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Probably not. The sheer amount of 3.0, 3.5, and d20 OGL material I have, not counting 3rd party sources for Pathfinder or the core books themselves, lessens any desire for me to drop another 2000$ or more on gaming supplies. Also, I have no interest in purchasing the starter edition, then the PHB, the DMG, and then the Monster Manual AGAIN. The Pathfinder Bestiary did a nice job in reimagining many core monsters, especially goblins, ogres, drow, etc. The alternate magic systems such as Tome of Battle, Psionics, Pact Magic, and Incarnum have received excellent Pathfinder conversions from Dreamscarred Press, so unless I see more options then wizard, fighter, etc, no real need.
As for sci-fi or guns/magictek/steampunk/giant space hamsters/starships/angry lawn gnomes riding feral foxes, that's up to the GM and players to decide on. It requires very little effort to strip those out of most games, or replace gun mechanics with using crossbows/regular bows. Clockwork bows, especially revolver crossbow feeds or clip fed rapid fire ballista, are based on invention. So are mechs.
The character of Kane by Karl Edward Wagner comes to mind everytime I read anything about the Black Sovereign. Add in the Bloodstone ring as a control mechanism for the navigator AI(s)to manipulate the Black Sovereign, a group of once technically advanced but now degenerate boggards in the swamp, the Technic League propping up the tyrant after drinking from the liquid blood of the boggards' ancestors who were processed into FTL drive material given their innate intelligence, and it becomes even more clear to me.
They're around. My current party is doing Way of the Wicked, and we have two human members, both rogues (one is a animal handler and the other a trap specialist, and possibly a human alchemist. The other three members are a tibbit ranger(Dragon Compendium: essentially halfing were housecats) with the skirmisher archetype, a tiefling priest of Asmodeus with a birthmark on his back that acts as a holy symbol with the harm good/heal evil turn archetype (the name escapes me), and an auran diviner going into cyphermage. The last group I ran for had almost exclusively human, half-elf, etc races. There is nothing wrong with not playing the classics to the norm. Exotic characters work in a lot of games, in others they don't. Much of it really depends on a good DM working in the back stories for PCs that fit.
Anyway, charming the bad guy to interrogate him isn't bad. It's the magical version of using psychology to create a positive environment and allowing the bad guy to connect with the interrogator, so the bad guy feels comfortable and cooperates with you on your question. The second just takes longer. Most experts agree that torture doesn't have much effect in getting what you want, it just causes the person being tortured to say anything to get the torture to stop. Accuracy of information is what you're interested in.
Dominating a bad guy to stop an evil action is no different from stunning him with a taser or using other force to stop the action. Dominating him to jump off a cliff if he's just stolen bread to feed his family, definitely evil. Given that we're talking about a fantasy game, in which one can use magic to send people on quests to recover gems for your god, charm person is a small manipulation at best.
As for paladins, they're not designed to be easy to play. You have to have a good sense of morality and confidence in your choices to play one. However, coming up with a usable code and general guide for actions is easy once you have the above sense, and adjust your roleplaying style to fit the god/goddess/code your paladin acquires his or her power from. I have two friends who can play paladins better then most, and they're both moral people with greatly different influences on why they're moral. One is an accepting born again Christian, who demonstrates with actions and good advice why Christ should be a grand path to follow, but never accuses someone else of not being Christian. The other is a devoted Daoist who looks for balance in all of his actions. Both understand that this is a game about playing a role, and enjoying yourself. If you're constantly worried about whether your players are going to cause the orc in the corner to cry because they need some information and are using magic to coerce him, you're thinking about this stuff way, way, way too much.
How about the best of both worlds with red caps, kelpies, minotaurs, and dragons using technology, robots, cybernetics, spaceships, and androids against barbarian humans? For example, red caps that use cybernetic legs equipped with plasma jets for extra leaping power, and a blood tank hooked into their head under a cap that pumps combat drugs into the blood absorbed by their chain-scythe? Or a kelpie pod that forms itself into a mass of bio-organic seaweed, which can animate trees and other life forms, and spreads through charming animals then using pods to take them over to produce more organic seaweed copies? etc.
A child of rape is another piece to add to your background. While rape is a horrible crime, as a roleplaying aspect it can add flavor for groups mature enough to accept and use it. Tieflings are no more less prone to being fathered (or mothered) by rape, and even aasimar can be sired by angels who fall prey to temptation, let alone the normal races. Not all half-elves are happily or unhappily fathered through acts of love or casual flings, I'm sure.
Another good example of orcs that are very, VERY different, are the sailing orken from the Guardians of the Sovereign Stone. They're all sailors who follow the Great Captain of the fleet, and see omens in all things. They wield water magic, and sell Greek fire to the brutish humans that prey upon each other in glorious idiocy. I think a lot of the issues that come with orc or half-orc characters are the same issues that some groups and DMs have with non "pretty" or "stoic" PCs. When was the last time you chose a race based on its background, not the stat or inherent powers? Besides, playing humans and elves are boring. Or half-elves for that matter. Witness the glory of orc skalds leading a charge against the evils of the Abyss, or a djinn conjuring a whirlwind to snuff out the fires of a efreet bent on conquering the desert, or a mongrelman hiding in the bowels of the lich's lair, striking him down with the stealth mastered over 10,000 lifetimes of his ancestors hiding from the pretty races. Far more inspiring then I have pointy ears and can shoot a bow, or I'm a quick learner chosen to be a hero with sharp hair and outrageous last names.
Hmm, so I guess my orc rage mage that specialized in enchantment magic is a bit beyond the norm? Orcs can be as fun to play as any other PC capable race. Case in point, orcish priests of Gorum who lead their hordes in glorious victory through the pursuit of strategy and orc ferocity. Or, as another example, this
http://www.amazon.com/Orcs-Omnibus-GollanczF-Stan-Nicholls/dp/0575074876/re f=sr_1_6?s=books&ie=UTF8&qid=1349750730&sr=1-6&keywords=Orc s
Orcs as conquerors, orcs as an elite squad allowing a lich to win, and orcs as a merc company trying to get home.
This completely defeats the purpose and fun of the warlock's invocations. Retrofitting him into a bard, magus, summoner or alchemist's 6th levels of spell per day casting mechanic renders him just an eldritch blast machine, and his spells become generic equivalents any other caster can wield. I'd use the warlock straight up from Complete Arcane, but include your DR update and grant him 2 sets of invocations as they go up in level, one to modify his eldritch blast, and the other to gain invocations drawn from both Complete Arcane and Complete Magic.
Yes, I want a Numeria book the size of Ultimate Equipment or the ISWG. Or go with two 64 page books, similar to the Dragon Empire series, one for players and one for NPCs. An Adventure Path for all 20 levels, or at least 16th to 18th, like Kingmaker (which is Paizo's best AP to date, followed by Jade Regent and Rise of the Runelords ((must get new hardback, but my lack of income until October makes it hard)), in which you must prevent the Black King reactivating the reactor core of the ship so he and the Technic League can rebirth the God AI inside. Different factions of the League worship the splintered AI, which has survived inside of various robotic and cyborg constructs each personality built over the years. Barbarian resistance fighters and a covert arm of the Worldwound crusaders recruit the PCs to find out why pilgrim trains and caravans are vanishing on the way to a holy war. A new god may be born in the heights of the Silver Mountain, as each splintered AI channels the belief of corrupted pilgrims and priests drunk on the possibilities the reactor fuel has created. The reactor fuel can warp time and space as the drive systems literally processes dark matter corrupted with the taint of the Old Ones, and renders anyone who consumes it a servant of an eldritch AI bent on establishing itself as a god, devouring belief, twisting hope, and shattering dreams.
Of course, I am slightly biasesd since I'm dropping Tale of the Comet into Kingmaker 5, complete with the AI in that book taking over King Irovetti (via the time honored tradition of nano-colony infection) and building a robotic/cybernetic army to eliminate all organic life in the Stolen Lands, then the world.
I remember that module. I ran it a really, really long time ago. What levels are your PCs? Also, every expert module that I have played assumes 5 to 6 players, usually at least two fighter types, one cleric, one mage (or halfling, elf, dwarf) and a thief. Good and evil were relative as well for that set, but most of your Chaotic types were evil. If you want some later (2nd Ed) conversions for the D&D base world, check out Mystara. Of course, if you want go 80s old school, have the PCs play characters from the Test of the Heartstone XL1, which duplicate the action figures from the LJN toys.
1. Which module is it, Malith?
Name: Kursch (named after Hansi Kursch, the lead singer of Blind Guardian)
Current party makeup
For all the female fans of Pathfinder Roleplaying Game, we at Louis Porter Jr. Design we need your help...
An answer from an old time male gamer:
1. For a fantasy example from D&D itself, check out the Gynarchy of Hardby from Greyhawk.
Kamala is a sorceress who has to feed on the life force of humans to wield power, as do all spellcasters in the Trilogy's world. It's an interesting example of a woman gaining power in a male-dominated society, and having to battle another woman who finds another method to wield the same power, but with even more dire consequences (the Magisters merely shift from one host to another to drain, while this other caster makes an alliance with a creature that feeds from everything that lives). Merlin is a woman from Earth, who has to become a man in a cybernetic body (which can change gender) so she can bring back human society to a planet constructed with an artificial religious-sociologial matrix designed to prevent invention beyond certain levels. The irony is that the matrix was designed by humanity to prevent aliens from destroying them completely, and the directors became convinced they should never advance beyond this point.
3. Don't be afraid to explore mature themes from multiple perspectives, such as slavery, prejudice, love, war, magic, etc. Or even challenge the idea of gender itself, as Ursula Leguin did in her writing. And my last suggestion, no more S&M uniforms masquerading as clothing. I had enough of that in White Wolf. (Looks at cover of the newCastle Maure with Eli Tomorast the demon graft freak caster in leather stretchy pants....)
Depending on how canon you wished to be, you could use Aroden in place of Waukeen, and have him be imprisoned by Fraz-Urbluu, the Demon Lord of Deception. Fraz was imprisoned himself by Grazz't and other enemies as part of a deal gone bad, just like Waukeen, so there is an older precedent (albeit 2nd Ed, but the fluff was better back then). Or have Abadar make a deal with Fraz, but he neglected to look over the fine print this time on his contract, but so did Fraz in the form of a key. All good lawyer merchant gods always leave a fine detail to get out of a deal later.
So how evil is this Adventure Path, Mr. Mcbride? Does it just focus on murder, war, razing religious structures, underminding kingdoms and random destruction? Or does it deal with ALL evils, such as slavery, torture, kidnapping and manipulation/breaking the spirits of all that is good and just? I'm staying away from any type of crimes related to sexual themes, obviously. Mostly I want to know how much I need to expose players to, if I go with this product.
Clustered shots is a nice feat, but it's easy to disrupt an archer player, even if they decided to take a feat or archetype that allows them to fire attacks in melee range with AOO.
1. Wind Wall-negates arrow attacks
High AC is another method, which reduces the chance to hit overall.
Heh. I've used him 3 or 4 times, as both PC and enemy. The first one was a bard/sorcerer gestalt. I added in the half-fey template to a sidhe from an old d20 supplement called Faeries, which represented in a massive power boost. The second was a enchanter who specialized in sphere and enchantment magics, plus a load of transmuter spells. The third was a conversion of the Fae from the WOD's amazingly hard to find but cool supplement, Dark Ages Fae.
Now, I would probably create him as a gestalted 15 to 20th eldritch/trickster godling from Super Genius Games, complete with his own demiplane created many times over. He holds direct control over its time, space, and makeup. I think those are all morphic qualities from the spell.
Brass Knockers-Intelligent animated objects that drop arcane locked doors covered with a skin-tight wall of force.
The unhelpful hands-The arms and hands of a henocticheries, each with its own intelligence. Add the hive mind trait.
The caterpillar-awakened feytouched caterpillar
Hoggle-Pissed off angry gnome rogue with a poison spray gun
Sir Didimus and Aloysisus
I'll get the rest as I can.
Please forgive me if someone pointed this out already, but don't both Elves of Golarion and the campaign setting point out that the elves worship the personal freedom/chaotic aspect of Calistra, rather then the lustful aspects? She also represents revenge, the right and energy to pursue your own form of satisfaction without constraints, and lack of a bounding commitment such as marriage. Much of the lust factor seems to be amplified on human terms, rather then elves. Elves are creatures of the moment, but their moments last for decades or centuries.
Even if some elves are promiscuous, I think that they separate sex from love similar to open relationships (and may take it farther to multiple partners). Either sex may marry or not, have children with several families, which aren't seen as evil from wedlock as many humans do, and have multiple loves over a long relationship, or devote themselves to one person for the rest of their lives. The main point is that you can play your elf without any of these traits, and stop worrying about the canon fantasy aspects.
As far as priests or priestesses of Calistra go, who's to say that they aren't freeing slaves from unjust bondage, or liberating women, men, and who have entered into ill-fitting marriages/relationships without the chance to experience their own happiness (not romantic love, that's Shelyn), destroying necromancers who convert the living to the dead, and so on. Could a goddess based on personal freedom and lust not use both tools to bring down the ordered evil of the Hells? I think the perception of Calistra's supposed lack of morality is relative, and the way priests/priestesses/holy crusaders are portrayed is based on the maturity of the DM and the player.
Speaking as a Grognard myself, you're looking through the lens of nostalgia for 1st ed. I've played D&D since 1980, and that includes all of the editions up to 4, and I stuck with Pathfinder given the huge amount of 1st, 2nd, and 3rd ed material I have sitting at home (and still use) Let's look at some presentation and rules sets that 1st ed used for some pointers.
1. The combat rules were spread out over two books, rather then one. Once your went through Gary's incredibly long-winded speeches about establishing proper play, then you could find your actual chance to hit a target with a single attack. While backstabbing was easy to moderate for a rogue, they only were ever able to use it once in a combat, and they had the fastest advancement rate of any character. Rangers gained magic user spells, bronze dragon companions, and then we had the multiple level charts for race a, b, c, d, etc. Wait, I'm a halfling, and I get these awesome saving throw bonuses, but I can only be a cleric of up to 8th level? But I can be a tallfellow, and be a 10th level cleric, but only if I worship the god of halfing thunderbolters on a Tuesday.
Cavaliers-I must immediately charge the most powerful enemy on the field, no questions asked, even if I have no chance of defeating it, in the name of BRAVERY. Oh, I can take 3 levels of cavalier as a paladin, but then I have to go back to being a paladin, and use my 1 set of magic items that I might throw out because I might get to greedy. Mages-I have 3 hit points, potentially 0 at 1st level due to poor con rolls, so I fall unconscious and have to be carried around until I get to 2nd level. And so on.
What Pathfinder offers is a unified rules set without silly limits on hit points, the lack of a consistent skill set (non-weapon proficiencies, I roll low on my skill but high on my save), and cements the feel of classes being different. High fantasy today is far different from the random Tolkien clones and rebellious Law/Chaos dichotomies that dominated 70s to 80s fantasy, but instead incorporates well defined magic systems, historical dramas where morality is relative, and non-human heroes. That's the new paradigm we live in. Your 1st level fighter still hits for the same damage with his 1d8 battle axe, and attacks 1 time. However, now the way he swings that axe matters. Your rogue still can steal, pick pockets, but now he might be able more focused on stealth, rather then just having a name or a small racial bonus to separate him from his peers. Your mage actually has more then 1 spell to harm or slow down an enemy, rather then acting as a one shot sleep spell. A priest doesn't have to memorize cure light wounds three times (provided he had a good wisdom, and all you need is an 11 to get one spell), but his spell access gives him low grade powers that he can repeatedly use.
The key piece is to play with what you like. If you and the DM feel overwhelmed by all of the options, play piece by piece until you get more used to them. That's the key for all games, no matter what system.
Forgive my lack of the latest world knowledge, oh James, Lord of Dinosaurs who replace humanity. Is there a leftover Greek or Roman-equivalent in Casmaron that have inherited the leftover divine power from their dead Pantheon? And can the Osirians worship their ancient beast cults from any of the Egyptian deities?
This is a common sense question. Could you sleep with a shield strapped to your arm? Yes, unless it was a tower shield, which would prevent you from effectively turning (and if that's a real problem, get a pavisse, where your strap wheels to the bottom of your tower shield and it becomes a nice cover for ranged fire. All those Genoese crossbowmen can't be wrong) Are you going to get the shield AC bonus? If you're sleeping on your back with your shield above you, and the enemy is attacking you from the front or the side, sure. If they decide to attack you from below (burrowing monsters rock, especially if they can bite entire areas), then no.
I would rule it on how what position the player describes they're sleeping with their shield. On your side would be a pain, especially if you toss and turn a bunch. If you're sleeping with it above you, or below you, that shouldn't be a real problem.
Another good source for the magically inclined is the D&D book of Marvelous Inventions (1984), including Jaggar's Transforming Gargantoid. It would be Mystara for 2nd Ed, but this had all sorts of cool stuff from an astral ball that made TV shows from our world into reality, to the weather manipulating balloon equipped with permanent wands of lightning and ice storm.
Numeria is an awesome idea. I had two ideas for the campaign
1. A colony ship from a far off world attempts to colonize Golarion. On board the vessel are many different races fleeing from a galaxy shaking cataclysm. During the passage to Golarion, the gravitic drives fail on medium-atmosphere entry and impacts into the planet, releasing both the gene-engineered fauna and flora the races were going to use to start a new planet. The drive core for the FTL transport uses a rare earth metal that causes mutations if not confined behind heavy shielding, and as it leaks out, a large colony of frogs grows to sentience and eventual humanoid form.
At the same time, the ship AI (because crazy AIs are always a good trope), horribly damaged from the pieces the ship is in, releases security drones and whatever remaining people from cold storage (unless your FTL is insanely fast, a large scale colony ship would require a hell of a lot of resources that may not be able to be artificially generated). The survivors begin to get cut down fast until they can get away from the ship, or the madness going around. A three-way war breaks out, between the sentient frog-people (most likely boggards), the AI security drones, and whatever is left from the survivors. Eventually, the frogs prevail, and build a lavish civilization combining technology and boggard sorcery/cleric spells, only to lose it as the ever increasing population of human slaves overwhelms them and crushes their newfound empire. The boggards fall into decay and abandon, and the mountainous ship becomes a new source of wealth for Numeria.
Upon destroying the boggards' fallen civilization, the slaves proclaim themselvs free men, and then fall upon each other (as humans eventually do) to claim what is left from the ruins. One man becomes ruler, and founds a line of Black Sovereigns empowered by a piece of the drive core, which is kept in a ring. The black ring is known as the Warp Stone, and is used to power various pieces of the boggard civilization. (Another obvious shoutout to the great Karl Edward Wagner, whose character Kane has vanished from most people's memory.) The Technic League is formed by a cult of addicted barbarian shamans and clerics, who delve the ship, the boggard cities, and the remaining robots for powerful items.
The survivors from the ship either interbreed or become warped creations of the environment, and begin to form a counter cult known as the Saviors from the Sky who opposes the Technic League and the Black Sovereign. They find ardent worshipers amongst the decayed renmants of the boggards, and the Cult of the Great Sky Frog is born (I know Paizo can't use it, but I will. All hail Dave Arneson and Blackmoor!) The AI assembles what resources it can, and a four way power struggle between the Cult of the Great Sky Frog, the Technic League, the unaligned barbarian tribes, and the mad Reaper of Metal fill Numeria's nights and days with horror.
2. Thundarr the Barbarian mixed with 2000 AD comics, and add some other stuff to the mix.
Currently, I'm going with number 1 since it ties into my current Kingmaker game, where the King of Pitax has managed to recruit more of his Technic League brethren in preparation of the invasion into the Shadow Dragon Serpent Empire of Uruluke.. Most of the tech I use will come straight from d20 future/modern and potentially Amethyst, if it comes out before the groups gets to that point.
Interesting. This would be a good class to tie into the older Tarot magic supplement from 3.0, from Mystic Eye games. Either the Harrow deck or the Tarot would be a useful tool to represent random draws, or provide patterns for spell use over a certain day.
Or you could also use this for encounter creation, especially themed random encounters. A fixed deck could be a good supplement to normal spells for deities of fate or luck (mostly fate, but Istus (Greyhawk), Olidiammara (Greyhawk), Mask (FR), Beshaba (FR), Tymora (FR), Phasrama (Golarion), Desna (Golarion), or even Cayden Cailean (Golarion), for clerics.
As for promoting sterotypes, doesn't all fantasy at some point promote them (cough, Seoni, cough!, Amiri, cough!, the new elf magus..)?
Interesting. Very interesting. Some system questions (since I'm not super familiar with the 4th ed product).
1. How are you handling modern and futuristic weaponry vs medieval armor?
This last question may be going too far afield, but I am curious about potential transitions to other worlds. Would a magic dominant world, such as Golarion or other realms, cause the same interference with technology as the forces in Amethyst do?
The River Kingdoms are the Balkans. They have no real sense of collective rule, lots of petty princes and opportunistic bandits carving out small city states and territory. Iobaria is an eerily depopulated version of the Russian steppes.
For an interesting idea, what if Razmir decided to expand east and take over the rest of the River Kingdoms, forcing Brevoy to turn west and truly unite into an expansive power? Or the undead forces in Ustalav came to power once more, forming into a unholy legion equivalent to the Teutonic Knights that spread east? Especially if they defeat this world's equivalent of Alexander Nevski, since there is no Golden Horde to stop them...
Good evening, oh wise and wizened sages of the Paizo boards. A humble gamer begs your indulgence. I have recently acquired a copy of Ultimate Combat, and I was curious about the construction times for firearms, both early and advanced. Since it doesn't require craft rolls to manufacture them with the Gunsmithing feat, how does one construct them via normal rules? The same also applies for ammunition, powder, etc. Thanks for your help.
I like the line on the first page. Although encounters range high as CR 22, it is not expected that the party will fight every fight and defeat every monster. Hehehehe! I've ran this 25 times across three editions of D&D, and all of the groups fought every monster that existed. Thanks, Silke, for taking the time to update this classic to Pathfinder. Is the entire series getting the same treatment?
The question was twofold, so I didn't explain it well enough. The question refers to clerics coming from other planes, which James answered neatly (and I'm sure this has been asked before), and thanks for the answer. The second part was how other GMs treated such divine interlopers in their own campaigns, as well as a general response. I have my own ideas, but it's nice to see various takes on the subject.
Greetings, fellow travelers in Golarion. I have a question to ask you. How do you treat clerics from other worlds retaining their power in Golarion/proseltyzing their deity's creed, in order to spread their worship? Since Golarion has no overpower to speak for regulating the arrival/response to such deities (at least by current canon, another reason why I like Golarion), no metaphysical law exists to prevent such gods from spreading their power to potential worshipers. Also by canon, are the planar/universal barriers open to new realms created by such worship? Could the existing gods lose divine energy and their portfolio to invader gods?
My first suggestion is to rip out the any evil requirement for the template if your game is based on non-evil alignments. Lichdom has been used in varying other worlds as an approach for finishing out tasks over centuries, guarding loved ones from oncoming death (the noble sacrifice piece), or the traditional method of necromancers gaining power for ULTIMATE CONQUEST! (Apparently, necromancers are incapable of desiring anything else other then territory and power, but I won't make derail this thread into a fantasy trope discussion.)
I would suggest two methods of approaching lichdom for PCs:
1. Break the template down into class levels/prestige class, and slowly convert the PC into a lich as he researches the lore required. At the end of the prestige class, the PC finally achieves all of the full power of lichdom. 5 levels would work nicely for this type of breakdown, granting two powers each (such as DR 5 magic and energy resistance 10, then 20, etc). Or if you prefer a longer quest, and power development, break it down over 10 levels. Heroes of Horror did a nice example of this with the dread necromancer.
2. Use XP and gold costs created in a series of adventures based on gathering the components for the rituals.
My campaign view of Dagon's cosmology:
I treat Dagon as two manifestations of the high priest/oldest servant of Cthulu. In his demon/qlippoth/Abyssal form, he is the manifestation of evil, aquatic, transforming demonic influence on his worshipers, servants and priests. He exists to spread the Abyss's corrupting and destructive touch to all parts of the sea, drown the continents under a torrent of black water, and tear down understanding in place of mystery and ritual. This fufills the evil side of his nature (especially since demons are destructive, raving murderers in Pathfinder, rather then the 3.5 focus on tempting mortals into crimes of passion). This form donates mystical energy to the Outer Gods/ drawn from the destructive powers and endless chaos of the Abyss. Eventually, this worship may allow the Great Old Ones to break free of their tombs and rise once again. Also known as Dagon, the Reaver of the Land, Drowned Misery, or the Terror of the Deep. In this form, his wife, Mother Hydra, competes with him to form a interesting male/female rivalry in the Abyss, which is rare due to the singular nature of demon lords.
For worshipers of great Cthulu, the Great Old Ones, and the Outer Gods, Dagon represents the inevitable change the Elder Gods will bring once they have manifested. He acts as Cthulu's herald, messenger, and favored response to high priestly summons, and interpreter of his will. Dagon also inspires Deep One-human mating through religious ecstasy, drugged rituals, and village raids. He is a directed force of sleeping Cthulu's will, and represents the older amorality the Great Old Ones and the Outer Gods represent (chaotic neutrality/highly destructive entropy/change). Mother Hydra, in this form, acts as his equal rather then rival, and the Deep Ones spread Cthulu's will as their priests and chief minions.
1. What type of science fantasy are you after? Space opera, pulp science fantasy such as Gor or the Barsoom novels, or Post apocalyptic fantasy like Fallout 3, the Destroyer, etc? Dragonstar by FFG is an excellent mash-up of fantasy and sci-fi for the d20 system. How advanced do you want your technology? Modern day, space travel, FTL based systems, heavy energy weapons, chainswords, etc?
2. Recommendations for both rules, equipment, and difference-Don't make rayguns equivalent to magic wands with power cells, repair DCs for recharge, etc. That way lies major rules problems, especially if PCs start using various power systems to recharge equipment.
Instead, use d20 modern/future rules for laser weaponry, power sources, etc, and drop magic as another force. Add in a feat allowing all Pathfinder classes to use technology (all characters made in the science fantasy setting get this free), and you're pretty much set. D20 future tech has an excellent set of rules for magical/fantastical cybernetics, mecha, etc, etc. Or try Dragonmech for another idea.