I have answered this before on Facebook, but I have had more time to think, I have to break it down like some here have into categories.
Ships for an adventuring crew:
Shuttle type craft:
Looking at the various books on Aasimar and Tiefling, I was think it may be a good idea for another race product. A book for Catfolk that gives alternate takes on the Catfolk based on what feline they resemble. Just like you get different versions of the Aasimar and Tiefling based on their parentage, there should be differences based on Catfolk that are based on lions, cheetahs, tigers, or panthers. You know, go full Thundercats on them. :P
Previously posted over on Facebook.
Gun Mage: Gunslinger/Magus.
I have already made an archetype out of this. Took the Spellslinger's (Wizard archetype) arcane gun feature. That was about it. I really decided that there was no reason, flavor wise, to actually include access to the grit. I thought they would actually be distinct entity with just the arcana options being applied to a gun.
I have had thoughts about this. The main thing I keep thinking is to keep E6 philosophy in mind. Meaning, that I would not have a single "Real World" character be higher than 6th level.
Other than that, you need to do actual research concerning modern day London. An alternate idea is to set it in another city. I ran a variation of this under 3.5e where the item they recovered was in the Parthenon in Nashville, TN. Imagine my delight with that idea being part of the Percy Jackson movie a few years later, lol.
You could stat out the modern NPCs using the [http://paizo.com/store/byCompany/s/superGeniusGames/pathfinderRPG/anachronisticAdventurers]Anachronistic Adventurers[/url] line of products. Or even [http://paizo.com/products/btpy8khn?The-Modern-Path-Heroes-of-the-Modern-World-20]The Modern Path: Heroes of the Modern World[/url].
Keith Baker has a blog where he talks all about Eberron. Among the things he discusses is the fact that if you want more traditional drow, there are ways to include them. Khyber isn't the "Underdak" on other worlds.
Keith Baker wrote:
Khyber isn’t just a set of caves; it is a different layer of reality. What you find going through one passage to Khyber may be completely different from what I find down a different tunnel just a dozen miles away. In the Forgotten Realms, the Underdark is a country that happens to be under the map. Khyber has a few of those—the lost kingdom of the dwarves destroyed by the Daelkyr, the realm of the Umbragen, the home of the Kech Ghaalrac—but you could still take a fork in the road and find something entirely different.
The last Freeport product, Freeport Companion (PFRPG), converted all of the material needed. The problem? It wasn't really Pathfinder in style. Before I will back this, I need more information. Will the classes get further tweaks (ie, archetypes). I feel some of the 3e classes would be appropriate as archetypes for existing classes, rather than a whole new class. Also, will GR make an effort to us existing pirate stuff from Paizo? Will this be something that could be dropped into Skull & Shackles, without having 2 different sets of rules?
You see, I jumped onto the Freeport Companion (PFRPG) when it came out, but it really wasn't Pathfinder enough. It was 3e with a couple of tweaks, so I need more info before I give this project my support.
The idea here is to use a variation of the Generic Classes, mainly having to tweak the Warrior, and use The Genius Guide to XXXXX Archetypes to "define" the characters more specifically. SGG archetypes operate a little different than Paizo's, in that they are available to all classes, barring some prerequisites. The products also define the Archetype "packages" that are part of the PFRPG classes.
Another difference in this approach would be the premise that you keep your archetype during your entire career. You could multi-class at will, but would always keep your basic character theme.
You need to read closer. You can only use one glove.
Seeing how you said you will be doing an internet game, are you using a Virtual Tabletop? If you haven't picked one, I can recommend Roll20. It's simple, not having rules integrated into it, so easy to learn. Built in video chat. If evrybody you game with is on Google+, you can launch the sessions in a Hangout. It runs in your web browser, so no software to download. Best of all, it's free.
I am presently working on this for my next campaign after I finish my present one. It will involve a Hero Lab file, so I am looking to remain close (not exact) to the original. That said, I will be changing things based on new rules in Pathfinder. Some things might be changed due to balance conflicts, such as making a Dragonfolk race (see SGG's Kobold Kings) as the replacement for most half-dragons in the game.
I have begun by making "Imperial" archetypes for all classes. Basically this will be a tech savvy version of each class, as appropriate. These archetypes will not preclude using any of the standard archetypes, provided they make sense for the character. More on classes later.
Races are tricky. I am thinking of making the new racial abilities into alternate racial abilities. I think that it is too much to add stuff on top of what everybody gets. Also I am thinking of modifying the Soulmech. As written, it is a full construct, which is too powerful an option for characters. I was thinking of maybe the half-construct racial trait as part of rebuilding the race. The background can be that they are the first attempts at truly artificial life.
Most equipment may need a complete overhaul. This can be to adapt d20 Modern stuff. I also need to take into account the damage ranges of firearms, as well as Pathfinder mechanics for firearms. That pesky touch AC attack, which I actually agree with. I am thinking that armor will just emulate their fantasy equivalents. The differences will be in armor qualities. Say like, ballistic and ablative. Ballistic can give DR, representing the new approach to armors over the "old" way. Ablative, though the word doesn't mean exactly this, could still allow the full AC vs modern weapons. This may involve having to repair such armor between encounters.
That is a start to my thinking. What parts do you guys think may, or may not work?