Making this More Sci-Fi?


Iron Gods

RPG Superstar 2009 Top 32

Is it possible to make this AP more Science Fiction without either causing balance problems or breaking the story?

Silver Crusade

Add more tech is the usual option, but even in Starfall, most of the tech is concentrated in the Technic-league.

With enough effort you can do it, but that's your call.


Lord Fyre wrote:
Is it possible to make this AP more Science Fiction without either causing balance problems or breaking the story?

Can you explain what do you mean exactly?

RPG Superstar 2009 Top 32

leo1925 wrote:
Lord Fyre wrote:
Is it possible to make this AP more Science Fiction without either causing balance problems or breaking the story?
Can you explain what do you mean exactly?

Specifically, improving the heroes access to and ability to learn about technology. Also, encouraging the players to move away from the more traditional "Tolkien inspired" races.

Another trope I would like to use is that Psionics is a much more Sci-Fi element then a fantasy one. I am considering possibly rewriting some of the villains as Psions - I do not care about damaging Golarion lore.


The first part is relatively ease, remove the technologist feat (it's basically a feat tax for setting reasons anyway), allow your players to be able to buy technological items normally on any settlement*, include some if not all of the tech crafting labs in the crashed spaceship in Fires of Creation (also fiddle a little with the numbers of reactor) and reduce by 2 the number of ranks needed in the various skills in the tech craft items.

I don't really understand what do you mean with the races thing, have only the humans and androids be the only available races?

I really don't know a lot about Psions, although i have heard that DSP has done a very good job on them, i have no experience whatsoever on the subject

For a moment there i thought that you wanted to make the entire AP (locales, enemies, NPCs, asthetics etc.) have more sci-fi trappings.

*i would suggest going with the 75% rule that magic items have


I plan to use the Tech Guide to create a non-Golarian, sci-fi setting and short AP, but I plan to include a couple new classes, including Starship Pilot, and plan to feature starship travel to distant worlds, and some form of 3D starship combat mechanics. I am also planning to include a gargantuan, abandoned space hulk to work like a multi-level dungeon. I'll touch upon the many sci-fi tropes like negotiating a duct system, areas of zero gravity or exotic atmospheres. Encounters like nanites, alien radiations, robots, cyborgs, starfaring nations including something like space Nazis and many others. I'm even considering doing all sci-fi and no magic using Pathfinder for everything.


I was going to suggest importing it to shadowrun setting using PFRPG

RPG Superstar 2009 Top 32

captain yesterday wrote:
I was going to suggest importing it to shadowrun setting using PFRPG

I had thought of that, but the problem is normally Samurai type characters are presumed to start with extensive cybernetics. Hard to do with the normal starting wealth system in Pathfinder.

leo1925 wrote:
The first part is relatively ease, remove the technologist feat (it's basically a feat tax for setting reasons anyway), allow your players to be able to buy technological items normally on any settlement*, include some if not all of the tech crafting labs in the crashed spaceship in Fires of Creation (also fiddle a little with the numbers of reactor) and reduce by 2 the number of ranks needed in the various skills in the tech craft items.

Good Thoughts! This is very close to what I was thinking.

leo1925 wrote:
I don't really understand what do you mean with the races thing, have only the humans and androids be the only available races?

Also, Catfolk, Ghoran**, Kasathas*, Lashunta*, Triaxians*, and Ratfolk

*- People of the Stars.
*- Inner Sea Bestiary, p14. Strange enough to fit the "sci-fi" theme.

leo1925 wrote:
I really don't know a lot about Psions, although i have heard that DSP has done a very good job on them, i have no experience whatsoever on the subject

There is also the forthcoming Occult adventurers.

leo1925 wrote:
For a moment there i thought that you wanted to make the entire AP (locales, enemies, NPCs, asthetics etc.) have more sci-fi trappings.

That is somewhat what I have in mind. My intuition is that above changes should do what I want.

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