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Pathfinder in a modern or futuristic setting with psionics
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<blockquote data-quote="Matthias" data-source="post: 6202018" data-attributes="member: 3625"><p>I've been thinking about how I might do a Pathfinder campaign set in the modern day or futuristic setting, adapting Pathfinder to a "d20 modern" or "d20 future" type of setting.</p><p></p><p>I know there's a project already underway to "reimagine" Pathfinder along these lines, though the name escapes me for the moment. My campaign concept is somewhat different from the standard. Specifically, I want to:</p><p></p><p>(a) no traditional magic; no full caster classes i.e. no clerics, druids, sorcerers, wizards, etc. This also means no magic items based on traditional magic exist either.</p><p></p><p>(b) refashion the "hybrid" classes (bard, paladin, ranger, etc.) into non-magic using classes, probably with some kind of archetype derivative. Accordingly the themes of each of these classes will be restyled to fit modern-day character concepts.</p><p></p><p>(c) bring in the psionics classes from Psionics Unleashed and Psionics Expanded; psionic items may be possible but they will be rather rare, jealously guarded and desireable, and will always draw lots of attention from anyone who recognizes them for what they are;</p><p></p><p>(d) treat the Monk as a psionics-based class that does not gain or expend power points for its abilities. There will be several 'schools' of monks (archetypes) that pursue self-development along different paths.</p><p></p><p>(e) restyle alchemical items and the Alchemist class itself as a kind of "fringe science"...think in terms of Lovecraft's Re-animator, or Doc Brown from Back to the Future, or Walter Bishop from the Fringe TV series, or the Technomages from Babylon 5. Alchemical items "should'nt work" but they do, and Alchemists have an unsettling ability to consistently bend or break what we naively describe as "laws of nature" with their wildly out-of-the-box ideas.</p><p></p><p>(f) Other than alchemical items, equipment availability and selection and weapon proficiency feats will be as per d20 Modern and d20 Future rules.</p><p></p><p>(g) Monsters other than animals and vermin exist but they are treated as mutants, designer genetics, psionic constructs, or possibly extraterrestrial in origin. Constructs may exist as robotics or nanotech aggregates. (replicators)</p><p></p><p>(i) Certain modern-day skills (such as Computer Use) will be added; Vehicles require the Drive or Pilot skills; Ride is merged into Handle Animal; Fly is merged into Acrobatics (where certain psi abilities may allow such abilities); Spellcraft will be replaced by Psicraft, Use Magic Item replaced by Use Psionic Item, and so on.</p><p></p><p>(j) I want to have NPC classes that reflect modern civilization without NPCs being comparable in power to the standard classes. Here's what I had in mind.</p><p></p><p>NPCs belong to one of three classes: Blue Collar, White Collar, and Gold Collar. (These are placeholder names)</p><p></p><p>The Blue Collar class is based on the Commoner. It has free proficiency in simple weapons, chooses one class skill from Craft, Perform, or Profession, and may choose four other skills to be class skills.</p><p></p><p>The White Collar class is based on the Expert. It has free proficiency in simple weapons, has Computer Use as a class skill, chooses two class skills from Craft, Knowledge, Perform, or Profession, and may choose six other skills to be class skills. Its initial Wealth is higher than a Blue Collar's.</p><p></p><p>The Gold Collar class is based on the Aristocrat. It has free proficiency in simple weapons and firearms, has Computer Use as a class skill, chooses two class skills from Craft, Knowledge, Perform, or Profession, and may choose four other skills to be class skills. It may also have access to certain feats that Blue and White Collars do not have, which can only be acquired by "knowing the right people" or by being extremely wealthy and/or famous. Its initial Wealth is higher than both a Blue Collar's and a White Collar's.</p><p></p><p>Player characters can start with and take levels in the Blue and White Collar classes freely. GM's permission is needed to begin play with a level in Gold Collar or to take a level in the class later on.</p><p></p><p></p><p>What do you think of it all so far?</p></blockquote><p></p>
[QUOTE="Matthias, post: 6202018, member: 3625"] I've been thinking about how I might do a Pathfinder campaign set in the modern day or futuristic setting, adapting Pathfinder to a "d20 modern" or "d20 future" type of setting. I know there's a project already underway to "reimagine" Pathfinder along these lines, though the name escapes me for the moment. My campaign concept is somewhat different from the standard. Specifically, I want to: (a) no traditional magic; no full caster classes i.e. no clerics, druids, sorcerers, wizards, etc. This also means no magic items based on traditional magic exist either. (b) refashion the "hybrid" classes (bard, paladin, ranger, etc.) into non-magic using classes, probably with some kind of archetype derivative. Accordingly the themes of each of these classes will be restyled to fit modern-day character concepts. (c) bring in the psionics classes from Psionics Unleashed and Psionics Expanded; psionic items may be possible but they will be rather rare, jealously guarded and desireable, and will always draw lots of attention from anyone who recognizes them for what they are; (d) treat the Monk as a psionics-based class that does not gain or expend power points for its abilities. There will be several 'schools' of monks (archetypes) that pursue self-development along different paths. (e) restyle alchemical items and the Alchemist class itself as a kind of "fringe science"...think in terms of Lovecraft's Re-animator, or Doc Brown from Back to the Future, or Walter Bishop from the Fringe TV series, or the Technomages from Babylon 5. Alchemical items "should'nt work" but they do, and Alchemists have an unsettling ability to consistently bend or break what we naively describe as "laws of nature" with their wildly out-of-the-box ideas. (f) Other than alchemical items, equipment availability and selection and weapon proficiency feats will be as per d20 Modern and d20 Future rules. (g) Monsters other than animals and vermin exist but they are treated as mutants, designer genetics, psionic constructs, or possibly extraterrestrial in origin. Constructs may exist as robotics or nanotech aggregates. (replicators) (i) Certain modern-day skills (such as Computer Use) will be added; Vehicles require the Drive or Pilot skills; Ride is merged into Handle Animal; Fly is merged into Acrobatics (where certain psi abilities may allow such abilities); Spellcraft will be replaced by Psicraft, Use Magic Item replaced by Use Psionic Item, and so on. (j) I want to have NPC classes that reflect modern civilization without NPCs being comparable in power to the standard classes. Here's what I had in mind. NPCs belong to one of three classes: Blue Collar, White Collar, and Gold Collar. (These are placeholder names) The Blue Collar class is based on the Commoner. It has free proficiency in simple weapons, chooses one class skill from Craft, Perform, or Profession, and may choose four other skills to be class skills. The White Collar class is based on the Expert. It has free proficiency in simple weapons, has Computer Use as a class skill, chooses two class skills from Craft, Knowledge, Perform, or Profession, and may choose six other skills to be class skills. Its initial Wealth is higher than a Blue Collar's. The Gold Collar class is based on the Aristocrat. It has free proficiency in simple weapons and firearms, has Computer Use as a class skill, chooses two class skills from Craft, Knowledge, Perform, or Profession, and may choose four other skills to be class skills. It may also have access to certain feats that Blue and White Collars do not have, which can only be acquired by "knowing the right people" or by being extremely wealthy and/or famous. Its initial Wealth is higher than both a Blue Collar's and a White Collar's. Player characters can start with and take levels in the Blue and White Collar classes freely. GM's permission is needed to begin play with a level in Gold Collar or to take a level in the class later on. What do you think of it all so far? [/QUOTE]
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