Star Wars Pathfinder Conversion


Conversions


Hopefully I'm posting this is in the correct area. If not, I apologize. I originally posted this in the general chat but then I read the thing that said "read this first" lol. So anyway. Sorry if I messed up again.

I'm working on a Star Wars conversion to the Pathfinder system. I know, I know. Saga Edition is really awesome. And I agree. But I love the Pathfinder system too and I want to combine the two because I love both of them. And I'm crazy enough to try it.

I'm posting this really just fishing to see if there is any interest out there for such a thing. As cheesy as it might be.

Right now, just a teaser preview. I've got one base class. It's called a Force User. It covers the basic Force Adept or Grey Jedi. It has three archetypes. They are the Jedi Consular/Sith Sorcerer, the Jedi Guardian/Sith Marauder, and the Jedi Sentinel/Sith Inquisitor. They are basically six archetypes, three of which are fairly identical to the other three (light and dark side options, of course).

I've made a new maneuver bonus called a Force Maneuver Bonus (FMB) to use Force Powers with. I've divided up Force Powers into complex aspects because I want it to be complex. Like the wizard, you can select a Force Specialization and have a pair of forbidden sub-aspects that you are weaker with. The aspects and sub-aspects are as follows:

Aspect [Sub-Aspect] (Key modifier)

Control [Motile] (Str/Dex)
Control [Internal] (Con)
Alter [Telekinetic] (Int)
Alter [Metaphysical] (Cha)
Sense [Conducive] (Wis)
Sense [Telepathic] (Int)

No. These are not skills. These are to be used as separate FMBs. All but Control [Motile] which will use your standard CMB (Str) unless you have Agile Maneuvers or a similar ability that allows you to use your Dex instead.

Yes, this appears sufficiently complex but it's really not. With a proper character sheet it will all be easy to track. With Force Specialization, you will be able to choose an Aspect (Control, Alter, or Sense) to specialize in. With both sub-aspects of the selected specialization, you will be more powerful. You will then choose two sub-aspects (either an entire aspect or from two separate aspects) as forbidden. They will receive penalties similar to a wizard's penalties with its forbidden schools.

There is also a Force Pool. You have a limited number of Force Points that works like a Ki Pool. Some of your powers or other abilities may require Force Points, or they may work as long as you have 1 Force Point remaining in your Force Pool.

Finally, there is a Force Attack Bonus on top of a Base Attack Bonus. The different classes and archetypes use them differently. I realize this is non-standard, but I couldn't figure out how else to separate the classes without making more than one base class, and I didn't want to do that.

Thoughts? And I'm not asking for if you'd rather play Saga. A lot of people would. Just curious if anyone is interested in actual complete integration into the Pathfinder system for an incredibly weird gaming experience.

Just to be clear. I'm not trying to, nor do I intend to make any money or charge anything for my work as it is all based on the Pathfinder system copyrighted by Paizo. Just goofing around trying to have some fun and provide some other crazy folk with the ability to do so as well. Thank you for reading.

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Flagging for wrong forum

Prolly get more traction and responses if this were in the Homebrew/conversions threads.


Shoot, thanks. There are so many forums here. I can't seem to delete this thread. If someone would remove it I'd be grateful.

Paizo Employee Customer Service Representative

Moved to Pathfinder Conversions.


Matthew LeBreton wrote:

Hopefully I'm posting this is in the correct area. If not, I apologize. I originally posted this in the general chat but then I read the thing that said "read this first" lol. So anyway. Sorry if I messed up again.

I'm working on a Star Wars conversion to the Pathfinder system. I know, I know. Saga Edition is really awesome. And I agree. But I love the Pathfinder system too and I want to combine the two because I love both of them. And I'm crazy enough to try it.

I'm posting this really just fishing to see if there is any interest out there for such a thing. As cheesy as it might be.

Right now, just a teaser preview. I've got one base class. It's called a Force User. It covers the basic Force Adept or Grey Jedi. It has three archetypes. They are the Jedi Consular/Sith Sorcerer, the Jedi Guardian/Sith Marauder, and the Jedi Sentinel/Sith Inquisitor. They are basically six archetypes, three of which are fairly identical to the other three (light and dark side options, of course).

I've made a new maneuver bonus called a Force Maneuver Bonus (FMB) to use Force Powers with. I've divided up Force Powers into complex aspects because I want it to be complex. Like the wizard, you can select a Force Specialization and have a pair of forbidden sub-aspects that you are weaker with. The aspects and sub-aspects are as follows:

Aspect [Sub-Aspect] (Key modifier)

Control [Motile] (Str/Dex)
Control [Internal] (Con)
Alter [Telekinetic] (Int)
Alter [Metaphysical] (Cha)
Sense [Conducive] (Wis)
Sense [Telepathic] (Int)

No. These are not skills. These are to be used as separate FMBs. All but Control [Motile] which will use your standard CMB (Str) unless you have Agile Maneuvers or a similar ability that allows you to use your Dex instead.

Yes, this appears sufficiently complex but it's really not. With a proper character sheet it will all be easy to track. With Force Specialization, you will be able to choose an Aspect (Control, Alter, or Sense) to specialize in. With both sub-aspects of the...

I am interested in all things Star Wars. I attempted a conversion a few years ago that used the Pathfinder classes that most closely matched the Star Wars RCR classes. In your conversion, will there be individual Force Powers, or do you just narrate the effects with a successful FMB? Do you have a plan for the other classes, or will they just be alterations to existing Pathfinder classes?


I did something similar several years ago and it has worked well for me and my group. We've played several successful campaigns using the custom rules. Here's what I did (in many ways it is very similar to what you're doing):

Most of classes are just variants of Pathfinder classes. Bounty Hunter -> Slayer, Noble -> Bard/Investigator, Saboteur -> Alchemist/Investigator, Scoundrel -> Unchained Rogue, Scout -> Ranger w/ Scout archetype, Soldier -> Fighter. The Force Warrior (Jedi/Sith/whatever) is built on the Unchained Monk chassis (great minds and all that). I went simplistic on the Force powers, all using the Force pool (aka Ki pool). The combat powers are very Monk-ish: extra attack, increased speed, block an attack, etc. The more spell-like powers are "tiered". For example, the Illusion power: If you have points in the pool, you can "cast" ghost sound for no cost. At 4th level, for 1 point, you can "cast" minor image. At 6th, for 2 points you can "cast" major image. As much as possible, I stuck with Pathfinder spell effects for balance.

To handle Force Sensitives, I made a feat and looked to the Ninja Ki Pool and Rogue Talent Ki Pool, adjusted for Monk. The Ninja/Monk get "baked in" abilities that the Rogues can't access. The feat gives you a pool and a few powers, but none of the abilities that come with Force Warrior class ability that provides the pool.

One of the design goals was to make Force users on the same power level as everyone else and something familiar to Pathfinder. Sticking close to Unchained Monk and using existing spells did the trick. However, playing a Force Warrior feels very much like a Jedi when they do stuff like increase their base speed to 60, get to treat any Acrobatics check as if they rolled a 20, block incoming attacks, and make a flurry of light saber strikes. Ok, that takes more than one round to setup and drains several points from the pool, but it is very Jedi and cool. That's not to say that a two-weapon Scout with blaster pistols and all the right feats isn't cool/just as powerful when they "pin cushion" an enemy using the Favored Enemy Bonus.

I deliberately avoided any kind of skill/roll for Force Powers (ala SAGA or other systems). I'm just not a fan of it and I wanted to stick as close to Pathfinder as possible. Having said that, I would prefer what you're doing (ability-based checks) rather than skill-based checks where skill points play a factor (and make the whole thing stupidly overpowered).

The only additional thought I have is to be very wary of making the Force too powerful (it is super easy to do), unless that is what you and your group want. Adding to BAB is one of the easiest ways to unbalance things. The biggest complaints I've seen about every edition of Star Wars (D6 to SAGA to FFG) is that Force Users are simply too powerful and marginalize everyone else. It doesn't have to be that way.

Good luck, and have fun.

Community / Forums / Pathfinder / Pathfinder RPG / Conversions / Star Wars Pathfinder Conversion All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions