Sci-Fi Pathfinder


Homebrew and House Rules

Liberty's Edge

Now that Pathfinder has come out, and a whole slew of supplements are coming. Has anyone given any thoughts to Sci-Fi rules to use with Pathfinder?

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Tikon2000 wrote:
Now that Pathfinder has come out, and a whole slew of supplements are coming. Has anyone given any thoughts to Sci-Fi rules to use with Pathfinder?

This has been asked in the past, and I believe it was Ms Stevens who said that fantasy's the big seller.

Scarab Sages

Setting wise or what Sci-Fi stuff to use WITH the Pathfinder core?

Dragonstar would make a fun PAthfinder setting as would going to the red planet as outlined in the Campaign setting for the old pulp fans...

Sovereign Court

Dragonstar would be interesting, but Fantasy Flight threw away all their 3E stuff for their own imported games and things.

Lots of Warhammer RPGs.

Scarab Sages

I would love (LOVE!) to see a Modern/Future version of Pathfinder at some point. I really thought mixing base classes for Strong, Fast, Charismatic (etc) was cool in d20 Modern and would be curious to see what Paizo would do with a similar theme.


Xaaon of Xen'Drik wrote:

Setting wise or what Sci-Fi stuff to use WITH the Pathfinder core?

Dragonstar would make a fun PAthfinder setting as would going to the red planet as outlined in the Campaign setting for the old pulp fans...

I guess I feel fortunate that I was able to score a bunch of the old Dragonstar books @ Half-Price Books. I'm looking to do a little bit of sandboxing with Numeria as well as the planets in Golarion's system to add a touch of the sci-fi element, but not too much where it would overwhelm the fantasy aspects of the base campaign setting.


grrtigger wrote:
I would love (LOVE!) to see a Modern/Future version of Pathfinder at some point. I really thought mixing base classes for Strong, Fast, Charismatic (etc) was cool in d20 Modern and would be curious to see what Paizo would do with a similar theme.

Same here!

Contributor

Moved thread.


Avalon Game Company has a line of SciFi pathfinder stuff under an "Infinite Futures" imprint. And its pretty terrible. Really bad, i asked for my money back for the pdf i bought. its a waste of storage media.

Asside from that, i would love to see a good Dragonstar Conversion, we still play that from time to time


Would love to see one that is along similar lines to this.


xorial wrote:
Would love to see one that is along similar lines to this.

Would love to see something in the vein of Star Trek, Battlestar Galactica, or Star Blazers, where the party is the bridge crew of a space cruiser, and adventures occur primarily on space stations or on the surface of planets.

Sort of like "The Keep on the Borderlands," only the keep is a starship, and each cave is a planet. :)


xorial wrote:
Would love to see one that is along similar lines to this.

the art style fits well


I'd like to see a PF scifi mixed with Fantasy. Since they have Numeria in Glorian it just makes sense that if Scifi exists. A large metal craft crashed there so why not the scifi around where that came from. All the gods, magic, and high tech!


Just no "strong, fast, smart" style classes. Either go more C0C or M&M class less or make full sci-fi classes ( Solder, pilot, tech, scoundrel, noble) and the like. I myself would like a more Saga style classes structure with PF skills and armor as DR and a deflection bonus as you level.

Shadow Lodge

seekerofshadowlight wrote:
Just no "strong, fast, smart" style classes. Either go more C0C or M&M class less or make full sci-fi classes ( Solder, pilot, tech, scoundrel, noble) and the like. I myself would like a more Saga style classes structure with PF skills and armor as DR and a deflection bonus as you level.

Honestly, I'd rather see 'Fighter/Cleric/Wizard/etc' than new classes. I'd like them to keep hit points and the like as well. I think there's a ton of work already done that's usable in a fantasy OR sci-fi setting.


I do not want to see the current magical class in a sci-fi game. Would be a good time to put in psychic however.

If all you are gonna do is half hearted kinda almost maybe sci-fi ish if you look at it in a dark room book. Then why bother?


seekerofshadowlight wrote:
I do not want to see the current magical class in a sci-fi game.

Depends what I'm in the mood for. If I want to play a He-Man type game where science and fantasy blend together, then magic makes sense. If I'm looking for more of a Star Trek style game, then psionics are important and magic is out of place. If I want more of an Aliens genre, then both are incongruous.

That's the great thing about sci-fi - there's room for everyone in there.


seekerofshadowlight wrote:

I do not want to see the current magical class in a sci-fi game. Would be a good time to put in psychic however.

If all you are gonna do is half hearted kinda almost maybe sci-fi ish if you look at it in a dark room book. Then why bother?

If paizo were to do it they would likely make it kitchen sink style like they do with golarion, with room for straight up sci-fy (star trek, battlestar), sci fy with psionics, and then full on science and sorcery like the Dying Earth Novels or Roger Zelazny's Lord of Light.


You should check out www.d20moderndb.com it has some good Pathfinder Modern/SciFi homebrew rules.

Publisher, EN Publishing

We're just releasing our SANTIAGO: A Myth of the Far Future adventure path, which is Pathfinder sci-fi. It'll be available here on Paizo.com amongs other places.

http://santiagoadventurepath.wordpress.com/

Dark Archive

You can still use the regular base classes just make an archetype for them, to set them into a sci-fi/modern setting I don't know something like:

Mech Pilot

Spoiler:

Mech pilot study and practice the techniques to pilot an M.G., drilling endlessly to form a bond between them.
Weapon and Armor Proficiency: A mech pilot is not proficient with shields, heavy armor or medium armor.
Class Skills: You gain Knowledge (Mechanics) and Perception as an additional class skills. In addition you gain 4 skill points per level + your Intelligence modifier instead of 2.
Mech Operation (Ex): At 1st level, you Mech Operation feat and Skill Focus (Ride).
Skilled Pilot (Ex): At 2nd level, after piloting a mech for at least 1 hour, the pilot gains a +1 Dodge bonus to AC and a +1 morale bonus on one save, but only. This bonus increases by +1 for every four levels after 2nd. This ability replaces Bravery.
Advanced Mech Operation (Ex): At 3rd level, you gain the Advanced Mech Operation feat. This ability replaces armor training 1.
Pilot Resolve (Ex): At 5th level, a mech pilot gives his mech a +1 bonus on attack and damage rolls when riding his mech. This ability replaces weapon training 1, 2, 3 and 4
Mech Agility (Ex): At 7th level, a mech pilot gains Mobility and Improved Initiative as a bonus feat. This ability replaces armor training 2.
Relentless (Ex): At 11th level, a mech pilot may reroll a Ride skill check or a saving throw once per day, but must use the second roll even if it is worse. In addition a mech can ignore up to 10 feet of difficult terrain. This ability replaces armor training 3.
Battlefield Onslaught (Ex): At 15th level, amech pilot’s charge is not blocked by friendly creatures or difficult terrain. This ability replaces armor training 4.
Stalwart Mech (Ex): At 19th level, a mech pilot gives his mech DR 5/- when piloted. This stacks with the mech current damage reduction it might have. This ability replaces armor mastery.

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