mech jockey pilots mechs. The mech sabotage in half the usual time (which nets to Class Skills Ajockey embodies technical inclination one-fourth the time the stalker spent fi nding The constructor’s class skills (and the key combined with lightning refl exes, extraordi- the piece). abilities for each skill) are Concentration nary spatial abilities, an emotional sensitivity (Con), Craft (alchemy) (Int), Disable to machines, and an unfl inching belief that a Device (Int), Knowledge (any) (Int), Profes- mech can do anything a human can. CONSTRUCTOR sion (Wis), and Spellcraft (Int). While the earliest mechs were piloted (VARIANT WIZARD) Skill Points at 1st Level: (2 + Int modi- by the technically minded people who built fi er) x 4. them, it soon became clear that technical constructor is a wizard who specializes Skill Points at Each Additional Level: 2 talent and piloting ability are two separate Ain building constructs. Constructors are + Int modifi er. things. The mechdoms now select mech a new phenomenon, having appeared only in Class Features jockeys based on piloting skill, not techni- the last several decades. A formal organiza- Spells: The constructor class has its own list cal aptitude. Low-level mech jockeys merely tion known as the College of Constructors of spells. This includes all wizard spells, a few understand the controls of a mech, while is responsible for much of the growth in divine spells that have been adapted for use high-level mech jockeys can make their the fi eld, as its members have expanded the by the constructors (such as animate objects), mechs do things the builders never thought science of magical constructs far beyond several variant spells focused on aff ecting possible. golems and guardians. Constructors learn constructs rather than their previous targets, In the lands of Highpoint, mech jockeys spells that mimic the traits of constructs, and a number of restricted spells. are the new wave of heroes. Their skills just as they push the envelope of construct- The constructor school spell list appears protect and shepherd their peoples. The ace building in an attempt to match the fabulous on page 48. The restricted spells were devel- pilots of the lightweight fi ghters speed their creations of the coglayers. oped by the College of Constructors and are mechs across the landscape, sparring with strictly regulated. Members of the college monsters and repelling raiders. The more CHPT. CHPT. # # 18 «1» «1» 19

cautious pilots of the massive city-mechs in mechs and steam technology from an early as common. Many dwarven mechs are still stride mightily above the ground, plotting age, but rather than learn how the mechs piloted by coglayers. their steps with expert precision so as to worked, they just wanted to make them go, Other Classes: Mech jockeys get along avoid disaster. go, go! They hail from cultures where mechs well with the wild, roughneck classes: bar- Adventures: Mech jockeys adventure are common, or at least familiar: usually one barians, bards, rogues, and most fi ghters. because it’s the only way they can get behind of the mechdoms, or Duerok. Mech jockeys The more conservative classes consider the controls of a mech. Most of them are in from the underdeep are unheard of. them a little too much to handle, including love with mechs from the moment they set Races: Although dwarves and gnomes coglayers, who appreciate the mech jockey’s sight on one. On top of that, mech jockeys are most common among the technical love of their creations but really can’t quite get a thrill from the rush of piloting and love professions, mech jockeys are far more connect with them. Sorcerers and wizards excitement, danger, battle, and loud noises. likely to be human. Humans love the thrill often feel a sense of rivalry with mech jock- The transition from there to active adventur- of piloting. Whenever you see a mech doing eys, as they embody the steam technology ing isn’t very far. Mech jockey adventures something extraordinary — dancing, fi ght- that is rapidly challenging the predominance involve ferrying cargo, passengers, or even ing “unarmed” with its elbows and knees, of magic. Clerics and paladins disdain them contraband; scouting out new locations for moving faster than even the builder thought for their lack of faith, and monks consider settlements or mines; patrolling safe zones; possible — it is almost guaranteed to be a them undisciplined and rowdy (except for defending city-mechs against invading crazed human mech jockey behind the con- the mech devils, whose own brand of monas- mechs; and going head to head with lunar trols. Mech jockeys of other races do exist, ticism intersects perfectly with that of a dragons and other huge monsters. of course, but they’re neither as crazy nor mech jockeys). Characteristics: The mech jockey is like the quintessential fi ghter pilot: cocky, Game Rule Information self-assured, and good at what he does. Mech jockeys have the following game Mech jockeys have a specifi c ability which statistics. has never before been recognized as useful. Abilities: Dexterity is by far the most In the past, they may have become chariot important ability for mech jockeys. It helps drivers in the military, or simply raced bug- them control their craft with precision and gies with the lads back in the village. Now skill. Intelligence is useful for understanding their piloting talent fi nally has a produc- the engineering that powers the mechs. tive, respectable outlet, and they’re very Alignment: Any. proud of that. Hit Die: d6 Mech jockeys are always amateur techni- Class Skills cians, and some start out as coglayers before The mech jockey’s class skills (and multiclassing into piloting. Unlike coglay- the key abilities for each skill) ers, however, their technical abilities aren’t are Balance (Dex), Climb (Str), directed at building new kinds of machines. Craft (mechcraft) (Int), Jump Rather, they are most interested in “souping (Str), Knowledge (mechs) (Int), up” their “legs.” They focus on customizing Knowledge (steam engines) (Int), their mechs and jerry-rigging repairs. Listen (Wis), Mech Pilot (Dex), and Spot Alignment: Mech jockeys can be of any (Wis). alignment. A chaotic mech jockey sets out Skill Points at 1st Level: (4 + Int modi- to acquire his own mech (whether legally fi er) x 4. or not), while a lawful mech jockey joins the Skill Points at Each Additional Level: military in order to be assigned to a mech. 4 + Int modifi er. Religion: Mech jockeys are not as athe- Class Features istic as some of the other newly appearing All of the following are class features of the classes, but their faith is still solidly planted mech jockey. on the side of machinery, not gods. They may Weapon and Armor Profi ciency: Mech retain some residual worship of the divine, jockeys are profi cient with all simple weap- but most espouse a belief in Dotrak. ons, plus the rapier, short sword, all cross- Background: Mech jockeys love speed, bows, and the steam gun. They are profi cient thrills, and excitement. They were interested with light and medium armor, including CHPT. CHPT. # # 20 «1» «1» 21

apply to mechs, and their abilities are sub- TABLE 1-2: THE MECH JOCKEY sumed by the new Mechidextrous feat.) Level Base Attack Bonus Mech Attack Bonus Fort Save Ref Save Wil l Save Special Patchwork Repairs (Ex): Starting at 2nd 1 +0 +1 +0 +2 +0 Extraordinary Pilot, level, a mech jockey can perform patchwork Mech Fingers – Warrior Instinct, Hand Speed repairs once per day to get his mech back on 2 +1 +2 +0 +3 +0 Bonus Feat, Patchwork Repairs its feet quickly. Making patchwork repairs 3 +2 +3 +1 +3 +1 Push the Envelope 1/day takes a full round action (and in a large 4 +3 +4 +1 +4 +1 Bonus Feat mech, additional time may be required 5 +3 +5 +1 +4 +1 Roll with the Punches – 1 increment to move to the damaged area). Patchwork 6 +4 +6/+1 +2 +5 +2 Push the Envelope 2/day repairs fi x the eff ects of one critical hit, 7 +5 +7/+2 +2 +5 +2 Bonus Feat, Mech Fingers – Skill Transfer but do not increase the mech’s hit points. 8 +6/+1 +8/+3 +2 +6 +2 — The repairs last for 1d6 hours plus one hour 9 +6/+1 +9/+4 +3 +6 +3 Push the Envelope 3/day per two mech jockey class levels; after that, 10 +7/+2 +10/+5 +3 +7 +3 Bonus Feat the critical damage recurs. For example, a 11 +8/+3 +11/+6/+1 +3 +7 +3 Roll with the Punches – 2 increments steam-powered mech that suff ers gyroscope 12 +9/+4 +12/+7/+2 +4 +8 +4 Push the Envelope (Extreme Redlining) 4/day damage must normally make a Refl ex save 13 +9/+4 +13/+8/+3 +4 +8 +4 Bonus Feat (DC 16) with every move or fall over, and 14 +10/+5 +14/+9/+4 +4 +9 +4 — it suff ers a –4 penalty to trip checks. A 4th- 15 +11/+6/+1 +15/+10/+5 +5 +9 +5 Push the Envelope (Extreme Redlining) 5/day level mech jockey could temporarily fi x the 16 +12/+7/+2 +16/+11/+6/+1 +5 +10 +5 Bonus Feat gyroscope so the eff ects disappear, but they 17 +12/+7/+2 +17/+12/+7/+2 +5 +10 +5 — reappear after 1d6+2 hours. 18 +13/+8/+3 +18/+13/+8/+3 +6 +11 +6 Push the Envelope (No Overheating) 6/day Push the Envelope (Ex): Mech jockeys 19 +14/+9/+4 +19/+14/+9/+4 +6 +11 +6 Bonus Feat have an uncanny ability to judge the limits of 20 +15/+10/+5 +20/+15/+10/+5 +6 +12 +6 Roll with the Punches – 3 increments their mechs. They can redline a steam engine, push its boiler to the blasting point, yet judge the pressure just right so they max out perfor- pilot’s armor and gearmail, but not shields. Warrior Instinct (Ex): At 1st level a mech mance without causing permanent damage. Mech jockeys are automatically profi cient jockey gains bonuses to attack while in A mech jockey can push the envelope with all mech weapons. They are the only personal combat and while using a mech. a number of times per day as indicated on class to gain full mech weapon profi ciency as His attack bonus is divided into “Base” and Table 1-2. When pushing the envelope, the part of the class package. “Mech” because he gets a higher bonus when mech jockey’s mech gains a temporary +2 Extraordinary Pilot (Ex): Mech jockeys attacking with a mech. This higher bonus bonus to attack and damage rolls, +2 to all add their class level as a bonus to checks in applies to any attack he makes while acting saving throws, and +10 ft. to its movement the Mech Pilot skill. as pilot or gunner on a mech. speed. The mech jockey can keep his mech Hand Speed: A mech jockey is a highly Skill Transfer (Ex): At 7th level, a mech redlined for a number of rounds equal to 3 + skilled warrior who is most eff ective in a jockey is so skilled at fi ghting with his mech the mech jockey’s Int modifi er. At the end of mech. Many of the talents that make him that his personal combat abilities carry over the redline duration, the mech is overheated a skilled mech pilot — hand speed, quick to the mech. With this ability, a mech jockey for 1d4 rounds. An overheated mech suff ers a refl exes, excellent hand-eye coordination who possesses the following feats may use –2 penalty to attack and damage rolls. — are also extremely useful in normal hand- them with the mech and its weapons: Dodge, A mech jockey who controls a specifi c to-hand combat. The mech jockey receives Expertise, Cleave, Great Cleave, Improved function on a larger mech (for example, the the feats Quick Draw and Weapon Finesse for Trip, Power Attack, and Whirlwind Attack. gunner) gains the benefi ts of redlining only free at fi rst level, even if he does not meet the (The following feats already apply to combat for the specifi c function he controls (gener- prerequisites. These refl ect the ways his natu- in a mech, even without the skill transfer ally one weapon). ral abilities can be used outside the mech. ability: Improved Critical (on any mech At 12th level, the mech jockey can push the Mech Fingers: Mech jockeys eventually weapon), Improved Initiative, and Improved envelope to an extreme redline point. From learn to feel a mech as if it were an extension Sunder. Shot on the Run and Spring Attack now on, his bonuses for pushing the envelope of their own self. Their strong spatial percep- can be used without the skill transfer ability are doubled: +4 to attack and damage rolls, +4 tion abilities make them acutely aware of the provided the mech jockey has the necessary to the mech’s saves, and +20 ft. to the mech’s mech’s dimensions. In eff ect, their fi ngers prerequisites and the Mechwalker feat. The movement speed. The modifi ers for an over- become the mech’s fi ngers. various two-weapon fi ghting feats do not heated mech are unchanged. CHPT. CHPT. # # 20 «1» «1» 21

At 18th level, the mech jockey Game Rule Information can continue to push the envelope Stalkers are identical to normal rogues with to an extreme redline point, and the following modifi cations. the mech no longer overheats Class Skills when the redlining is over. The stalker’s class skills (and the key abilities Pushing the envelope is a for each skill) are Balance (Dex), Bluff (Cha), free action that can occur at Climb (Str), Craft (any) (Int), Craft (mechcraft) any point in a round, usually at (Int), Decipher Script (Int), Diplomacy (Cha), the beginning of a mech jockey’s Disable Device (Int), Disguise (Cha), Escape turn. It is acceptable to declare Artist (Dex), Gather Information (Cha), Hide that the pilot begins pushing the (Dex), Intimidate (Cha), Jump (Str), Knowl- envelope after an attack or eff ect edge (mechs) (Int), Knowledge (steam engines) hits that forces a save. (Int), Listen (Wis), Mech Pilot (Dex), Move Roll with the Punches (Ex): Silently (Dex), Open Lock (Dex), A mech jockey learns to move his Profession (Wis), Search mech with the momentum of (Int), Sense Motive (Wis), incoming blows, reducing the Sleight of Hand (Dex), Spot likelihood of critical hits. At (Wis), Swim (Str), Tumble (Dex), 5th level, a mech jockey pilot- Use Magic Device (Cha), and Use ing a mech of average maneu- Rope (Dex). verability or better treats criti- The key diff erences between these cal thresholds as one increment skills and those of a rogue are as follows: less dangerous. Yellow critical hits New Skills: Stalkers have access to are treated as green, orange critical these new skills: Craft (mechcraft) hits are treated as yellow, and red critical (Int), Knowledge (mechs) (Int), hits are treated as orange. This means he Knowledge (steam engines) (Int), rolls on the lower threshold column to deter- Mech Pilot (Dex). mine the eff ects of critical hits. tion (any mech weapon). A mech Lost Skills: These traditional At 11th level, a mech jockey treats criti- jockey who takes Weapon Specializa- rogue skills are not class skills for a cal hits as two increments less dangerous. tion, Greater Weapon Specialization, or stalker: Appraise (Int), Forgery (Int), Perform Yellow and orange critical hits use the Greater Weapon Focus counts his mech (Cha), Swim (Str). green column, while red critical hits use jockey levels as fighter levels for purposes Skill Points at 1st Level: (8 + Int modi- the yellow column. of meeting the feat prerequisites. fi er) x 4. At 20th level, a mech jockey treats critical Skill Points at Each Additional Level: 8 hits as three increments less dangerous. All + Int modifi er. critical hits use the green column, regardless STALKER (VARIANT ROGUE) of threshold. Class Features Bonus Feat: At each of the indicated talkers are rogues who specialize in infi l- All class features are identical to those of a levels the mech jockey may take one of Strating and destroying mechs. Although rogue except as described here. the following feats for free, provided their abilities are generally similar to tradi- Special Abilities: On achieving 10th the feat’s prerequisites are met: Dodge, tional rogues, their training departs in a few level and every three levels thereafter (13th, Expertise, Cleave, Great Cleave, Greater important ways. They study steam engine 16th, and 19th), a stalker gains a special Weapon Focus (any mech weapon), technology and mech piloting extensively, ability. At 10th level the stalker must take Greater Weapon Specialization (any mech and the focus of their rogue skills is on infi l- the contortionist ability. At 13th level the weapon), Improved Critical (any mech tration and concealment at the expense of stalker must take the that piece is important weapon), Improved Initiative, Improved certain other areas. For game purposes, they ability. At future levels he may choose from Sunder, Improved Trip, Mech Dancer, are considered a diff erent class than the the usual options. Mech Fu, Mechidextrous, Mechwalker, traditional rogue. Contortionist (Ex): A stalker with this abil- Power Attack, Shot on the Run, Speed Stalkers are described in more detail on page ity can contort her body into a bewildering Freak, Spring Attack, Weapon Focus (any 179. They are not a formal organization, simply variety of shapes. She can dislocate joints mech weapon), or Weapon Specializa- a type of rogue with specialized interests. at will, contract her body into unnaturally CHPT. CHPT. # # 22 «1» «1» 23 small shapes, and fi t through incredibly tiny must spend at least half as much time fi nd- was it faster and stronger, it was modular and spaces. She receives a +5 competence bonus ing the damaged piece as the stalker spent easily repairable. to Escape Artist checks. This stacks with the identifying it. From Darius’ experiments formed a cote- Agile feat. Stalkers use this skill to squeeze If the check fails, the stalker can con- rie of obsessive dwarven engineers. It wasn’t into the tiniest openings on a mech, often tinue searching for another week, then long before they dispensed entirely with the fi nding entry through narrow air vents and make another check. After each failed pretense of helping the crippled. Soon they seemingly impassible exhaust pipes. attempt the stalker must pass a Bluff check were voluntarily performing surgery on one That Piece Is Important (Ex): A stalker with of the same DC as the Disable Device another, replacing natural limbs and organs this ability can assess weak points in a mech’s check or have her activities in the engine with steamborg parts. In time, they were engines with expert ability. After extensive rooms detected (probably by investigating more steam engine than dwarf, and thus were study of the mech’s engine rooms, she can coglayers). This routine of a new check born the steamborgs. identify a single piece that, if destroyed, will each week can continue until the stalker Adventures: Steamborgs adventure bring the entire mech to a grinding halt. gives up or is detected. because it provides a source of funds for their Using this ability requires studying the This ability is far more subtle than simply experiments and a chance to test their latest mech’s engines for at least one full hour on a bashing in an important gear. It’s sabotage in accouterments. Some are also motivated to small mech, and as long as several months on the most inconspicuous possible manner. adventure because they have no homes and the endless gear forests of a city-mech. After The stalker might remove a single bolt, cut nowhere else to go. Low-level steamborgs the period of study, the stalker can make a a single wire, or fi le the edges of a gear by may still have a place in their society, but as Disable Device skill check. The stalker can- a single millimeter. This ability sums up the they advance and become progressively less not take 10 or take 20 on this roll. The time very motto of the stalker: cause maximum human (or dwarven or gnomish, as the case required and the DC depends on the mech’s damage with minimum visibility. may be), they invariably become outcasts. size as follows: Necromantic and animated mechs are not Some are treated as deranged eccentrics aff ected by this ability. — useful allies, but certainly not someone Size Study Time Disable Device DC Favored Class: Regardless of race, any to leave unattended with your children Large 1 hour 16 rogue may multiclass as a stalker as if stalker — while others are deemed a bad infl uence Huge 2 hours 18 were a favored class, and vice versa. and chased out of town. Gargantuan 4 hours 20 Characteristics: Steamborgs acquire Colossal 8 hours 22 power through the addition of steam engine Colossal II 2 days 24 STEAMBORG technology to their own bodies and their Colossal III 5 days 26 improved profi ciency in using it. Over time Colossal IV 2 weeks 28 he steamborgs are a profession unlike they become more and more adept at oper- Colossal V 3 weeks 30 Tanything the world has seen before. ating steampunk equipment. Not only can City-mech A 1 month 32 They are human, dwarf, and gnome engineers they use the powers built into their artifi cial City-mech B 2 months 34 who have taken steam engine technology to a body parts, they can surpass the limitations City-mech C 3 months 36 dangerous new level. Rather than experiment of humanity, mixing the best aspects of City-mech D 4 months 38 in building enormous mechanized walkers, machine and mortal. Their ability to operate City-mech E 5 months 40 they took the next logical step: They turned technology is similar to that of gearwrights, City-mech F 6 months 42 themselves into mechanized walkers. They but their talent with technology is focused are, in essence, self-constructed cyborgs more on applying it in creative ways than If successful, she brings the entire mech to built from steam engine technology. inventing new techniques. a grinding halt. Within 2d6 minutes of her The rise of steam engine technology, cou- Alignment: Steamborgs tend toward sabotage, every single system connected to pled with the nihilism of a world in tatters, neutrality and chaos. Becoming a steamborg the mech’s central engines has failed, from led to the creation of steamborgs. The early requires overstepping cultural boundaries the legs to the arms to the water supplies to impetus was artifi cial limbs. A peg-legged common to almost all societies. Little dis- any weapons connected to the main engines. dwarven engineer named Darius had long cipline is involved; rather, it entails comfort The mech loses no hit points but must be experimented with a variety of articulated with risk and, in a world where steamborgs repaired as if its hit points had been reduced legs, both magical and mundane. As steam are still extremely rare, a great degree of dar- by 15%. Repairs take an unusually long time engine technology improved he applied it ing the unknown. because the mech’s coglayers must locate to his prosthetics, with surprising results. Religion: Steamborgs have no respect for the specifi c part damaged by the stalker. He was able to produce an artifi cial leg that the old gods. Where are they now that the Before repairs can begin, the mech crew worked better than his normal leg. Not only world is falling apart? For a steamborg, power CHPT. CHPT. # # 22 «1» «1» 23

comes from the steam technology that infuses readily. Some wizards, with their own ambi- almost completely replaced by steam engine his being, not through worship of absent gods. tions and willingness to make sacrifi ces for technology, and only through sheer physical Steamborgs worship only technology and the personal improvement, sympathize with the vitality are the body’s basic systems able to power it can bring them. If they exhibit any reli- steamborgs’ motivations. Fighters, barbar- sustain themselves. gious leanings at all, it is toward the quasigod ians, and some rogues (as well as most orcs) Intelligence and Charisma are also impor- Dotrak, the “great engine.” respect the improved abilities that come tant to a steamborg. With Intelligence, he Background: Steamborgs are born tin- with steamborg parts, even if they see the comprehends the technology that he will kerers. Those who had normal professions process as unnatural. Coglayers sympathize build into his body, expressed in his acqui- before the catastrophe were often black- with the reverence for technology but still sition of skills. With Charisma, he retains smiths, metalworkers, and other craftsmen. see steamborgs as freaks. Clerics and pala- his essential humanity as his body becomes Many were known for their fabulous hand- dins disdain the steamborg’s abandonment more and more metal. crafted devices, such as complex clocks of religion. Alignment: Any. and self-loading crossbows. After the catas- Hit Die: d8 trophe, they were drawn to the developing Game Rule Information Class Skills fi eld of steam engine technology. Without Steamborgs have the following game statistics. The steamborg’s class skills (and the key abili- exception, a steamborg has been involved Abilities: Constitution is the defi ning ties for each skill) are Balance (Dex), Climb in the construction of at least one mech. trait of a steamborg. He gains power by (Str), Concentration (Con), Craft (mech- Some have worked on more than one, and pushing his body to its absolute limits. At craft) (Int), Disable Device (Int), Heal (Wis), many became technicians or coglayers. the upper levels of advancement, the body is Jump (Str), Knowledge (steam engines) (Int), Just what spurs the leap from coglayer to Listen (Wis), and Profession (engineer). steamborg is a matter of debate and Skill Points at 1st Level: (4 + Int modi- often varies by individual. Some saw fi er) x 4. mechs as the wrong direction for Skill Points at Each Additional Level: steam engine technology, believ- 4 + Int modifi er. ing instead that personal power was more Class Features important. Others have no objections to All of the following are class features mechs but pursue steamborg technology of the steamborg. for self-defense. Still others always aspired Weapon and Armor Profi ciency: to personal power but lacked the requisite Steamborgs spend little time learn- talent to become fi ghters or wizards. ing about weapons. They devote their Races: High-level steamborgs are uni- energy to other things. As a result, they are versally dwarven, for it was the dwarves who profi cient only with simple weapons and the developed the class in the fi rst place. Mid- following exotic weapons (which they learn level steamborgs may be dwarves or gnomes. about in their engineering studies): buzzaxe, Beginning characters tend to be dwarves buzzsaw, chattersword, fl ame nozzle, lobster or gnomes, as they are the most advanced claw, steambreather, and steam gun. Their in steam engine technology, but human armor profi ciency is limited to light and steamborgs are also known, since humans medium armors, and shields (except the are ambitious, innovative, and willing to tower shield). experiment for personal gain. A steamborg is always considered profi - Other Classes: No one doesn’t have a cient with any weapon he has built using his strong opinion about steamborgs. In gen- steam powers. eral, most other classes fi nd steamborgs Steam Engine (Ex): A steamborg disturbing, to say the least. They are most becomes a steamborg when someone accepted among gnomes and dwarves, but implants a steam engine into his body. All even then are seen as freaks. Among druids, 1st-level steamborgs are the recent recipi- rangers, bards, and monks, as well as most ents of steam engine implants. The steam elves, they are viewed as twisted, depraved engine is usually implanted into the chest mockeries of nature. The only exception is cavity but can be anywhere: inside the thigh, the , whose own magical adamantine in a metal sheath in the small of the back, limbs lend them to accept steamborgs more even on the crown of the head. The steam Legal Information 2. 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