Pathfinder + D20 Future + Traveller RPG hybrid Space Opera

Tom Kalbfus

First Post
This conversion combines three game systems into one here is the explanation:

I start with the D20 Modern character classes:
The Strong Hero (Strength) 1d10 + Con modifier/level hit points
The Fast Hero (Dexterity) 1d8 + Con modifier/level hit points
The Touch Hero (Constitution) 1d12 + Con modifier/level hit points
The Smart Hero (Intelligence) 1d6 + Con modifier/level hit points
The Dedicated Hero (Wisdom) 1d8 + Con modifier/level hit points
The Charismatic Hero (Charisma) 1d8 + Con modifier/level hit points

These D20 Modern character classes get the Pathfinder treatment part of which I have already shown above with hit points per level, they retain their class based defense boneses as per the D20 Modern book, stats are expressed in Pathfinder format. To this I add the Traveller T20 Spaceship rules. I ditch the extra Traveller Abilities Social Standing and Education by the way as the other D20 RPGs do fine without them, and I'm not interested in replicating the Traveller RPG setting, only most of their spaceship rules.

A few things about the setting:

In this setting Mars and Venus have been habitable planets for millions of years before humans from Earth have explored them.

The Jump Drive was discovered in 2080 AD, and it was discovered at the same time by a whole array of native extrasolar humans and aliens at around the same time. There is a mysterious artifact in the Sirius system which explains this, thus all the civilized star systems are at this tech level or are in more primitive societies. Jump Drives come in six standard types, with a range of 1 to 6 parsecs. (a parsec is 3.26 light years) A jump takes 125 hours to complete irrespective of distance, even if the jump is only a fraction of a parsec, that is even a within system jump will take 125 hours, so it usually works out better to use insystem maneuver drives to travel within system. The minimum jump distance with a difficulty class of 20 complete is one and a half terrestrial planet diameters as an approximate rule, gas giants and stars are different. the exact rule is the minimum jump distance is proportional to the cube root of the gravitational body's mass in Earth masses times 12,000 miles. By doubling this distance you reduce the difficulty class of making this jump by one so jumping at 24,000 miles from an Earth sized body has a DC of 19 and each doubling after that reduces the DC by one down to a minimum DC of 13,

From an Earth sized body the following DCs are:
12,000 miles DC 20
24,000 miles DC 19
48,000 miles DC 18
96,000 miles DC 17
192,000 miles DC 16
384,000 miles DC 15
768,000 miles DC 14
1,536,000 miles DC 13.
 

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Tom Kalbfus

First Post
I'll start with character classes. This Space Opera setting uses the D20 Modern character classes, but modified with Pathfinder traits. The first being the character advancement tables. There are three rates of advancement Slow Medium and Fast, with a feat being gained at every odd level, humans start with two feats at first level everyone else starts with one. Ability Scores improve every fourth level starting at level four as per standard Pathfinder.

The Strong Hero
The Strong Hero is the warrior of this setting, most soldiers are Strong Heroes.
Ability
The Ability associated with the Strong Hero is of course Strength, although Dexterity and Constitution are also important for the well rounded hero
Hit Die
Strong heroes roll a 10 sided die, modified by their Constitution bonus to determine hit points gained, every time they advance a level in their class.
Class Skills
The following Class skills are part of the strong Hero's repertoire:
Acrobatics (Dex), Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Knowledge (current events, popular culture, streetwise, tactics) (Int), Linguistics (Int), Profession (Wis), Repair (Int), and Swim (Str).
Skill Points per level:
3 + Int modifier.
Starting Feats
In addition to the standard starting feats all characters get, a Strong Hero begins play with the Simple Weapon's Proficiency feat.
Class Features
The following are class Features of the Strong Hero.
Beginning Talent: A 1st-level Strong hero can choose from extreme effort, ignore hardness, and melee smash.
Extreme Effort Talent Tree
Extreme Effort: requires a full round action and provides a +2 bonus on check.
Improved Extreme Effort: requires a full round action and provides an additional +2 bonus on check that stacks with Extreme Effort.
Prerequisite: Extreme Effort
Advanced Extreme Effort: requires a full round action and provides an additional +2 bonus on check that stacks with Improved Extreme Effort and Extreme Effort.
Prerequisite: Extreme Effort and Improved Extreme Effort.

Ignore Hardness Talent Tree
Ignore Hardness:
The Strong Hero ignores 1 point of an object's hardness.
Improved Ignore Hardness: The Strong Hero ignores an additional 1 point of an object's hardness which stacks with that of Ignore Hardness.
Prerequisite: Ignore Hardness.
Advanced Ignore Hardness: The Strong Hero ignores an additional 1 point of an object's hardness in addition to those points ignored by Improved Ignore Hardness and Ignore Hardness.
Prerequisite: Ignore Hardness and Improved Ignore Hardness.

Melee Smash Talent Tree
Melee Smash: The Strong Hero receives a +1 bonus on melee damage.
Improved Melee Smash: The Strong Hero receives a +1 bonus in addition to that bonus he receives from Melee Smash.
Prerequisite: Melee Smash.
Advanced Melee Smash: The Strong Hero receives a +1 bonus in addition to those he received from Melee Smash and Improved Melee Smash.
Prerequisites: Melee Smash, and Improved Melee Smash.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th levels, the Strong Hero receives a bonus Feat, and must meet the prerequisites from the following list of Feats:
Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus.
 

Tom Kalbfus

First Post
The Fast Hero
The Fast Hero is the marksman, the stealthy warrior, the rogue of this setting, he depends of stealth, swiftness, and surprise to get the better of his opponents.
Ability
The most important ability score for the Fast Hero is Dexterity, this is often aided by intelligence as he comes equipped with a plethora of skills, and is often called upon to repair various devices and to disarm traps and security devices.
Hit Die
The Fast Hero rolls a 8-sided die and adds his constitution modifier to determine additional hit points he gains when he advances a level in his class.
Class Skills
The following are Class Skills for the Fast Hero:
Acrobatics (Dex), Craft (mechanical), Drive (Dex), Escape Artist (Dex), Knowledge (current events, popular culture, streetwise) (Int), Linguistics (Int), Pilot (Dex), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex).
Skill Points at each level: 5 + Int modifier.
Class Features
The following are class features of the Fast Hero.
Talents
The Fast Hero gains Talents on the same schedule as the Strong Hero.
Refer to the d20 Modern Rulebook for information regarding Talent Trees and Talents of the Fast Hero.
Bonus Feats
The Fast Hero gains bonus feats on the same schedule as the Strong Hero and the Bonus Feats are:
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.
 

Tom Kalbfus

First Post
The Tough Hero
Tough Heroes are the Defensive Warriors of this Space Opera, their talent is to defend a fixed position or to act as a body guard or an enforcer. Typically a police officer or beat cop is a Tough hero, as is a gangster or thug.
Ability
The Key ability for the Tough Hero is Constitution, though strength and Dexterity also find their uses.
Hit Die
Tough Heroes roll a 12-sided die and add their Constitution Modifier to determine additional hit points everytime they advance a level in their class.
Class Skills
A Tough Hero has the following Class Skills: Climb (Str), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).
Skill Points per level: 3 + Int modifier.
Starting Feats
Simple Weapons Proficiency
Class Features
The following are the class features for the Tough Hero:
Talents
The Tough Hero gains Talents according to the same schedule as the Strong Hero.
See The D20 Modern Core Rulebook for information on Tough Hero Talent trees and Talents.
Bonus Feats
The Strong Hero gains bonus feats at every even level the following are a list of Tough Hero Bonus Feats:
Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert.
 

Tom Kalbfus

First Post
The Smart Hero
This is the "Geek" of the setting, he is the scientist, the engineer, the Doctor, the technical expert, and is also "Mr Fix-it" on many occasions, his chief talent is his use and knowledge of technology which is ever so important in a space opera setting.
Ability
The most important ability for the Smart Hero is Intelligence.
Hit Die
Being the Geek of the setting and somewhat neglecting his physical attributes in his intellectual pursuits, the Smart Hero rolls a 6-sided die and adds his Constitution modifier for additional hit points each level he advances in his class.
Class Skills
The following Class Skills are the Hallmark of the Smart Hero:
Computer Use (Int), Craft (Chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology, and philosophy) (Int), Linguistics (Int), Navigate (Int), Perception (Wis), Profession (Wis), Repair (Int), and Research (Int).
Skill points gained at each level: 9 + Int Modifier.
Starting Feats
Smart Heroes in addition to the feats they start out with as a character automatically gain the Simple Weapons Proficiency Feat.
Class Features
All the following are Class Features of Smart Heroes.
Talents
Smart Heroes gain Talents on the same schedule as the Strong Hero.
See the d20 Modern Core Rulebook on Information on Talents and Talent trees for the Smart Hero.
Bonus Feats
Smart Heroes gain bonus feats at every even level and select them from the following list while meeting prerequisites for them:
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, and Weapon Focus.
 

Tom Kalbfus

First Post
The Dedicated Hero
The Dedicated Hero is one who's profession demands strong willpower, a knight, a member of the clergy, someone who has sworn an oath and intends to keep it, that is a Dedicated Hero.
Ability
The most important Ability for the Dedicated Hero is Wisdom, all others are fairly useful in equal amounts as Dedicated Heroes tend to be well rounded.
Hit Die
Dedicated Heroes have average hit points so they roll a 8-sided die and add their Constitution modifier when they advance a level in their class.
Class Skill
The Dedicated Hero has the following Class Skills:
Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Heal (Wis).
Skill points gained at each level: 5 + Int modifier.
Starting Feats
In addition to those gained by all characters at 1st level, Dedicated Heroes begin with the Simple Weapons Proficiency Feat.
Class Features
Dedicated Heroes gain Talents on the same schedule as the Strong Hero, They can start with either the Empathic Talent Tree, the Healing Talent Tree, or the Insightful Talent Tree, for more information refer to the d20 Core Rulebook.
Bonus Feats
At every even level the Dedicated Hero gains a bonus feats, those feats must be choses from this list:
Advanced Firearms Proficiency, Alertness, Blind-Fight, Deceptive, Educated, Far shot, Iron Will, Medical Expert, Meticulous, Surgery, Track, Weapon Focus.
 

Tom Kalbfus

First Post
The Charismatic Hero
This character is the charmer and the mind manipulator, instead of specializing in reading one's emotions as the Dedicated Hero does, the Charismatic Hero manipulates them, a celebrity, singer, actor, or other performer or entertainer is often a Charismatic Hero.
Ability
The most important Ability for the Charismatic Hero is of course Charisma.
Hit Die
The Charismatic Hero needs to stay in good physical shape to look good, therefore he rolls an 8-sided die and adds his constitution modifier to determine added hit points when he advances a level.
Class Skills
The following are class skills for the Charismatic Hero:
Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology and philosophy) (Int), Linguistics (Int), Perform (act, dance, keyboard, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha), and Profession (Wis).
Skill points at each level: 7 + Int modifier.
Starting Feats
Charismatic Heroes begin play with the Simple Weapons Proficiency Feat.
Class Features
All of the following are class features of the Charismatic Hero.
Talents
Charismatic Heroes gain talents on the same schedule as the Strong Hero.
Charismatic take their talents from the Charm Talent Tree, the Fast-Talk Talent Tree, or the Leadership Talent Tree. See the d20 Core Rule book for more information on these talents.
Bonus Feats
At every even level Charismatic Heroes select a bonus Feat from the following List:
Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.
 

Tom Kalbfus

First Post
Now for Starships:
Scout/Courier
Purchase DC 53
CR14
XP 38,400
Colossal Vehicle
Init -2
Perception +1
AC 15, Touch 1, Flat-footed 14
hp 278 (15d20+120)
Fort +13, Ref +3, Will +6
Acceleration 5 squares/cubes per round 2.1-Gs acceleration
1 hardpoint
Attack Double-linked rail cannon +13/+8/+3, range 6 squares (9d12/x2)

Free Trader
Purchase DC 54
CR 15
XP 51,200
Colossal Vehicle
Init -2
Perception +1
AC 15, Touch 1, flat-footed 14
hp 296 (16d20+128)
Fort +13, Ref +3, Will +6
Acceleration 3 squares/round 1.1-G max
2 hard points
double-linked rail cannons +14/+9/+4, range 6 squares (9d12/x2)
double-linked rail cannons +14/+9/+4, range 6 squares (9d12/x2)

Subsidized Merchant
Purchase DC 57
CR 17
XP 102,400
Colossal Vehicle
Init -2
Perception +1
AC 15, Touch 1, flat-footed 14
hp 333 (18d20+144)
Fort +14, Ref +4, Will +7
Acceleration 3 squares 1.1-G Max
3 hardpoints
double-linked rail cannons +16/+11/+6/+1 range 6 squares (9d12/x2)
double-linked rail cannons +16/+11/+6/+1 range 6 squares (9d12/x2)
double-linked rail cannons +16/+11/+6/+1 range 6 squares (9d12/x2
 

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