Star Wars Pathfinder Conversion


Conversions


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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

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.

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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.


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A few years ago, one of my friends mentioned that he wanted to play Star Wars D20 Revised Core again and his birthday was coming up soon. So I decided I'd surprise him with a birthday session. I basically Pathfinder-ized that sh**, simple stuff really, just added CMB/CMD, feats every odd level, condensed the skills, and a lot of little things to cut those ties to the archaic rule remnants of D&D 3.5. Ran the game, it was a blast.

I thought "maybe I can go further". Take the best elements of Pathfinder and apply them to tabletop Star Wars. First goal was to simplify the Force abilities. Revised Core has Force skills that Force users put skill ranks into, then when you roll, you check to see what your roll lets you accomplish. I HATE IT. I love playing Jedi, but I hate looking up what I can do with a roll of 17 on Move Object or what a 23 on Enhance Ability does.

And it dawned on me, give Jedi characters "spells". Not PF spells, but use the whole structure of spells known and spells per day like in PF. Me and so many others have been playing with this Vancian system for years, we know it so well. Only every so often do I have to double check or confirm what Mirror Image, Bladed Dash, or Divine Favor do.

My next goal was to make the game more fun for non-Force users. Not that Revised Core isn't already fun for non-Force users already, but I want them to feel like they have options. Something I've notice while playing PF is feeling like you have options can make the game more enjoyable. A common design element of PF is "resource pools". Monks get Ki Pool, Magus gets Arcane Pool, Gunslinger gets Grit, Arcanist get Arcane Reservoir, etc. And with these come more options. So I gave every class a resource pool of some sort. Jedi get Focus, Soldiers get Training, Nobles get Flair, and so on.

After that, I felt like it helped but didn't go far enough. I had a random thought that turned into another big part of the system.

Quote:
And it dawned on me, give Jedi characters "spells".

I decided why just Jedi or Force Adepts? Give everyone "spells". So Force-user classes get Force "Powers", Soldiers get Techniques, Nobles get Flourishes, etc. I wanted to make the system appeal to lovers of Pathfinder and Revised Core & Saga Edition. I always though Saga's class talents were incredibly good design. And the way it handled Jedi, where it is one class and then you choose how much of a Guardian, Consular, or Sentinel you wanted to be as you leveled. I grouped classes together thematically to streamline the class list. Each class chooses a Path(inspired by the Vigilante Specializations) at 2nd level to decide what version of the base class they are and what list of talents they have access to in addition to the base class list.

The base classes are Jedi Knight, Operative, Specialist, Force Adept, and Socialite. The "paths" for each are Jedi Knight(Guardian, Sentinel, Consular), Force Adept(Spiritualist, Witch), Specialist(Tech, Medical), Operative(Soldier, Scout), and Socialite(Noble, Scoundrel). And just like Vigilante Spec's, each path changes how the base class operates.

A quick breakdown of the classes, their paths(and what each path does), their resource, and their abilities.

Jedi Knight(can also be used for other structured Force user traditions like a Sith Warrior, Follower of Palawa, or Jensaarai)
Guardian: Gain BAB equal to your Jedi Knight level, Fortitude save increases. (Marauder)
Sentinel: Gain +2 skills points per JK level, 2 more class skills, and Reflex save increases. (Assassin)
Consular: +1 to Force Powers known of each Force Power level, +1 to the DC's of your Force Powers. (Sorcerer)
Resource: Focus (Rage for Sith Warriors)
Uses: Force Powers[0th to 6th]

Operative
Soldier gets more combat stuff, gains proficiency in an exotic weapon.
Scout gets 2 more skills & skill points, gains bonuses based on the environment.
Resource: Training
Uses: Techniques[0th to 6th]

Specialist
Tech can heavily buff technology(think Technomancer) and can get demolitions.
Medical can heal and buff themselves and others. Grant stat bonuses through experimental medications.
Resource: Insight
Uses: Modifications[0th to 9th]

Force Adept
Spiritualist is a benevolent Force user, can heal the wounded.
Witch specializes in damaging people with energy damage, like Force Lightning.
Resource: Willpower
Uses: Force Powers[0th to 9th]

Socialite
Nobles have lawful connections and fame. They can inspire those around them. They're celebrities, diplomats, senators, etc. Some of the best schooling, knowledgeable in a wide field of topics.
Scoundrels have unlawful connections and infamy. They are dangerous and cunning, knowing at the end of the day they have to rely on themselves. Good at striking smart(or really more charismatic) instead of strong.
Resource: Flair
Uses: Flourishes[0th to 6th]

I haven't worked on this system for about a year, but I wouldn't mind getting more of it finished. I'll have to get on my laptop and get the info on the other classes if you want to find out more.


Zero the Nothing wrote:
A few years ago...

That sounds very impressive. Personally, I would love to get a look at your rules.


Some good ideas in this thread. Recently, I have been thought-modeling the integration of PF2 with Star Wars Saga Ed. I am not too thrilled with PF2 as a replacement for PF1, but I think it would streamline and fix many aspects of Saga.


Currently working on this with 2nd Edition now. I agree, Can'tFindthePath. I've actually been pleasantly surprised with 2e, though there are Pros and Cons. Not thrilled that some things have been over-simplified (such as flight/maneuverability), but it's been nice.


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Hi, I was only now starting to convert SWd20 to a Pathfinder-like version.

I already did a lot of job on modifying the current d20 rules with some homebrew rules and rules from Saga also.

I modified:
-Races (not that much)
-Classes
-Feats
-Skills (work to be done)
-Force skills
-Starship actions in combat so that all PCs can participate.

We could share our thoughts and maybe come with something good.


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Wondering how far you got on this? I am super interested in running/playing Star Wars in 2e


Cassia Naomi Veloria wrote:


I'm working on a Star Wars conversion to the Pathfinder system.

I love star wars as well, the revised D20 version was awesome, but Pathfinder is a better system overall because of how refined the combat system is.

I am also wondering how far you have gotten with this and would love to help if you want some assistance.

RPG Superstar 2009 Top 32

How are you handling technology? Blasters, Droids, Scanners, Spacecraft, etc.


I wanted to check how this project is going, I am planning on starting to make a website to do a star wars sf2e version. I have a plan to support logins, character creation, list of items, ships, npcs, and output to vtt (foundry first).


I have actually started to do the same thing after find a couple pdfs on it I have all I got in this google drive so far. I don't know if you have finished with yours but I'm close with mine its actually a pretty similar set up as yours, I modeled it after the mmorpg the old republic.

https://drive.google.com/drive/folders/1BS0cQbh_CFuni2TPC4FLSb3o8NjayDY9?us p=sharing

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