Science Fiction


Homebrew and House Rules


As a curiosity, when looking to run a science fiction game with the pathfinder rule set, do you think there are some skills that should be changed out (I.e Fly,) or added in (I.e Pilot, Computer Use)?

Should some skills names be changed for posterity?

Examples would be Knowledge (Dungeoneering), Knowledge (Arcana) [if your not running a Dragonstar type campaign], etc.


Eeeehhh...

Scifi-pathfinder can be done, but personally I think it doesn't work as well in the absence of magic. If you go full scifi without magic I think it's less work to just play a different game, or play d20 modern or something like that.

That said, fly can easily become pilot, Computer use would probably be covered by linguistics without changing much. knowledge dungeoneering can stay just be called something else (knowledge subterranian?) Knowledge Arcana can just go away.


The Santiago player guide covers some pretty decent conversions of core pathfinder into science fiction as well. Also includes archetypes and a class or two if I remember that fit scifi. It has a guide to make aliens and converting core races over as well as notes about magic becoming tech,etc.


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EN Publishing's Santiago setting is Pathfinder Sci-Fi, and done in a way that's easy to grasp, essentially keeping the rules as is, but changing the names of spells to "code", magic items to tech devices, slight tweaks in classes, but in all other ways its Pathfinder and not with replacement subsystems. Essentially your perception on what the mechanics is doing changes, but the mechanics itself does not.

Campaign Guide to Santiago - free PDF.

Santiago Players Guide - free PDF

Although I haven't purchased the AP (not free), I have considered running a short campaign borrowing these rules for an experimental jaunt into Sci-Fi Pathfinder. I like the ideas presented in the guides. And as stated above nothing is really changed in the rules, only ones perception on how the rules are being realized in play.

Edit: ninja'd, but I posted links...


Thanks i will need to check that out. I have not had a chance to reply, and i do apologize, life tends to keep me busy. Thank you for the responses though. :)


I just picked up the 4 adventures for the Santiago AP, 1st module is free, the second - fourth module is only $3 each during the Halloween Sale on DTRPG (so $9 for the full AP, is rather affordable.)


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One of the cool ideas in Santiago is that barbarians aren't some tribal race of humans, rather barbarians in sci-fi best fit as genetically engineered human super soldiers.

Looking at the ACG, I think that bloodrager (untouchable rager) would be equivalent to a tech-resistant super soldier. They couldn't use tech weapons themselves, relying on ballistic guns and melee weapons rather than arcane-tech weapons like blasters and lasers. They could overcome arcane-tech defenses, resistant to arcane-tech attacks, and be a significant threat for special ops assaults.

I can imagine a moon or asteroid hosting a top secret military research station, defended by a force of corporate military (fighters) and station defense guns, headed by an Alchemist (vivisectionist/"genetic engineer") over a team assistants creating a force of super soldiers.

I can see an adventure for corporate espionage, stellar government investigation of illegal military research, and a host of other possible adventures encountering such a location.

Just rambling with ideas...

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