I think I remember the same thread that Brutorz Bill mentioned, maybe I'll try to dig it up later. As a side note, I think river could actually be balanced using Mutants and Masterminds, just saying.
EDIT: Here they are:
Malcom Renyolds; (Dedicated 6/Tough 5/Soldier 4); CR 15, Medium-sized human male; HD 6d6 plus 5d10 plus 4d10 plus 50; hp: 146; Massive Damage Threshold: 17; Init: +1; Spd: 30ft; Defense: 20 (+1 Dex, +1 Armor, +8 Class) 19 flat-footed, 19 touch; BAB +10; Grapple: +12; Atk: +14/+9 melee (1d8+2/x2), or +13/+8 ranged (2d8+4/x2, Mal's pistol, see below); AL: crew of Serenity, Loyalty, Freedom; SV: Fort +11, Ref +6, Will +9; AP: 35, Rep: +3; Str 14, Dex 13, Con 17, Int 13, Wis 15, Chr 16.
Occupation: Rural (skills: drive, survival; Bonus Feat: Personal Firearms Proficiency)
Skills: Bluff +10, Craft (mechanical) +2, Craft (structural) +2, Demolitions +4, Diplomacy +4, Disguise +5, Drive +9, Escape Artist +2, Gamble +7, Gather Info +5, Intimidate +9, Knowledge (business) +5, Knowledge (current events) +3, Knowledge (streetwise) +11, Knowledge (tactics) +6, Listen +5, Navigate +2, Pilot +4, Profession (captain tight pants) +7, Read/Write (Chinese), Read/Write (English), Repair +2, Ride +4, Sense Motive +10, Slight of Hand +3, Speak (Chinese), Speak (English), Spot +7, Survival +6, Swim +4, Treat Injury +3
Feats: Brawl, Improved Brawl, Knockout Punch, Confident, Combat Expertise, Deceptive, Heroic Surge (4/day), Iron Will, Personal Firearms Proficiency, Advanced Firearms Proficiency, Pointblank Shot, Precise Shot, Quick Draw, Simple Weapons Proficiency,
Talents:
Dedicated: Skill emphasis (bluff), Aware, Faith
Tough: Remain Conscious, Robust, Second Wind
Soldier: Weapon Focus (Mal's Pistol), Weapon Specialization (Mal's Pistol), Bonus Feat (Advanced Firearms Proficiency), Tactical Aid (+1)
Possessions: Independence Army Duster (treat as a leather jacket for armor), Mal's pistol (see below), Serenity (Firefly-class medium transport), tight pants.
Mal's pistol: A mastercraft semiautomatic(??). 2d8+2/x2 damage, 30ft range, Semi-auto, 8 internal rounds (or some such). +1 to hit.
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Zoe; (Tough 4/Strong 4/Soldier 3/Gunslinger 2); CR 13, Medium-sized human female; HD 4d10 plus 4d8 plus 3d10 plus 2d10 plus 26; hp: 120; DR 1/-; Massive Damage Threshold: 17; Init: +6; Spd: 30ft; Defense: 23 (+2 Dex, +2 Armor, +9 Class +dodge) 21 flat-footed, 21 touch; BAB +10; Grapple: +11; Atk: +12/+7 melee (1d6+2/x2), or +11/+6 melee (1d6+2/x2, rifle butt) or +14/+9 ranged (2d10+2/x2, shortened Winchester 94) or +14/+9 ranged (2d6/x2, Glock 20) or +12/+12/+7 ranged (2d6/x2, dual Glock 20, TWF); AL: Husband, Her Captain, crew of Serenity; SV: Fort +8, Ref +8, Will +7; AP: 28, Rep: +1; Str 13, Dex 15, Con 14, Int 15, Wis 14, Chr 15.
Occupation: blue collar: (skills: Drive, Intimidate, Ride)
Skills: Bluff +7, Craft (mechanical) +4, Craft (structural) +4, Demolitions +8, Diplomacy +2, Disable Device +5, Drive +6, Escape Artist +3, Gather Info +2, Hide +2, Intimidate +8, Knowledge (current events) +6, Knowledge (Streetwise) +8, Knowledge (tactics) +6, Listen +3, Move Silently +4, Pilot +5, Read/Write (Chinese), Read/Write (English), Ride +6, Search +2, Sense Motive +3, Slight of Hand +8, Speak (Chinese), Speak (English), Spot +5, Survival +5, Treat Injury +3, Tumble +8
Feats: Armor Proficiency (light), Brawl, Combat Reflexes, Dodge, Improved Damage Threshold, Improved Initiative, Personal Firearms Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Double Tap, Simple Weapon Proficiency, Two Weapon Fighting
Talents:
Tough: Second Wind, Damage Reduction 1/-
Strong: Extreme Effort, Melee Smash
Soldier: Weapon Focus (Winchester), Weapon Specialization (Winchester), Bonus Feat (Armor Proficiency [light])
Gunslinger: Close Combat Shot, Weapon Focus (Glock 20)
Possessions: Leather Vest (treat as a light undercover shirt for purposes of armor), masterwork Winchester 94 with stock removed and barrel shortened (reduce range increments from 90ft to 50ft), assorted other weapons, and a great big puppy dog by the name of Wash.
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Jayne Cobb; (Tough 7/Strong 5); CR 12, Medium-sized male man-ape gone wrong thing; HD 7d10 plus 5d8 plus 58; hp: 143; DR 2/-; Massive Damage Threshold: 18; Init: +1; Spd: 30ft; Defense: 18 (+1 Dex, +7 Class) 17 flat-footed, 17 touch; BAB +10; Grapple: +13; Atk: +15/+10 melee (1d8+5 +1d4[streetfighting]/x2 fists), or +13/+8 melee (1d4+5 +1d4[streetfighting]/ 19-20, big knife), or +12/+7 ranged (2d6/x2, Colt Python), or +13/+8 ranged (2d12+2/ 19-20, Vera); AL: Money; SV: Fort +13, Ref +4, Will +2; AP: 22, Rep: +3; Str 17, Dex 12, Con 18, Int 9, Wis 8, Chr 7.
Occupation: criminal (skills: forgery, knowledge (streetwise), bonus feat: brawl)
Skills: Bluff -2, Demolitions +1, Drive +3, Forgery +6, Gamble +0, Hide +1, Intimidate +2, Knowledge (streetwise) +1, Move Silently +2, Read/Write (Chinese), Read/Write (English… I think…see episode 'The Message'), Ride +2, Speak (Chinese), Speak (English), Spot +0, Survival +4
Feats: Brawl, Improved Brawl, Knockout Punch, Streetfighting, Far Shot, Great Fortitude, Personal Firearms Proficiency, Advanced Firearms Proficiency, Power Attack, Cleave, Simple Weapons Proficiency, Toughness, Track
Talents:
Strong: Extreme effort, melee smash, improved melee smash
Tough: Robust, sonic/concussion resistance, Damage reduction 1, damage reduction 2
Possessions: A whole arsenal of guns and knives. Most commonly carries a customized Colt Python, a big knife, and/or Vera.
Vera. A very special mastercraft assault rifle. A Callahan full-bore auto lock with a customized trigger and a double cartridge thorough gauge. She comes equipped with a laser sight and an electro-optical scope. Longarm. Damage 2d12, critical on 19-20 and x2, 90ft range, Rate of Fire: S or A, Ammo: 10 box, Size: Large, Weight: 12 lbs. Legendary mastercraft bonus: +2 to hit, +2 to damage. Treat as a minor artifact.
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Kaywinnith Lee Frye, AKA Kaylee; (Dedicated 1/Smart 3/Techie 3); CR 7, Medium-sized human female; HD 1d6 plus 3d6 plus 3d6 plus 7; hp: 40; Massive Damage Threshold: 12; Init: +1; Spd: 30ft; Defense: 15 (+1 Dex, +4 Class) 14 flat-footed, 15 touch; BAB +2; Grapple +1; Atk: +1 melee (1d6-1 /x2 metal tool), or -1 ranged (2d6 /x2, Beretta 92F [non-proficient]); AL: Just about every living thing in the 'verse; SV: Fort +4, Ref +3, Will +9; AP: 15, Rep: +3; Str 9, Dex 12, Con 12, Int 16, Wis 16, Chr 17.
Occupation: blue collar (skills: craft (electronic), craft (mechanical), repair)
Skills: Bluff +3 (+4 with empathy), Computer Use +13, Craft (electronic) +15, Craft (mechanical) +15, Craft (structural) +9, Demolitions +9, Diplomacy +8 (+9 with empathy), Disable Device +18, Drive +3, Escape Artist +1, Hide +2, Knowledge (current events) +6, Knowledge (popular culture) +5, Knowledge (technology) +9, Listen +7, Move Silently +2, Profession (mechanic) +7, Read/Write (Chinese), Read/Write (English), Repair +18 (+20 to jury-rig), Search +4, Sense Motive +8 (+9 with empathy), Speak (Chinese), Speak (English), Spot +6
Feats: Alertness, Builder [Craft (electronic), Craft (mechanical)], Cautious, Gearhead, Run, Simple Weapons Proficiency, Trustworthy
Talents:
Dedicated: empathy
Smart: Savant (disable device), Savant (repair)
Techie: Jury-rig +2, Extreme machine, Bonus Feat (gearhead)
Possessions: scattered throughout Serenity are enough materials to make complete sets of: Car Opening Kit, Demolitions Kit, Electrical Tool Kit (Deluxe), Lockpick Set, Mechanical Tool Kit (Deluxe), Multipurpose Tools, and a horrible selection of girl's clothes.
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Wash; (Fast 4/Charismatic 1/Spaceship Pilot 4); CR 9, Medium-sized human male; HD 4d8 plus 1d6 plus 4d8 plus 18; hp: 78; Massive Damage Threshold: 14; Init: +7; Spd: 30ft; Defense: 22 (+3 Dex, +9 Class +dodge) 19 flat-footed, 22 touch; BAB +6; Grapple: +7; Atk: +7/+2 melee (1d3+1 /x2 (nonlethal) unarmed strike [provokes AoO from armed defender]), or +5/+0 ranged (2d8/ x2 Mossberg shotgun [non-proficient]), or +5/+0 (2d6 /x2 Ruger Service-Six revolver [non-proficient]); AL: The Wife; SV: Fort +6, Ref +10, Will +5; AP: 17, Rep: +5; Str 13, Dex 16, Con 14, Int 14, Wis 15, Chr 15.
NOTE: Spaceship Pilot is an advanced class I based off of the 'Starfighter Ace' from 1st Edition Star Wars Role Playing Game. 'Based off of' in this case does not mean 'copied directly.'
Occupation: Technician (skills: computer use, knowledge (technology), repair)
Skills: Bluff +5, Computer Use +13, Craft (electronic) +8, Craft (mechanical) +5, Diplomacy +3, Drive +11, Hide +4, Knowledge (current events) +4, Knowledge (popular culture) +6, Knowledge (technology) +6, Move Silently +3, Navigate (space) +6, Perform (stand up) +3, Pilot +18, Profession (pilot) +5, Read/Write (Chinese), Read/Write (English), Repair +13, Speak (Chinese), Speak (English), Tumble +7
Feats: Aircraft Operation (space ships), Aircraft Operation (Atmospheric Flyers), Dodge, Gearhead, Improved Initiative, Simple Weapon Proficiency, Vehicle Expert, Vehicle (Spaceship) Dodge
Talents:
Fast: Evasion, Uncanny Dodge 1
Charismatic: Fast talk
Spaceship Pilot: Spaceship defense (ship benefits from pilot's class defense score), Familiarity +2 (this bonus applies to pilot and repair skills to a vessel declared as familiar. Serenity in this case.)
Possessions: A number of colourful Hawaiian shirts, 2d8 plastic dinosaurs.
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Inara Serra; (Charismatic 4/ Personality 6); CR 10, Medium-sized human female; HD 4d6 plus 6d6 plus 20; hp: 67; Massive Damage Threshold: 14; Init: +2; Spd: 30ft; Defense: 15 (+2 Dex, +3 Class) 13 flat-footed, 15 touch; BAB +5; Grapple +4; Atk: +4 melee (1d3-1 /x2 (nonlethal) unarmed strike [provokes AoO from armed foes]), +7 melee (1d6-1 /18-20, rapier); or +8 ranged (2d4 /x2, masterwork Rugar Mk. II .22 autopistol); AL: Code of professionalism; SV: Fort +7, Ref +7, Will +6; AP: 32, Rep: +10; Str 9, Dex 14, Con 14, Int 15, Wis 16, Chr 20.
Occupation: Celebrity (skills: bluff, Rep bonus +1)
Skills: Bluff +18 (+22 against men), Computer Use +2, Diplomacy +18 (+22 against men), Disguise +9, Drive +2, Gamble +5, Gather Info +11 (+15 against men), Intimidate +9, Knowledge (Art) +6, Knowledge (Behavioral sciences) +10, Knowledge (Civics) +9, Knowledge (Current events) +6, Knowledge (History) +3, Knowledge (Theology and philosophy) +6, Listen +5, Move Silently +4, Perform (Act) +11, Perform (Tea ceremony) +7, Perform (Stringed Instruments) +7, Pilot +6, Profession (Space hook… er… Companion) +11, Read/Write (Chinese), Read/Write (English), Read/Write (French), Read/Write (Latin), Sense Motive +9 (+13 against men), Slight of Hand +4, Speak (Chinese), Speak (English), Speak (French), Speak (Latin), Spot +5.
Feats: Archaic weapon proficiency, Confident, Deceptive, Educated (behavioral sciences, civics), Personal firearms proficiency, Renown, Simple weapons proficiency, Trustworthy, Weapon finesse (rapier), Windfall
Talents:
Charismatic: Charm (men), Favor
Personality: Unlimited access, Bonus class skill (sense motive), Bonus feat (deceptive), Royalty, Winning smile (DC 21), Bonus feat (educated)
Possessions: masterwork Ruger Mk. II .22 autopistol (use Pathfinder stats), masterwork tea ceremony set, collection of incense, a plethora of expensive and show jewelry, surprising amount of medical drugs, and a masterwork wardrobe that leaves mere mortals weeping in shame.
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Book; (Tough 3/ Dedicated 4/ Charismatic 3/ Negotiator 4); CR 14, Medium-sized human male; HD 3d10 plus 4d6 plus 3d6 plus 4d8 plus 31; hp:113; Massive Damage Threshold: 14; Init: +1; Spd: 30ft; Defense: 18 (+1 Dex, +7 Class) 17 flat-footed, 18 touch; BAB +9; Grapple: +11; Atk: +12/+7 melee (1d6+2/x2 unarmed), or +11/+6 ranged (2d6 /x2 HK MP5); AL: The good word; SV: Fort +10, Ref +6, Will +13; AP: 30, Rep: +4; Str 14, Dex 12, Con 14, Int 16, Wis 20, Chr 17.
Occupation: Military (skills: knowledge (tactics), move silently, bonus feat: personal firearms proficiency)
Skills: Bluff +15 (+19 with Empathy), Climb +4, Computer Use +4, Craft (structural) +7, Demolitions +4, Diplomacy +16 (+20 with Empathy), Disable Device +4, Drive +4, Gamble +7, Gather Info +10, Intimidate +18 (+22 with Empathy), Knowledge (behavioral sciences) +4, Knowledge (current events) +6, Knowledge (history) +8, Knowledge (streetwise) +6, Knowledge (tactics) +9, Knowledge (theology and philosophy) +16, Listen +10, Move silently +8, Profession (Shepard) +10, Read/Write (Chinese), Read/Write (English), Sense Motive +11 (+15 with Empathy), Speak (Chinese), Speak (English), Spot +10, Survival +9,
Feats: Alertness, Brawl, Knockout punch, Confident, Educated (theology and philosophy, history), Low profile, Personal firearms proficiency, Advanced Firearms proficiency, Point blank shot, Precise shot, Skip shot, Simple weapons proficiency, Trustworthy
Talents:
Tough: Robust, Stamina
Dedicated: Empathy, Intuition
Charismatic: Coordinate, Inspiration
Negotiator: Conceal Motive, React First, Bonus Feat (Trustworthy), Talk Down (DC 17)
Special Abilities:
It is however, fuzzier on the subject of kneecaps (ex): If a ranged combat target is hit and fails its Massive Damage Threshold save, rather than being reduced to -1 the target's hit points are reduced to 0 and falls unconscious. Prerequisites: Precise shot and a strong belief in the Sixth Commandment.
Possessions: 2d4 whole Bibles, a collection of herbs and fresh produce, faith in the wonders of the Almighty, one Bible partially 'corrected' by River, and very, very scary hair.
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Simon Tam; (Dedicated 2/Smart 3/Field Medic 3); CR 8, Medium-sized human male; HD 2d6 plus 3d6 plus 3d8 plus 8; hp: 48; Massive Damage Threshold: 13; Init: +1; Spd: 30ft; Defense: 16 (+1 Dex, +5 Class) 15 flat-footed, 16 touch; BAB +3; Grapple +3; Atk: +3 melee (1d3 /x2 unarmed strike, provoking AoO from armed defender [non-proficient]), or +3 melee (1d4 /19-20, scalpel) or +0 ranged (2d6 /x2, Beretta 92F [non-proficient]); AL: His Sister; SV: Fort +7, Ref +3, Will +11; AP: 10 (this boy has burned through his action points like there's no tomorrow), Rep: +3; Str 11, Dex 12, Con 13, Int 20, Wis 16, Chr 14.
Occupation: doctor (skills: craft[pharmaceutical], treat injury)
Skills: Bluff +1, Computer Use +13, Concentration +4, Craft (pharmaceutical) +19, Decipher Script (doctor's prescriptions) +11, Drive +4, Intimidate +2, Knowledge (arcane) +6, Knowledge (behavioral sciences) +12, Knowledge (civics) +7, Knowledge (earth and life sciences) +20, Knowledge (history) +14, Knowledge (physical sciences) +13, Knowledge (tactics) +8, Knowledge (technology) +7, Knowledge (theology and philosophy) +7, Listen +9, Profession (doctor) +10, Read/Write (Chinese), Read/Write (English), Read/Write (Latin), Read/Write (Aramaic), Research +13, Search +5, Sense Motive +5, Speak (Chinese), Speak (English), Speak (Latin), Spot +9, Treat Injury +18
Feats: Archaic weapons proficiency (specifically medical instruments), Combat expertise, Educated (history, earth and life sciences), Iron will, Medical expert, Simple weapons proficiency, Studious, Surgery
Talents:
Dedicated: Healing Knack, Bonus Feat (Educated)
Smart: Savant (research), Bonus Feat (Studious), Savant (earth and life sciences)
Field Medic: Medical Specialist +1, Expert Healer, Bonus Feat (Medical expert)
Possessions: the weight of the 'verse upon his shoulders, several business suits, 5 first aid kits, masterwork medical kit, surgery kit, access to Serenity's medical bay (treat as a rural hospital for purposes of medical Research and Treat Injury checks), masterwork pharmacist kit (after Ariel), and the love of two post-adolescent female geniuses.
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River Tam; (Smart 4/ Charismatic 1/ Telepath 5); CR 10, Medium-sized human female; HD 4d6 plus 1d6 plus 5d6 plus 10; hp: 50; Massive Damage Threshold: 13; Init: +6; Spd: 30ft; Defense: 15 (+2 Dex, +3 Class) 13 flat-footed, 15 touch; BAB +4; Grapple +3; Atk: +3 melee (1d3-1 /x2 unarmed (provokes AoO from armed defenders) [non-proficient]), or +6 ranged (2d6 /x2 Colt Double Eagle); AL: The Fish that Practice Law Amongst the Leaves (I don't know what she's talking about either) ; SV: Fort +4, Ref +7, Will +8; AP: 25, Rep: +6; Str 9, Dex 14, Con 13, Int 24, Wis 15, Chr 17.
Occupation: Creative (skills: craft [visual art], knowledge [arcane lore], perform [dance])
Skills: Bluff +14, Computer Use +11, Concentration +7, Craft (visual arts) +10, Craft (writing) +8, Decipher Script +9, Demolitions +10, Diplomacy +9, Disable Device +11, Drive +2, Gather Info +9, Hide +5, Intimidate +9, Knowledge (arcane lore) +15, Knowledge (art) +9, Knowledge (behavioral sciences) +12, Knowledge (business) +9, Knowledge (civics) +10, Knowledge (current events) +9, Knowledge (earth and life sciences) +12, Knowledge (history) +11, Knowledge (physical sciences) +18, Knowledge (popular culture) +9, Knowledge (tactics) +10, Knowledge (technology) +9, Knowledge (theology and philosophy) +13, Listen +4, Move Silently +7, Perform (dance) +11, Pilot +3, Read/Write (Chinese), Read/Write (English), Read/Write (Latin), Read/Write (Yiddish), Read/Write (Sanskrit), Read/Write (Aramaic), Search +8, Sense Motive +10, Slight of Hand +3, Speak (Chinese), Speak (English), Speak (Latin), Speak (Yiddish), Speak (Sanskrit), Speak (Punjabi), Spot +5, Tumble +4
Feats: Blind-fight, Educated (theology and philosophy, arcane lore), Improved initiative, Lightning reflexes, Personal firearm proficiency, Point blank shot, Precise shot, Simple weapons proficiency, Wild talent (distract)
Talents:
Smart: savant (physical sciences), bonus feat (educated), plan, bonus feat (lightning reflexes)
Charismatic: fast-talk (or in River's case, weird-talk)
Telepath: psionic skills, psionic powers, trigger power (object reading), bonus feat (blind-fight), power crystal, trigger power (detect thoughts)
Power Points: 15
Powers Known (4/3/2) DC = 13 + power level (for charisma effects)
0th: distract, burst, detect psionics, daze
1st: object reading, attraction, lesser mindlink
2nd: detect thoughts, clairaudience/clairvoyance
Possessions: Aside from the unnerving ability to get a hold of Jayne's guns, nothing, not even the clothes on her back.
Special Abilities:
She understands… but she don't comprehend (ex): In order for River to undertake communication that makes any kind of sense, she has to make a Concentration check, DC 25. If she fails this the listener can try a Sense Motive check (DC 30), but really now, not too many people have succeeded at it.
However, if Simon successfully makes a knowledge (earth and life sciences) check (DC 35) followed by a craft (pharmaceutical) check (DC 35), then River's concentration DC is lowered to 20 for 1d4+1 days.