Traveller T20 to Pathfinder Conversion (Phantasia / Prometheus)


Conversions


Imagine a Wormhole 8000 miles in diameter.
The Wormhole connects two different Universes that of Traveller T20 and Pathfinder. Technology does not work in the Pathfinder Universe, and Magic doesn't work in the Traveller Universe.

To properly conceptualize a wormhole, imagine two sheets of rubber parallel to each other so that one lies right above the other. Now place two magnets, one on top of the top rubber sheet, and another one underneath the bottom rubber sheet, the two magnets are oriented so that opposite poles point at each other so they attract, stretching the two rubber sheets till the make contact, this represents the curvature of space time in our 2D rubber sheet Universes, Now cut a hole around the area where the two magnets make contact and stitch the two rubber sheets together at the site of the hole and that is your wormhole. An ant crawling along the top rubber sheet can descent down the wormhole and end up on the bottom of the lower rubber sheet, and that is how a wormhole is traversed from one Universe to another.

Now extend the above analog from 2 dimensional rubber sheets to 3 dimensional space, the wormhole goes from a circular hole connecting one rubber sheet to another to a spherical opening in 3 dimensional space, and this spherical opening happens to be just under 8000 miles in diameter, with the gravity suitably dampened to 1 time Earth Gravity, now fill the neck of this wormhole with matter, rock dirt, and basically bury this wormhole so that it cannot be seen, and from the outside at both ends it looks like a planet, this planet rotates for day and night, it orbits a star, it has an atmosphere, and oceans on its surface, and from all outward appearances it looks like an ordinary planet. The wormhole remains underneath the surface of this apparent planet, its transition zone lies 1000 feet below its ocean surface, anywhere the ocean floor descends below 1000 feet it simply dissapears into the wormhole opening, so it is possible to pilot a submarine through the opening, once past the transition point, all electronics, all weapons, explosives, internal combustion engines and nuclear reactors cease to function, and the only thing that will work are the manual valves that will release air into the ballast tank which will cause the submarine to surface in the Pathfinder world which we'll call Phantasia. Likewise a mermaid or other sea creature can descend below 1000 feet in the Pathfinder World Phantasia and rise to the surface of the Traveller World Prometheus. Magic does not work in Prometheus and Science does not work in Phantasia.

Elsewhere on the World of Phantasia there are dungeons, some of them delve to a depth below -1000 ft. the tunnels descend through the wormhole transition zone and the gravity reverses such that what was formerly up is now down and vice versa, the tunnels and dungeons continue to rise up through Prometheus' surface onto a science fiction world with two suns in its sky and a single moon. The moon features and the starry background of its night sky appear as a mirror image to that seen in the sky of Phantasia. Whereas in Phantasia the Sun rises in the east, in Prometheus the sun rises in the West, or put it another way the land features of Prometheus (those that weren't altered by human or alien hands) are a mirror image of those found in Phantasia. Phantasian humans are predominantly left-handed while Promethean Humans are predominantly right-handed. The Promethean "Common" often referred to by some as English is read and written from left to right, in Phantasia the Common language is read and written from right to left, and it could be read by a Promethean by holding it up to a mirror and the mirror image of it appears identical to English.

A few background notes on the Traveller side of the wormhole.
The Planet Prometheus, or at least what appears to be a planet from the outside orbits, the primary star of Alpha Centauri, the time is the 22nd century around 2150 AD by our reckoning, The Earth has been conquered by the Third Imperium in 2100 AD, it is revealed to the Earth humans, that their home planet Earth was not the original home planet of humanity, but a duplicate of that planet which lies elsewhere in the galaxy, that planet has been duplicated down to the level of fossils in mountain ranges and so forth. The Third Imperium arises from another duplicate Earth, this one referred to by its inhabitants as Terra. The third Original Earth is referred to in the writings of ancient ruins as Gaia, its exact location is unknown at this time as the dating on the Ancient ruins is not precise enough to locate it, and the civilization on that Ancient homeworld is thousands of years older than that on either Terra of Earth.

The Earth and Prometheus are on the frontiers of the Terran Third Imperium, the First Imperium of which was known in our history as the Roman Empire, however on Terra, that Empire never totally fell, instead it transitioned into a Second Roman Republic, then a second technological Empire which expanded into space, that Empire declined and fell, but the remnants of that Civilization later expanded again after 1000 years of Interstellar Dark Ages, it expanded beyond the original extent of the former Empires maximum expanse and continued on to conquer 22nd century Earth, a key technology of that conquest was the nuclear dampeners used by the Third Imperium Interstellar Navy, it was that technology which allowed them to conquer Earth while leaving Earth cities largely intact. Another conquest was the planet Prometheus, seismic readings revealed the unusual nature of this world, and the Imperials which descended through the wormhole underneath found that all their technology was dampened much like the nuclear weapons of Earth were dampened during their conquest of it. The Imperials beat a hasty retreat after losing a third of their expedition's numbers.

Phantasia is basically a standard fantasy world as described in the Pathfinder core rules, with the exception of what lies beneath its surface.


More references? My head exploded for a moment. :D You're the 2nd to put up a T20->Pathfinder compatibility (Dredan being the first). Some of us would be intrigued to compare and contrast now that T20 has been put into the limelight recently for those of us who were not previously familiar that Traveller had its own d20 compatibility.


Traveller T20 was published by QLI, its a version of the Traveller RPG, that's been around since the 1970s. T20 was published in 2002 I believe, it is structured similar to D&D D20.


Traveller T20 was published by QLI, its a version of the Traveller RPG, that's been around since the 1970s. T20 was published in 2002 I believe, it is structured similar to D&D D20, it uses Stamina Points instead of hit points, but that's pretty much a name change. There are two kinds of "hit points" in the game, there is Stamina Points and there is Lifeblood. Stamina Points are what you deduct from when your attacker achieves a normal hit on your character, you roll the weapon's damage dice and deduct it from your character's Stamina Points, as your character advances in level, he gains an additional die worth of Stamina Points adding the Constitution Modifier as would normally be done with hit points in Pathfinder. Lifeblood equals your character's Constitution score, if your opponent achieves a critical hit, you roll the damage applying whatever critical hit multiplier and then deduct it from your character's lifeblood.

Another thing T20 has is two additional Ability scores, there is Social Standing and Education. Social Standing fulfills a role thats similar to Charisma in Pathfinder, except this reflects how much influence your character has in society, it is basically your background, and it affects how people react to you. If you have a high social standing, your more likely to get an audience with the Emperor, a social standing of 12 or greater indicates you are a member of the Nobility 15 is knight, 16 is baron, 17 is count, 18 is duke, 19 is archduke, 20 is Emperor. Social Standing could be used in a fantasy setting if you wish, though it would be an optional houserule in Pathfinder. The other Ability Score is Education, Education works like intelligence, many of the skills that would normally work off of one's intelligence score instead uses Education in the Traveller T20 RPG basically anything that has to do with knowledge would be an education skill rather than an intelligence skill as it is in Pathfinder.

Traveller weapons do multiple dice worth of damage, especially the futuristic ones, fortunately futuristic armor has damage die reduction, for each point in armor rating, you reduce the damage dice of the opposing weapon by one die, this makes Traveller combat very deadly if one is not wearing the right kind of armor. Personally I'd impose a damage limit on ranged weapons, based on the character's size. Small characters can receive 2 dice worth of damage from a ranged weapon, a medium character gets 3 dice of damage, a large character gets 4 dice worth of damage and so forth up to the maximum number of damage dice that the particular weapon inflicts, this limit is imposed after the armor rating is deducted from damage dice. If you are down to the weapon's last damage die, armor deducts individual damage points instead. Archaic Armor, the kind found in fantasy settings doesn't have this effect, modern weapons just punch through them, and their armor rating is only worth half as much towards Armor Class versus modern and futuristic weapons.


Here are a list of Fantasy characters and Traveller Characters I'm working on, included are the 8 ability scores and hit points in each, the name, the race, gender, and the amount of starting money for the purchase of equipment. The next step is to buy equipment for them. The exchange rate is 100 credits per gold piece (Cr 100 = 1 gp). A Vargr is a wolf-like humanoid and an Aslan is a lionlike humanoid as far as Traveller races go, they are both medium sized.

Brigette
Barbarian/1 hp 13 (1d12+1) 80 gp
Human Mediium Female
STR 16 (+3)
DEX 15 (+2)
CON 12 (+1)
INT 11 (+0)
WIS 12 (+1)
CHA 9 (-1)
EDU 16 (+3)
SOC 17 (+3)

Took
Bard/1 hp 8 (1d8) 90 gp
Halfling Small Male
STR 9 (-1)
DEX 17 (+3)
CON 11 (+0)
INT 12 (+1)
WIS 10 (+0)
CHA 20 (+5)
EDU 16 (+3)
SOC 15 (+2)

Dolara
Cleric/1 hp 10 (1d8+2) 150 gp
Half-Elf Medium Female
STR 17 (+3)
DEX 11 (+0)
CON 14 (+2)
INT 14 (+2)
WIS 19 (+4)
CHA 12 (+1)
EDU 18 (+4)
SOC 12 (+1)

Freia
Druid/1 hp 8 (1d8) 50 gp
Elf Medium Female
STR 11 (+0)
DEX 17 (+3)
CON 10 (+0)
INT 18 (+4)
WIS 16 (+3)
CHA 11 (+0)
EDU 11 (+0)
SOC 16 (+3)

Seth
Fighter/1 hp 13 (1d10+3) 160 gp
Human Medium Male
STR 19 (+4)
DEX 12 (+1)
CON 16 (+3)
INT 13 (+1)
WIS 14 (+2)
CHA 10 (+0)
EDU 10 (+0)
SOC 11 (+0)

Sebastian
Monk/1 hp 9 (1d8+1) 30 gp
Human Medium Male
STR 18 (+4)
DEX 10 (+0)
CON 13 (+1)
INT 10 (+0)
WIS 16 (+3)
CHA 8 (-1)
EDU 10 (+0)
SOC 10 (+0)

Valshea
Paladin/1 hp 11 (1d10+2) 230 gp
Half-Elf Medium Female
STR 17 (+3)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 18 (+4)
EDU 9 (-1)
SOC 13 (+1)

Durwin
Ranger/1 hp 14 (1d10+4) 160 gp
Dwarf Medium Male
STR 13 (+1)
DEX 16 (+3)
CON 18 (+4)
INT 10 (+0)
WIS 16 (+3)
CHA 6 (-2)
EDU 14 (+2)
SOC 6 (-2)

Eridiae
Rogue/1 hp 9 (1d8+1) 120 gp
Elf Medium Female
STR 13 (+1)
DEX 20 (+5)
CON 12 (+1)
INT 18 (+4)
WIS 10 (+0)
CHA 9 (-1)
EDU 13 (+1)
SOC 12 (+1)

Selea
Sorcerer/1 hp 7 (1d6+2) 100 gp
Half-Elf Medium Female
STR 8 (-1)
DEX 13 (+1)
CON 13 (+1)
INT 13 (+1)
WIS 13 (+1)
CHA 19 (+4)
EDU 12 (+1)
SOC 9 (-1)

Agrin
Wizard/1 hp 8 (1d6+2) 100 gp
Human Medium Male
STR 11 (+0)
DEX 12 (+1)
CON 14 (+2)
INT 19 (+4)
WIS 14 (+2)
CHA 5 (-3)
EDU 10 (+0)
SOC 13 (+1)

Felix
Academic/1 hp 6 (1d6) Cr 2000
Human Medium Male
STR 11 (+0)
DEX 12 (+1)
CON 10 (+0)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)
EDU 15 (+2)
SOC 16 (+3)

Vrugg
Army/1 hp 10 (1d10) Cr 10,000
Aslan Medium Male
STR 17 (+3)
DEX 13 (+1)
CON 11 (+0)
INT 10 (+0)
WIS 15 (+2)
CHA 10 (+0)
EDU 11 (+0)
SOC 10 (+0)

Lars
Barbarian/1 hp 14 (1d12+2) 90 gp
Human Medium Male
STR 17 (+3)
DEX 17 (+3)
CON 15 (+2)
INT 11 (+0)
WIS 17 (+3)
CHA 13 (+1)
EDU 8 (-1)
SOC 11 (+0)

Elaine
Belter/1 hp 8 (1d8) Cr 100,000
Human Medium Female
STR 12 (+1)
DEX 14 (+2)
CON 10 (+0)
INT 20 (+5)
WIS 11 (+0)
CHA 12 (+1)
EDU 15 (+2)
SOC 9 (-1)

Sarah
Marine/1 hp 11 (1d10+1) Cr 30,000
Human Medium Female
STR 17 (+3)
DEX 17 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 11 (+0)
CHA 12 (+1)
EDU 10 (+0)
SOC 11 (+0)

Segwin
Mercenary/1 hp 11 (1d10+1) Cr 10,000
Human Medium Male
STR 17 (+3)
DEX 18 (+4)
CON 12 (+1)
INT 17 (+3)
WIS 10 (+0)
CHA 14 (+2)
EDU 10 (+0)
SOC 7 (-2)

Keith
Merchant/1 hp 8 (1d8) Cr 20,000
Human Medium Male
STR 15 (+2)
DEX 17 (+3)
CON 10 (+0)
INT 17 (+3)
WIS 11 (+0)
CHA 13 (+1)
EDU 14 (+2)
SOC 11 (+0)

Boris
Navy/1 hp 8 (1d8) Cr 10,000
Human Medium Male
STR 11 (+0)
DEX 19 (+4)
CON 10 (+0)
INT 19 (+4)
WIS 11 (+0)
CHA 12 (+1)
EDU 16 (+3)
SOC 10 (+0)

Natalie
Noble/1 hp 6 (1d6) Cr 100,000
Human Medium Female
STR 10 (+0)
DEX 11 (+0)
CON 11 (+0)
INT 12 (+1)
WIS 11 (+0)
CHA 15 (+2)
EDU 20 (+5)
SOC 20 (+5)

Jane
Professional/1 hp 6 (1d6) Cr 75,000
Human Medium Female
STR 11 (+0)
DEX 17 (+3)
CON 10 (+0)
INT 17 (+3)
WIS 13 (+1)
CHA 13 (+1)
EDU 20 (+5)
SOC 8 (-1)

Mark
Rogue/1 hp 10 (1d8+2) Cr 5000
Human Medium Male
STR 15 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 18 (+4)
WIS 8 (-1)
CHA 11 (+0)
EDU 13 (+1)
SOC 8 (-1)

Jimmy
Scout/1 hp 11 (1d10+1) Cr 20,000
Human Medium Male
STR 12 (+1)
DEX 16 (+3)
CON 12 (+1)
INT 17 (+3)
WIS 16 (+3)
CHA 11 (+0)
EDU 15 (+2)
SOC 10 (+0)

Knorf
Traveller/1 hp 11 (1d8+3) Cr 80,000
Vargr Medium Male
STR 12 (+1)
DEX 16 (+3)
CON 15 (+3)
INT 19 (+4)
WIS 11 (+0)
CHA 7 (-2)
EDU 18 (+4)
SOC 7 (-2)

The Exchange

I like your write-up - but Golarion wouldn't be the stranger world in my traveller game. I think you could insert it as is into the TU if you wanted.

There is little doubt in my mind that the Third Imperium would quarnatine Golarion and not pay it much attention.

1. It has more of a psionic population then they'd care to have intermingle. (They'd probaly qualify arcane magic as psionics.)

2. Golarion technology could be viewed as 'ancient' technology which will also get the world banned.

3. The Imperial Scout Service tends to protect lower tech worlds for the interstellar traffic and these worlds are not seen as valuable in many cases. (more on this later).

4.The Imperium tends not be interested or even notice most low tech worlds. Most merchant traffic would not be interested in trading with Golarion -- it's not that they're aren't quality goods, but pre-industrial societies in Traveler can't produce things in quantities that would justify the expense of interstellar trade. This may not be true - but few merchants would attempt to establish trade with such a primitive world as it's not generally profitable.

5. Worlds that are particularly dangerous to visitors are typically quarantined. Even a civil war or disease outbreak can trigger one -- Golarion may fit this as well.

6. Hyperspace is dangerous - looking out the window can drive one mad. If the Hyperspace bubble runs out of energy - the ship is destroyed. I imagine it like Leng-lite. Leng could exclude Golarion hyperspace caused a high probability of misjumps and technology mishaps. Depending on how severe or unpredictable this effect is -- this by itself could make Golarions system a 'no fly' area.

Golarion already has a build in hook for Traveler - Numeria. The IIS or Naval Integillence could have set up a downport there (that may or many not be attatively maned - depending on the severity of factor 6. (It may be there because Golarion causes misjumps that that ships close by.)

In this way, you could have Golarion in your Traveller universe - as the best way for it to exist is to be a backwater. If there was a wormhole or something interesting - it would spell problems for Golarion as you'd probably want to set up Golarion as a place that's largely ignored and except for certain explorers.

Traveller is a different type of game. Characters can die in the character creation phase - and there're much less likely to surive Pathfinder style feats as many T20 classes just accrue skills.

EDU and SOC are not useful skills on Golarion (particularly if you ban technology)- as SOC is TU society and EDU pertains to skills like medicine, engineering and piloting.

If you're going to use T20 characters in Golarion - they probably should have their technology and run them in mid-level adventures. (Their gear with break or run out of energy over time if they don't resupply - that's another reason why TU folks don't like low-tech worlds.)

If you're going to take Pathfinder characters into the Traveler world - they're going to need their magic as they don't get enough skill points to learn how to function in that world. If they're to obvious about being different - they're going to get in trouble with Naval Intelligence and even high-level characters aren't going to do well against T20 military units. It is a very interesting concept..

I'd like to see where it goes.

I think it could work either way..


Phantasia is not exactly Golarian, and Prometheus is not eactly Traveller, but its very similar to it. In the World of Prometheus and the accompanying Universe, the Third Imperium is not the one your thinking of, but its very similar to it. The Third Imperium in this case grows out of a duplicate of Earth, created by the Ancients - who were once human and arose out of the original Earth somewhere in the Galaxy. the Earth we're living on is also a duplicate (nanotechnology duplicated the fossil evidence deep in the crust) The planet Terra is different from Earth, it is a "Roman World" The Third Imperium is the third incarnation of the Roman Empire, in this world's history Christianity never arose, and the first Empire evolved into the Second Roman Republic, which developed a prosperous technological society that developed into its 20th century, after an economic crises, the Second Republic fell and became the Second Imperium. The Second Imperium colonized a number of planets immediately surrounding its duplicate Earth and then fell, creating an Interstellar Dark Ages, in which a system of Feudalism developed, later the Third Imperium grew out of it adopting the previous Dark Ages Feudal Structure and made it worlk for the Imperium and they finally conquered Our Earth in the 22nd century an colonized Prometheus. Since Prometheus is in Alpha Centauri, alot of those colonists came from our Earth, and since our Earth had a huge population, many were eager to get a good start in interstellar colonization of their nearest star system. Turned out that Prometheus was not exactly a planet, but a wormhole opening covered in rock, dirt and ocean. Seismic reading as determined the planet's seeming "hollowness" Vocanoes and other geolocig features on the planets are produced by naturally occuring gates in the crust leading to the elemental planes of Earth and fire on the Phantasia side of the Wormhole where magic can occur.

Some of the Gods of Phantasia may in fact be Ancients whove somehow managed to create their own pocket fantasy universe. A sufficiently advanced technology is indistinguishable from magic, and it this case it holds literally true.

AS for the uses of SOC and EDU in a fantasy Universe. I'm going to modify the skills found in the Pathfinde core rules in the Following way:

Acrobatics DEX
Appraise INT
Bluff CHA
Climb STR
Craft INT
Diplomacy SOC
Disable Device Dex
Disguise CHA
Escape Artist DEX
Fly DEX
Handle Animal CHA
Heal WIS
Intimidate CHA
Knowledge (arcana) INT
Knowledge (dungeoneering) INT
Knowledge (engineering) EDU
Knowledge (geography) EDU
Knowledge (history) EDU
Knowledge (local) INT
Knowledge (nature) EDU
Knowledge (nobility) SOC
Knowledge (planes) EDU
Knowledge (religion) EDU
Linguistics EDU
Perception WIS
Perform CHA
Profession WIS
Ride DEX
Sense Motive WIS
Sleight of Hand DEX
Spellcraft INT
Stealth DEX
Survival WIS
Swim STR
Use Magic Device CHA

Everything else is the same in the Core Rule book.

The Social Class scores correspond to the following:

SOC
15 Untitled member of a noble family
16 Knight, Dame (Non heriditary Knight with no landholdings)
17 Heriditary Knight or Dame with land holdings
18 Baron, Baroness (Administers Barony, town etc)
19 Lord Mayor (Administers City)
20 Count (Administers County)
21 Duke (Administers Duchy)
22 King (Titular head of a Kingdom or Nation)
23 Emperor (Ruler of an Empire which consists of several conquered nations)

A 23 SOC is as high as it gets in Phantasia, as were dealing with only one planet, in the Imperium a Count is usually a planetary ruler and comes with a SOC score of 23.

At SOC 24 to 25, an Imperium Duke rules several planets, typically a subsector, while an Arch duke at SOC 26 rules a whole Sector
SOC 28 is a crown Prince who may be in charge of a sector as well, but is in line of succession to the Imperial throne, there may be several of these, the higher ones SOC score, the closer one is to inherit the Imperial Throne
The highest SOC score is 30, and that is the Emperor himself, or the ruler of another Interstellar Empire, President, leader or whatever.

Education scores have the following equivalents:
EDU
3 Elementary School
6 Middle School
10 High School
12 Bachelor's degree
14 Mater's Degree
16 Doctorate Degree.

People in fantasy societies learn stuff that is appropriate to their fantasy setting, there are no public taxpayer funded schools, those who do go to school usually have a SOC score of 9 or greater, most education comes from learning a trade or apprenticeship rather that from formal classroom training.

Letting magic operate in the Traveller side of the gate opens up a can of worms, that I have to think about. Letting technology operate in the Phantasia side of the Wormhole, would open another can of worms, the only thing keeping the Imperium out of Phantasia is the fact that their technology doesn't work their. Imperial troops have to put on armor, and learn to use swords, shields, crossbows and other medeaval things like that, plus the fact that they can't cast spells and are at a disadvantage when encountering wizards and things like that. The Imperium doesn't want to send its soldier there to die helplessly with nonfuctional technology, so they basically leave Phantasia alone, it is sort of a backwater planet to the Imperium, though the Earth people colonise it due to its proximity to their home planet, Imperial Administrators keep Imperial law on the Prometheus side, and there is a scientific research institute established on the Phantasia side to study the alternate universes properties and perhaps learn some magic as well, but they are way behind the curve among all the established natives of Phantasia.


I'm thinking about having Spelljamming in the Phantasia Universe, the system is nested in a crystal sphere abour 100 AU in radius, each of the stars that appear in the night sky is actually a contuit that leads to the star in question, there's one that leads to the Phantasia version of Earth, and it takes about a week to travel through.

Phantasia Earth wasn't always a fantasy setting, there are some ruins of some very modern cities, these ruins are about 150 years old, the Manhattan site still has the twin towers standing, it has elevators that don't work, the road surfaces have collapsed between the building and the subway tunnels have filled with water.


I did some vital stats for the characters up to Eridae, that's all I have time for in this session, but I'll continue working on them in the meantime. I'm basically writing them up in parallel. I've changed some of their names to make them sound better.

Brigitte Chaotic Neutral
Barbarian/1 hp 13 (1d12+1) 80 gp
Human Medium Female, Age 16, Height 5 ft. 11 in., Weight 157 lb.
STR 16 (+3)
DEX 15 (+2)
CON 12 (+1)
INT 11 (+0)
WIS 12 (+1)
CHA 9 (-1)
EDU 16 (+3)
SOC 17 (+3)

Trip Neutral Good
Bard/1 hp 8 (1d8) 90 gp
Halfling Small Male, Age 30, Height 3 ft. 2 in., Weight 39 lb.
STR 9 (-1)
DEX 17 (+3)
CON 11 (+0)
INT 12 (+1)
WIS 10 (+0)
CHA 20 (+5)
EDU 16 (+3)
SOC 15 (+2)

Dolores Lawful Good
Cleric/1 hp 10 (1d8+2) 150 gp
Half-Elf Medium Female, Age 30, Height 6 ft. 2 in., Weight 104 lb.
STR 17 (+3)
DEX 11 (+0)
CON 14 (+2)
INT 14 (+2)
WIS 19 (+4)
CHA 12 (+1)
EDU 18 (+4)
SOC 12 (+1)

Freya Chaotic Neutral
Druid/1 hp 8 (1d8) 50 gp
Elf Medium Female, Age 142, Height 6 ft. 3 in., Weight 123 lb.
STR 11 (+0)
DEX 17 (+3)
CON 10 (+0)
INT 18 (+4)
WIS 16 (+3)
CHA 11 (+0)
EDU 11 (+0)
SOC 16 (+3)

Seth Neutral Good
Fighter/1 hp 13 (1d10+3) 160 gp
Human Medium Male, Age 18, Height 6 ft. 2 in, Weight 168 lb.
STR 19 (+4)
DEX 12 (+1)
CON 16 (+3)
INT 13 (+1)
WIS 14 (+2)
CHA 10 (+0)
EDU 10 (+0)
SOC 11 (+0)

Sebastian Lawful Good
Monk/1 hp 9 (1d8+1) 30 gp
Human Medium Male, Age 26, Height 6 ft. 1 in., Weight 180 lb.
STR 18 (+4)
DEX 10 (+0)
CON 13 (+1)
INT 10 (+0)
WIS 16 (+3)
CHA 8 (-1)
EDU 10 (+0)
SOC 10 (+0)

Valshea Lawful Good
Paladin/1 hp 11 (1d10+2) 230 gp
Half-Elf Medium Female, Age 32, Height 5 ft. 10 in., Weight 110 lb.
STR 17 (+3)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 18 (+4)
EDU 9 (-1)
SOC 13 (+1)

Durwin Lawful Good
Ranger/1 hp 14 (1d10+4) 160 gp
Dwarf Medium Male, Age 61, Height 4 ft. 5 in., Weight 198 lb.
STR 13 (+1)
DEX 16 (+3)
CON 18 (+4)
INT 10 (+0)
WIS 16 (+3)
CHA 6 (-2)
EDU 14 (+2)
SOC 6 (-2)

Eridea Chaotic Good
Rogue/1 hp 9 (1d8+1) 120 gp
Elf Medium Female, Age 129, Height 5 ft. 11in., Weight 118 lb.
STR 13 (+1)
DEX 20 (+5)
CON 12 (+1)
INT 18 (+4)
WIS 10 (+0)
CHA 9 (-1)
EDU 13 (+1)
SOC 12 (+1)


Solae Neutral Good
Sorcerer/1 hp 7 (1d6+2) 100 gp
Half-Elf Medium Female, Age 25, Height 5 ft. 9 in., Weight 135 lb.
STR 8 (-1)
DEX 13 (+1)
CON 13 (+1)
INT 13 (+1)
WIS 13 (+1)
CHA 19 (+4)
EDU 12 (+1)
SOC 9 (-1)

Algren Neutral Good
Wizard/1 hp 8 (1d6+2) 100 gp
Human Medium Male, Age 22, Height 5 ft. 7 in., Weight 156 lb.
STR 11 (+0)
DEX 12 (+1)
CON 14 (+2)
INT 19 (+4)
WIS 14 (+2)
CHA 5 (-3)
EDU 10 (+0)
SOC 13 (+1)

Felix Lawful Good
Academic/1 hp 6 (1d6) Cr 2000
Human Medium Male, Age 24, Height 5 ft. 8 in., Weight 135 lb.
STR 11 (+0)
DEX 12 (+1)
CON 10 (+0)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)
EDU 15 (+2)
SOC 16 (+3)

Vrugg Lawful Neutral
Army/1 hp 10 (1d10) Cr 10,000
Aslan Medium Male Age 20, Height 6 ft. 3 in. Weight 280 lb.
STR 17 (+3)
DEX 13 (+1)
CON 11 (+0)
INT 10 (+0)
WIS 15 (+2)
CHA 10 (+0)
EDU 11 (+0)
SOC 10 (+0)

Lars Chaotic Good
Barbarian/1 hp 14 (1d12+2) 90 gp
Human Medium Male, Age 16, Height 6 ft., Weight 211 lb.
STR 17 (+3)
DEX 17 (+3)
CON 15 (+2)
INT 11 (+0)
WIS 17 (+3)
CHA 13 (+1)
EDU 8 (-1)
SOC 11 (+0)

Elaine Chaotic Good
Belter/1 hp 8 (1d8) Cr 100,000
Human Medium Female, Age 21, Height 5 ft. 9 in., 167 lb.
STR 12 (+1)
DEX 14 (+2)
CON 10 (+0)
INT 20 (+5)
WIS 11 (+0)
CHA 12 (+1)
EDU 15 (+2)
SOC 9 (-1)

Sarah Neutral Good
Marine/1 hp 11 (1d10+1) Cr 30,000
Human Medium Female, Age 21, Height 5 ft. 10 in., Weight 130 lb.
STR 17 (+3)
DEX 17 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 11 (+0)
CHA 12 (+1)
EDU 10 (+0)
SOC 11 (+0)

Seguin Lawful Neutral
Mercenary/1 hp 11 (1d10+1) Cr 10,000
Human Medium Male, Age 21, Height 6 ft. 1 in., Weight 270 lb.
STR 17 (+3)
DEX 18 (+4)
CON 12 (+1)
INT 17 (+3)
WIS 10 (+0)
CHA 14 (+2)
EDU 10 (+0)
SOC 7 (-2)

Keith Lawful Neutral
Merchant/1 hp 8 (1d8) Cr 20,000
Human Medium Male, Age 20, Height 6 ft. 3 in., 230 lb.
STR 15 (+2)
DEX 17 (+3)
CON 10 (+0)
INT 17 (+3)
WIS 11 (+0)
CHA 13 (+1)
EDU 14 (+2)
SOC 11 (+0)

Boris Chaotic Good
Navy/1 hp 8 (1d8) Cr 10,000
Human Medium Male, Age 18, Height 5 ft. 3 in., 127 lb.
STR 11 (+0)
DEX 19 (+4)
CON 10 (+0)
INT 19 (+4)
WIS 11 (+0)
CHA 12 (+1)
EDU 16 (+3)
SOC 10 (+0)

Natalie Lawful Good
Noble/1 hp 6 (1d6) Cr 100,000
Human Medium Female Age 16, Height 6 ft. 2 in., Weight 142 lb.
STR 10 (+0)
DEX 11 (+0)
CON 11 (+0)
INT 12 (+1)
WIS 11 (+0)
CHA 15 (+2)
EDU 20 (+5)
SOC 20 (+5)

Jane Lawful Good
Professional/1 hp 6 (1d6) Cr 75,000
Human Medium Female, Age 25, Height 5 ft. 4 in., Weight 121 lb.
STR 11 (+0)
DEX 17 (+3)
CON 10 (+0)
INT 17 (+3)
WIS 13 (+1)
CHA 13 (+1)
EDU 20 (+5)
SOC 8 (-1)

Mark Chaotic Neutral
Rogue/1 hp 10 (1d8+2) Cr 5000
Human Medium Male, Age 19, Height 5 ft. 9 in., Weight 213 lb.
STR 15 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 18 (+4)
WIS 8 (-1)
CHA 11 (+0)
EDU 13 (+1)
SOC 8 (-1)

James Lawful Good
Scout/1 hp 11 (1d10+1) Cr 20,000
Human Medium Male, Age 22, Height 5 ft. 8 in., Weight 215 lb.
STR 12 (+1)
DEX 16 (+3)
CON 12 (+1)
INT 17 (+3)
WIS 16 (+3)
CHA 11 (+0)
EDU 15 (+2)
SOC 10 (+0)

Knorf Neutral Good
Traveller/1 hp 11 (1d8+3) Cr 80,000
Vargr Medium Male, Age 23, Height 5 ft. Weight 102 lb.
STR 12 (+1)
DEX 16 (+3)
CON 15 (+3)
INT 19 (+4)
WIS 11 (+0)
CHA 7 (-2)
EDU 18 (+4)
SOC 7 (-2)


Here are the characters with equipment purchased and explainatory notes, particularly for the converted Traveller Characters. Traveller weapons have bonuses to hit, in my conversion, and I've increased the Traveller Armor ratings accordingly. In addition Traveller Armor has Damage Reduction ratings while standard Pathfinder Armor does not.

Brigitte Chaotic Neutral
Barbarian/1 hp 13 (1d12+1) 0 gp
Human Medium Female, Age 16, Height 5 ft. 11 in., Weight 157 lb.
STR 16 (+3)
DEX 15 (+2)
CON 12 (+1)
INT 11 (+0)
WIS 12 (+1)
CHA 9 (-1)
EDU 16 (+3)
SOC 17 (+3)
Equipment
Greatsword -50 gp
Shortbow -30 gp
20 Arrows free

Trip Neutral Good
Bard/1 hp 8 (1d8) 5 gp
Halfling Small Male, Age 30, Height 3 ft. 2 in., Weight 39 lb.
STR 9 (-1)
DEX 17 (+3)
CON 11 (+0)
INT 12 (+1)
WIS 10 (+0)
CHA 20 (+5)
EDU 16 (+3)
SOC 15 (+2)
Equipment
Longsword -15 gp
Shortbow -30 gp
20 arrows free
Studded leather armor -25 gp
Buckler -15 gp

Dolores Lawful Good Deity Erastil
Cleric/1 hp 10 (1d8+2) 13 gp
Half-Elf Medium Female, Age 30, Height 6 ft. 2 in., Weight 104 lb.
STR 17 (+3)
DEX 11 (+0)
CON 14 (+2)
INT 14 (+2)
WIS 19 (+4)
CHA 12 (+1)
EDU 18 (+4)
SOC 12 (+1)
Equipment
Longbow -75 gp
20 arrows free
Heavy mace -12 gp
Scale mail armor -50 gp

Freya Chaotic Neutral
Druid/1 hp 8 (1d8) 31 gp
Elf Medium Female, Age 142, Height 6 ft. 3 in., Weight 123 lb.
STR 11 (+0)
DEX 17 (+3)
CON 10 (+0)
INT 18 (+4)
WIS 16 (+3)
CHA 11 (+0)
EDU 11 (+0)
SOC 16 (+3)
Equipment
Club free
Spear - 2 gp
Spear - 2 gp
Hide Armor -15

Seth Neutral Good
Fighter/1 hp 13 (1d10+3) 10 gp
Human Medium Male, Age 18, Height 6 ft. 2 in, Weight 168 lb.
STR 19 (+4)
DEX 12 (+1)
CON 16 (+3)
INT 13 (+1)
WIS 14 (+2)
CHA 10 (+0)
EDU 10 (+0)
SOC 11 (+0)
Equipment
Greatsword -50 gp
Longbow -75 gp
20 arrows free
Studded Leather armor -25

Sebastian Lawful Good
Monk/1 hp 9 (1d8+1) 6 gp
Human Medium Male, Age 26, Height 6 ft. 1 in., Weight 180 lb.
STR 18 (+4)
DEX 10 (+0)
CON 13 (+1)
INT 10 (+0)
WIS 16 (+3)
CHA 8 (-1)
EDU 10 (+0)
SOC 10 (+0)
Equipment
Short sword - 10 gp
nunchaku - 2 gp
6 Daggers -12 gp

Valshea Lawful Good
Paladin/1 hp 11 (1d10+2) 30 gp
Half-Elf Medium Female, Age 32, Height 5 ft. 10 in., Weight 110 lb.
STR 17 (+3)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 18 (+4)
EDU 9 (-1)
SOC 13 (+1)
Equipment
Greatsword - 50 gp
Longbow, composite - 100 gp
20 Arrows free
Scale mail armor - 50 gp

Durwin Lawful Good
Ranger/1 hp 14 (1d10+4) 0 gp
Dwarf Medium Male, Age 61, Height 4 ft. 5 in., Weight 198 lb.
STR 13 (+1)
DEX 16 (+3)
CON 18 (+4)
INT 10 (+0)
WIS 16 (+3)
CHA 6 (-2)
EDU 14 (+2)
SOC 6 (-2)
Equipment
Greatsword - 50 gp
Longbow, composite - 100 gp
20 Arrows free
Leather armor - 10 gp

Eridea Chaotic Good
Rogue/1 hp 9 (1d8+1) 0 gp
Elf Medium Female, Age 129, Height 5 ft. 11in., Weight 118 lb.
STR 13 (+1)
DEX 20 (+5)
CON 12 (+1)
INT 18 (+4)
WIS 10 (+0)
CHA 9 (-1)
EDU 13 (+1)
SOC 12 (+1)
Equipment
Hand Crossbow - 100 gp
20 bolts free
Short sword - 10 gp
Leather armor - 10 gp

Solae Neutral Good
Sorcerer/1 hp 7 (1d6+2) 26 gp
Half-Elf Medium Female, Age 25, Height 5 ft. 9 in., Weight 135 lb.
STR 8 (-1)
DEX 13 (+1)
CON 13 (+1)
INT 13 (+1)
WIS 13 (+1)
CHA 19 (+4)
EDU 12 (+1)
SOC 9 (-1)
Equipment
Crossbow, heavy -50 gp
20 Crossbow bolts free
Mace, heavy - 12 gp
6 Daggers - 12 gp

Algren Neutral Good
Wizard/1 hp 8 (1d6+2) 38 gp
Human Medium Male, Age 22, Height 5 ft. 7 in., Weight 156 lb.
STR 11 (+0)
DEX 12 (+1)
CON 14 (+2)
INT 19 (+4)
WIS 14 (+2)
CHA 5 (-3)
EDU 10 (+0)
SOC 13 (+1)
Equipment
Crossbow, heavy - 50 gp
20 Crossbow bolts free
6 Daggers - 12 gp
Quarterstaff free

Weapons Cost Weight RoF Range Damage Small, Med, Large+/Crit. Size Type, To Hit Bonus vs armor
Handguns
Revolver Cr150, 2 lb., 1, 100 ft., 1d8, 1d10, 1d12/x2, small, piercing, +5
Auto Pistol Cr200, 1.5 lb., 1, 140 ft., 1d8, 1d10, 1d12/x2, small, piercing, +5
Body Pistol Cr500, 0.5 lb., 1, 75 ft., 1d6, 1d8, 1d10/x2, small, piercing, +5
Snub Pistol* Cr150, 0.5 lb., 1, 50 ft., 1d8,1d10, 1d12/x2, small, piercing, +5
Shotguns
Shotgun** Cr150, 8 lb., 1, 10 ft., 3d4, 3d6/x2 slug or 3d4, 3d6, 3d8/x2(1-10 ft.) buckshot
2d4, 2d6, 2d8/x2 +2 to hit(11-20 ft.) buckshot, 1d4. 1d6, 1d8/x2 +4 to hit (21-20 ft.) buckshot, medium, piercing, +5 (1-10 ft.), +3 (11-20 ft.), +1 (21-30 ft.)
Rifles
Rifle Cr200, 9 lb., 1, 225 ft., 1d10, 1d12, 3d6/x2, medium, piercing, +5
Carbine Cr200, 7 lb., 1, 150 ft., 1d8, 1d10, 1d12/x2, small, piercing, +5
Auto Rifle Cr1000, 11 lb., 1 or 4 burst, 200 ft., 1d10, 1d12, 3d6/x2, medium, piercing, +5
Assault Rifle Cr300, 7 lb., 1 or 4 burst, 150 ft., 1d10,1d12, 3d6/x2, medium,. piercing, +5
Accelerator Rifle Cr900, 6 lb., 1 or 3 burst, 200 ft., 1d10, 1d12, 3d6/x2, medium, piercing, +5
Advanced Combat Rifle (ACR)**** Cr1000, 8 lb. 1 or 4 burst, 225 ft., 1d10+1, 1d12+2, 3d6+3/x2, medium, piercing, +5
Gauss Rifle Cr1500, 8 lb., 1 or 4 burst, or 10 full auto, 300 ft., 2d10, 2d12, 3d10/x2, medium, piercing, +5
Machine Guns
Submachinegun (SMG) Cr500, 6 lb., 4 burst only, 150 ft., 1d8, 1d10, 1d12/x2, small, piercing, +5
Light Machinegun (LMG) Cr1200, 12 lb., 10 burst or 20 full auto, 200 ft., 1d10, 1d12, 3d6/x2, large, piercing, +5
Laser Weapons
Laser Pistol Cr1000, 3 lb., 1, 125 ft., 2d8, 2d10, 2d12/x2, small, laser, +5
Laser Carbine Cr2500, 11 lb., 1, 150 ft., 3d6, 3d8, 3d10/x2, small laser, +5
Laser Rifle Cr3500, 13 lb., 1, 200 ft., 3d8, 3d10, 3d12/x2, medium, laser, +5
Support Weapons
Light Assault Gun (LAG)*** Cr600, 9 lb., 1, 300 ft., 2d8, 2d10, 2d12/x2, large, piercing, +5
Grenade Launcher Cr200, 7 lb., 1, 325 ft. see grenade
RAM Launcher Cr400, 11 lb., 1, 650 ft., see grenade
Disposable Launcher Cr200, 3 lb., 1, 325 ft., see grenade

* Fires Tranquilizer (standard), High Explosive, or Armor Piercing rounds
** Fires Slug (standard) or Buckshot rounds
*** Fires Standard, High Explosive, or Flechette rounds
**** Fires Standard or High Explosive Rounds

[b[Grenades[/b] Cost, weight, Damage, Blast Radius
TDX Cr150, 4d4, 4d6, 4d8/Ref save (DC 15)for half damage, 20 ft.
Fragmentation Cr12 (Cr200 per 20), 6d4, 6d6, 6d8/Ref save (DC 15) for half damage, 20 ft.
HEAP Cr15 (Cr240 per 20), 4d4, 4d6, 4d8/Ref save f(DC 15) or half damage, 10 ft.
Smoke Cr10(Cr160 per 20), obscurment, 20 ft.
Tranquilizer Cr25(Cr400 per 20), Fort save (DC 15) or fall unconscious., 20 ft.
Aerosol Cr12 (Cr200 per 20), -4 to hit for anyone using laser within blast radius, 20 ft.

Modern Armor Cost, Armor Rating, Damage Resistance, Max Dex, Weight, Speed 30 ft, 20 ft.
Light Armor
Jack Cr50, +7, DR 2, +8, 2 lb., 30 ft (6 sq.), 20 ft. (4 sq.)
Mesh Cr150, +8, DR 3, +5, 4 lb., 30 ft. (6 sq.), 20 ft. (4 sq.)
Flack jacket Cr100, +9, DR 4, +6, 2 lb., 30 ft. (6 sq.), 20 ft. (4 sq.)
Reflec Cr1500, +11 vs lasers, DR 6 vs lasers, +8, 2 lb., 30 ft. (6 sq.), 20 ft. (4 sq.)
Medium Armor
Ablative Cr75, +7 or +10 vs lasers, DR 2, 5 vs lasers, +5, 4 lb., 20 ft. (6 sq.), 10 ft. (4 sq.)
Cloth Cr250, +11, DR 6, +4, 4 lb., 20 ft. (4 sq.), 10 ft. (2 sq.)
Combat Environment Suit Cr1500, +11, DR 6, +2, 7 lb., 20 ft. (4 sq.), 10 ft. (2 sq.)
Vac Suit
Combat Armor Cr60,000, +13, DR 8, +6, 13 lb., 20 ft. (4 sq.), 10 ft. (2 sq.)
Hostile Environment Suit Cr150,000, +12, DR 7, +3, 55 lb., 20 ft. (4 sq.), 10 ft. (2 sq.)
Tailored Vac Suit Cr9000. +7, DR 2, +6, 1 lb, 20 ft. (4 sq.), 10 ft. (2 sq.)
Vac Suit Cr9000, +9, DR 4, +0, 18 lb., 20 ft. (4 sq.), 10 ft. (2 sq.)

Wheeled All Terrain Vehicle (ATV)
Class: Ground Vehicle, Cost Cr52,880, Size Huge, AC 8 (-2 Size),
Hit Point: 75, Pressurized? Yes, Visual: Headlights (Beam 40 ft., Brakelights 5 ft.),
Climate Control? Yes, Drive Train: 8 wheels, Crew: 1 Driver, Passengers 8 standard (up to 16 max), Cargo Space: up to 2000 lb. of equipment, Fuel: holds 1320 lb of fuel for a range of 3125 miles. Speeds: increase by 50 ft. per round, Off road cruise = 125 ft., Cruise on pavement = 250 ft., Maximum speed on Pavement 500 ft., Other Equipment: onboard kitchen, and bathroom.

Felix Lawful Good
Academic/1 hp 6 (1d6) Cr 750
Human Medium Male, Age 24, Height 5 ft. 8 in., Weight 135 lb.
STR 11 (+0)
DEX 12 (+1)
CON 10 (+0)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)
EDU 15 (+2)
SOC 16 (+3)
Equipment
Laser Pistol -Cr1000
Cloth Armor -Cr250

Vrugg Lawful Neutral
Army/1 hp 10 (1d10) Cr 3660
Aslan Medium Male Age 20, Height 6 ft. 3 in. Weight 280 lb.
STR 17 (+3)
DEX 13 (+1)
CON 11 (+0)
INT 10 (+0)
WIS 15 (+2)
CHA 10 (+0)
EDU 11 (+0)
SOC 10 (+0)
Equipment
Laser Rifle -Cr3500
Submachinegun -Cr500
RAM Launcher - Cr400
20 Frag grenades -Cr200
20 HEAP grenades -Cr240
Combat Environment Suit -Cr1500

Lars Chaotic Good
Barbarian/1 hp 14 (1d12+2) 0 gp
Human Medium Male, Age 16, Height 6 ft., Weight 211 lb.
STR 17 (+3)
DEX 17 (+3)
CON 15 (+2)
INT 11 (+0)
WIS 17 (+3)
CHA 13 (+1)
EDU 8 (-1)
SOC 11 (+0)
Equipment
Greatsword -50 gp
Shortbow -30 gp
Leather Armor -10 gp

Elaine Chaotic Good
Belter/1 hp 8 (1d8) Cr 34,120
Human Medium Female, Age 21, Height 5 ft. 9 in., 167 lb.
STR 12 (+1)
DEX 14 (+2)
CON 10 (+0)
INT 20 (+5)
WIS 11 (+0)
CHA 12 (+1)
EDU 15 (+2)
SOC 9 (-1)
Equipment
Wheeled All Terrain Vehicle -Cr52,880
Laser Rifle -Cr3500
Submachinegun -Cr500
Vac Suit -Cr9000

Sarah Neutral Good
Marine/1 hp 11 (1d10+1) Cr 17,000
Human Medium Female, Age 21, Height 5 ft. 10 in., Weight 130 lb.
STR 17 (+3)
DEX 17 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 11 (+0)
CHA 12 (+1)
EDU 10 (+0)
SOC 11 (+0)
Equipment
Laser Rifle -Cr3500
Submachinegun -Cr500
Vac Suit -Cr9000

Seguin Lawful Neutral
Mercenary/1 hp 11 (1d10+1) Cr 4500
Human Medium Male, Age 21, Height 6 ft. 1 in., Weight 270 lb.
STR 17 (+3)
DEX 18 (+4)
CON 12 (+1)
INT 17 (+3)
WIS 10 (+0)
CHA 14 (+2)
EDU 10 (+0)
SOC 7 (-2)
Equipment
Laser Rifle -Cr3500
Submachinegun -Cr500
Combat Environment Suit -Cr1500

Keith Lawful Neutral
Merchant/1 hp 8 (1d8) Cr 6500
Human Medium Male, Age 20, Height 6 ft. 3 in., 230 lb.
STR 15 (+2)
DEX 17 (+3)
CON 10 (+0)
INT 17 (+3)
WIS 11 (+0)
CHA 13 (+1)
EDU 14 (+2)
SOC 11 (+0)
Equipment
Laser Rifle -Cr3500
Laser Pistol -Cr1000
Vac Suit -Cr9000

Boris Chaotic Good
Navy/1 hp 8 (1d8) Cr 4000
Human Medium Male, Age 18, Height 5 ft. 3 in., 127 lb.
STR 11 (+0)
DEX 19 (+4)
CON 10 (+0)
INT 19 (+4)
WIS 11 (+0)
CHA 12 (+1)
EDU 16 (+3)
SOC 10 (+0)
Equipment
Laser Rifle -Cr3500
Laser Pistol -Cr1000
Combat Environment Suit -Cr1500

Natalie Lawful Good
Noble/1 hp 6 (1d6) Cr 33,500
Human Medium Female Age 16, Height 6 ft. 2 in., Weight 142 lb.
STR 10 (+0)
DEX 11 (+0)
CON 11 (+0)
INT 12 (+1)
WIS 11 (+0)
CHA 15 (+2)
EDU 20 (+5)
SOC 20 (+5)
Equipment
Laser Rifle -Cr3500
Laser Pistol -Cr1000
Rapier - Cr2000
Combat Armor -Cr60,000

Jane Lawful Good
Professional/1 hp 6 (1d6) Cr 10,500
Human Medium Female, Age 25, Height 5 ft. 4 in., Weight 121 lb.
STR 11 (+0)
DEX 17 (+3)
CON 10 (+0)
INT 17 (+3)
WIS 13 (+1)
CHA 13 (+1)
EDU 20 (+5)
SOC 8 (-1)
Equipment
Laser Rifle -Cr3500
Laser Pistol -Cr1000
Combat Armor -Cr60,000

Mark Chaotic Neutral
Rogue/1 hp 10 (1d8+2) Cr 50
Human Medium Male, Age 19, Height 5 ft. 9 in., Weight 213 lb.
STR 15 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 18 (+4)
WIS 8 (-1)
CHA 11 (+0)
EDU 13 (+1)
SOC 8 (-1)
Equipment
Laser Rifle -Cr3500
Laser Pistol -Cr1000
Dagger -Cr200
Cloth Armor -Cr250

James Lawful Good
Scout/1 hp 11 (1d10+1) Cr 6000
Human Medium Male, Age 22, Height 5 ft. 8 in., Weight 215 lb.
STR 12 (+1)
DEX 16 (+3)
CON 12 (+1)
INT 17 (+3)
WIS 16 (+3)
CHA 11 (+0)
EDU 15 (+2)
SOC 10 (+0)
Equipment
Laser Rifle -Cr3500
Laser Pistol -Cr1000
Submachinegun -Cr500
Vac Suit -Cr9000

Knorf Neutral Good
Traveller/1 hp 11 (1d8+3) Cr 15,000
Vargr Medium Male, Age 23, Height 5 ft. Weight 102 lb.
STR 12 (+1)
DEX 16 (+3)
CON 15 (+3)
INT 19 (+4)
WIS 11 (+0)
CHA 7 (-2)
EDU 18 (+4)
SOC 7 (-2)
Equipment
Laser Rifle -Cr3500
Laser Pistol -Cr1000
Submachinegun -Cr500
Combat Armor -Cr60,000


First Character Completed:

Brigitte Chaotic Neutral
Barbarian/4 hp 28 (4d12+4) Speed 30 ft.
Human Medium Female, Age 16, Height 5 ft. 11 in., Weight 157 lb.
STR 16 (+3)
DEX 16 (+3) Initiative +3 = 3 + 0
CON 12 (+1) Modifier Total Dex Misc
INT 11 (+0)
WIS 12 (+1)
CHA 9 (-1)
EDU 16 (+3)
SOC 17 (+3)
AC 19 = 10 + 6 + 0 + 3 + 0 + 0 + 0 + 0
AC 19 = 10 AR Shd Dex Siz Nat Def Misc
Touch 13 Flat-Footed 16
Fort 5=4+1
Refl 4=1+3
Will 2=1+1
Base Attack Bonus +4
CMB +7
CMD +7
Weapon Greatsword; Atk bns +7; Crit. 19-20/x2; Type Slashing; Range 0 ft.; Ammo n/a; Dmg. 1d10+3/2d6+3
Weapon Shortbow; Atk bns +7; Crit. x3; Type Piercing; Range 60 ft.; Ammo 20; Dmg. 1d4/1d6
Weapon Unarmed attack; Atk bns +7; Crit. x2; Type Bludgeoning; Range 0 ft.; Ammo n/a; Dmg. 1d2+3/1d3+3
Weapon ; Atk bns ; Crit. ; Type ; Range ; Ammo ; Dmg.
Weapon ; Atk bns ; Crit. ; Type ; Range ; Ammo ; Dmg.
Skills
Y Acrobatics 4 = Dex 3+1
Y Climb 4 = Str 3+1
Y Craft ( )1 = Int 0+1
Y Craft ( )1 = Int 0+1
Y Craft ( )1 = Int 0+1
Y Handle Animal 1 = Cha -1+2
N Heal 1 = Wis 1+2/2
Y Intimidate 0 = Cha 1-1
Y Knowledge (Nature) 4 = Edu 3+1
N Move Silently 4 = Dex 3+2/2
Y Perception 2 = Wis 1+1
Y Ride 4 = Dex 3+1
Y Survival 2 = Wis 1+1
Y Swim 4 = Str 3+1
AC Items
Breastplate Armor +6 Medium -4 Check Speed 30 ft. Weight 30 lb.
Equipment
Greatsword -50 gp 8lb.
Shortbow -30 gp 2 lb.
20 Arrows free 3 lb.
Breastplate Armor - 200 gp 30 lb
Total Weight 43 lb.
LL 76- lb.
ML 77-123 lb.
HL 154-230 lb.
LOH 230 lb.
LOG 460 lb.
DOP 1150 lb.
Money
5800 gp
Feats
Mounted Combat
Mounted Archery
Ride-By Attack
Special Abilities
Fast movement
Rage
Rage power (Animal Fury)
uncanny dodge
Trap sense +1
Rage power (Clear Mind)
Experience Points Slow Advancement
14,000
Next Level
23,000


Felix Lawful Good
Academic/4 hp 12 (4d6) Speed 20 ft. Cr 600,750
Human Medium Male, Age 24, Height 5 ft. 8 in., Weight 135 lb.
STR 11 (+0)
DEX 12 (+1)
CON 10 (+0)
INT 12 (+1)
WIS 14 (+2)
CHA 10 (+0)
EDU 15 (+2) Initiative +1 = 1 + 0
SOC 16 (+3)
AC 22 = 10 + 11 + 0 + 1 + 0 + 0 + 0 + 0
Total = Base AR Shd Dx Sz Nat Def Misc
Touch 11 Flat-footed 21
Fort +1 = 1 + 0
Refl +3 = 2 + 1
Will +4 = 2 + 2
Base Attack Bonus +1
CMB +1
CMD +2
Weapon Laser Pistol; Atk bns +2; Crit. x2; Type Laser; Range 125 ft.; Ammo 25 shots; Dmg. 2d10 notes: +5 inherent bonus included vs. armor bonus cannot exceed opponent’s AR;
Skills (Starting skill points 8 + Int modifier per level)
Y Craft (Medium firearms) 2 = Int 1+1
Y Craft (Starship) 5 = Int 1+4
Y Craft (Vehicle) 3 = Int 1+2
Y Decipher Script 2 = Int 1+1
Y Driving 4 = Dex 1+3
Y Gather Information 2 = Cha 0+2
Y Knowledge (Geology) 4 = Edu 2+2
Y Knowledge (Mining) 3 = Edu 2+1
Y Navigation 5 = Edu 2+3
Y Profession (Prospecting) 5 = Wis 2+3
N Profession (Survey) 3 = Wis 2+3/2
Y Read/Write Language (French) 0 = n/a 1
Y Speak Language (French) 0 = n/a 1
N Swim 1 = Str 0+2/2
Y Technical (Medical) 3 = Edu 2+1
Y Technical (Engineering) 3 = Edu 2+1
Y Use Alien Devices 3 = Wis 2+1
AC Items
Cloth Armor +11 Type Medium Check penalty -2 Spell Fail 10% Weight 4 lb. Speed 20 ft.
Equipment
Laser Pistol -Cr1000 3 lb.
Power Belt for laser pistol –Cr100 1 lb.
Cloth Armor -Cr250 4 lb.
Feats
Naval Architect
Academic Lecture
Research
Pseudo-Eidetic Memory
Skill Focus (Knowledge)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Weapon Proficiency (Lasers)
Experience Points
14,000
Next Level
23,000


Academic Lecture: The academic may add a +4 synergy bonus when using a related Knowledge skill towards a Bluff skill check rather than the normal +2 synergy bonus, in an appropriate situation.

Naval Architect: The individual has been trained in the techniques and methods of spaceship and starship design, and producing the blue prints and plans necessary for their construction.
Prerequisites: Technical (Engineering).
Benefits: May design starships and small craft for construction.
Special: This feat may be selected up to four times with the following additional capabilities with each selection:
1) The character is capable of designing small starships and small craft (up to 400 tons). Takes 16 weeks.
2) The character is capable of designing medium sized starships (up to 1000 tons). Takes 10-12 weeks.
3) The character is capable of designing large starships (up to 10,000 tons). Takes 6-8 weeks.
4) The character is capable of designing any type of starship regardless of tonnage, at normal pace.


Trip Neutral Good
Bard/4 hp 13 (4d8) 5 gp Speed 20 ft.
Halfling Small Male, Age 30, Height 3 ft. 2 in., Weight 39 lb.
STR 9 (-1)
DEX 17 (+3)
CON 11 (+0)
INT 12 (+1)
WIS 10 (+0)
CHA 20 (+5)
EDU 16 (+3)
SOC 15 (+2)
AC 15 = 10 + 0 + 0 + 3 + 1 + 0 + 0 + 1
Total = 10 +AR+Sh+Dx+Sz+Na+Df+Misc
Touch 14 Flat-Footed 11
Fort +2 = 0+1+1
Refl +8 = 3+4+1
Will +5 = 0+4+1
Base Attack Bonus +3
CMB +4 = 3 -1 +1 +1
CMD 5 = 3+3-1
Weapon Longsword; Atk bns +2; Crit.x2 ; Type S; Range 0; Ammo 0; Dmg. 1d6/1d8;
Weapon Shortbow; Atk bns +5; Crit. X3; Type P; Range 60 ft.; Ammo 20; Dmg. 1d4/1d6
Weapon Unarmed Attack; Atk bns +2; Crit. X2; Type B; Range 0; Ammo 0; Dmg. 1/1d2
Skills
Y Acrobatics 4 = Dex 3+1
Y Appraise 2 = Int 1+1
Y Bluff 6 = Cha 5+1
Y Climb 0 = Str -1+1
Y Craft(Bows) 2 = Int 1+1
Y Diplomacy 6 = Cha 5+1
Y Disguise 6 = Cha 5+1
Y Escape Artist 4 = Dex 3+1
Y Intimidate 6 = Cha 5+1
Y Knowledge (Geography) 4 = Edu 3+1
Y Knowledge (Dungeoneering) 4 = Edu 3+1
Y Linguistics 2 = Int 1+1
Y Perception 1 = Wis 0+1
Y Perform (Sing) 6 = Cha 5+1
Y Perform (Acting) 7 = Cha 5+2
Y Profession (Entertainer) 2 = Wis 0+2
N Ride 4 = Dex 3+2/2
Y Sense Motive 1 = Wis 0+1
Y Sleight of Hand 5 = Dex 3+2
Y Spellcraft 2 = Int 1+1
Y Stealth 4 = Dex 3+1
N Swim 0 = Str -1+2/2
Y Use Magic Devices 6 = Cha 5+1
AC Items
Studded Leather Armor Bonus +3, Type Light, Check Penalty -1, Spell Failure 15%, Weight 10 lb.
Buckler Bonus +1, Type Shield, Check Penalty -1, Spell Failure 5%, Weight 2.5 lb.
Gear
Longsword -15 gp 4 lb.
Shortbow -30 gp 2 lb.
20 arrows free 3 lb.
Studded leather armor -25 gp 10 lb.
Buckler -15 gp 2.5 lb.
L.L. 30 lb.-
M.L. 31-60 lb.
H.L. 61-90 lb.
L.O.H. 30 lb.
L.O.G 60 lb.
P.O.D. 150 lb.
Money
6000 gp
Feats
Agile Maneuvers
Dodge
Special Abilities
Fearless: +2 racial bonus vs Fear
Halfling Luck: +1 racial bonus on saving throws
Keen Senses: +2 racial bonus on Perception skill checks
Sure-Footed: +2 racial bonus on Acrobatics and Climb skill checks
Weapon Familiarity: proficient with slings and treat weapons with “halfling” in its name as martial.
Languages: Common, halfling
Bardic knowledge
Bardic performance
cantrips
Countersong
distraction
fascinate
inspire courage +1
Versatile performance
well-versed
Inspire competence +2
Spells Per Day 3 first level, 1 second level
Experience Points 14,000
Next Level 23,000
Spells Known 6 0th level, 4 1st level, 2 2nd level
0th level
Dancing lights
Daze
Detect Magic
Light
Lullaby
Read Magic
1st level
Charm Person
Cure Light Wounds
Identify
Sleep
2nd Level
Cure Moderate Wounds
Tongues

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