Campaign Information (Gear: 3.5e Class)

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Campaign Information[edit]

Playing a Gear[edit]

Religion: There is no typical model of worship amongst gears. One gear may choose to place his faith in his skills and his weapon rather than a supernatural entity, while another may credit his god for his accomplishments, mundane or extraordinary.

Other Classes: No one appreciates a gear like another gear, but gears typically mesh well most fighter and rogue types. Despite this, gears are somewhat disdainful of the barbarians smash-and-grab tactics as well as the paladin's code of honor. Gears appreciate the time that wizards dedicate to their art but don't have any particular connection toward them.

Combat: Somewhat of a jack of all trades with regards to war, a gear doesn’t really fit any archetype when it comes to combat. If a party has no rogue, a gear might find himself as the acting as the trap expert who offers ranged support. In a class with few front-line fighters he may be forced to act as a vanguard for the more fragile mages and rogues. The most important thing for a gear is to compliment his fellow party members in whatever capacity he can.

Advancement: A gear originally uses light armor, but gains the ability to use heavier armors later. As such, arcane spellcasting is usually out of the picture, but not always. A cleric of a god who favors the crossbow would be a good choice, as would be fighter. A few levels of rogue or ranger would make a lot of sense, too. Barbarians and paladins don't really fit (too straightforward and too honor-bound, respectively). Assassin and shadowdancer are also good complements.

Gears in the World[edit]

—,

Daily Life: If he’s not fighting, a Gear’s downtime can be spent in whatever manner he so chooses, although affiliated Gears may have restrictions placed upon their actions by their organization’s hierarchy.

Notables: Marcus Fenix, Dominic Santiago, Damon Baird, Augustus Cole

Organizations: A Gear can be found in any organization that requires his skills. This is most often in an army, militia, or mercenary company. This latest is probably the most common given the demand for someone with a Gear’s specialized skills, talents that a regular army or militia is unlikely to be able to take full advantage of. There are, however, some armies that have combat groups composed entirely of Gears. Gears found outside the services of a regular army are likely to be career mercenaries who move in accordance to where the fighting is or is expected to be.

A Gear that serves as a part of an organized combat group is subject to the rules imposed upon him by that group. If he ceases to be a part of that organization for whatever reason, that outcome will have no effect on his abilities.

NPC Reactions: Gears typically get one of two reactions. First, if the Gear is in a society dominated by fighter-types at the expense of other classes, especially strong in magic, or that has a small or weak militia for whatever reason, a Gear is likely to be simply deemed to be a fighter and treated as such. In a society that recognizes a Gear’s specific talents and makes an effort to harness them (most typically by having an all-Gear combat group), a Gear is much more likely to be treated with more respect than that which would be do an ordinary soldier. A Gear who is clearly a mercenary will likewise be treated as such depending on his locale, whether that is ignored, accepted, or harassed.

Gear Lore[edit]

Characters with ranks in Knowledge: Local can research Gears to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge: Local
DC Result
5 .
10 .
15 .
20 .

Gears in the Game[edit]

Adaptation: .

D20 Modern Multiple appendages? Blind characters/Blindsight? – Irrelevant, line of effect still necessary

Sample Encounter: .

EL whatever: .


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