Sidran7e
2013-05-05, 03:16 PM
WHAT IS STARFARER?
Starfarer is my attempt to make a Space Opera setting using as much of the Pathfinder RPG as possible. Why? Because I am trying to persuade my group to play a new type of game, without needing very many new rules. Why not just use such and such? Because (with a few exceptions) my players don't want to play much outside of Pathfinder.
WHAT IS DIFFERENT?
Starfarer uses most of the same rules as the Pathfinder Core Rulebook . The following is what is different:
Vitality and Wounds: Starfarer replaces the Hit Point system with Vitality and wounds, the former representing general combat fatigue and the later representing physical damage.
Hero Points: The Starfarer system makes use of the Hero Points system found in the Gamemastery Guide.
New Classes: While they might seem familiar in some ways, most of the classes in Starfarer are only vaguely similar to the Pathfinder core classes. Combat Specialists seem similar to Fighters, Facemen to Bards, etc.
The Following is the current class list:
Combat Specialist, Cleric, Engineer, Faceman, Freelancer, Infiltrator, Mage, Medic, Ranger, Rogue, Tech Specialist, Wheelman
New Skills: The Starfarer system makes use of new skills, condensing some old skills into one skill (Jump and Climb into Athletics, for example). Some skills are taken from other sourcebooks (such as Drive, Repair, and Use Computer, for example).
The following is the current skill list:
Acrobatics (Dex), Analyze (Int), Athletics (Str), Build/Repair (Int) Deception (Cha), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Drive (Dex), Endurance (Con), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha or Str), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Treat Injury (Wis), Use Computer (Int), Use Occult Device (Cha).
WHY POST THIS HERE
I would love other peoples input into the design of this game. Help writing classes, etc.
Sidran7e
2013-05-05, 03:18 PM
Combat Specialist Base Class
COMBAT SPECIALIST
Role: Combat Specialists are trained warriors, skilled soldiers that can control the flow of battle as easily as breathing air.
VITALITY
Combat Specialists gain 1d10 vitality points per level. The character's Constitution modifier applies.
CLASS SKILLS
All of the following are class skills of a Combat Specialist: Acrobatics (Dex), Athletics (Str), Build/Repair (any) (Int), Drive (Dex), Endurance (Con), Intimidate (Cha or Str), Knowledge (any), Perception (Wis), Ride (Dex), Survival (Wis), Treat Injury (Wis), Use Computer (Int)
Skill Ranks per Level: 2 + Intelligence modifier
{table=head]{colsp=8}Table: Combat Specialist
Level| Base Attack Bonus | Fort | Reflex | Will | Special | Defense Bonus | Rep Bonus
1 | +1 |
+2 |
+2|
+0 |Bonus feat |
+3 |
+0 |
2 | +2 |
+3 |
+3 |
+0| Bonus feat, Defensive Training |
+3 |
+1 |
3 | +3 |
+3 |
+3|
+1|Armor Training (light) |
+4 |
+1 |
4 | +4 |
+4 |
+4|
+1| Bonus feat |
+4 |
+1 |
5 | +5 |
+4 |
+4|
+1 |Superior Conditioning, Weapon Training |
+5 |
+1 |
6 |+6/+1 |
+5 |
+5|
+2|Bonus feat |
+5 |
+2 |
7 |+7/+2 |
+5 |
+5|
+2 |Armor Training (medium) |
+6 |
+2 |
8 |+8/+3 |
+6 |
+6|
+2 | Bonus feat |
+6 |
+2 |
9 |+9/+4 |
+6 |
+6|
+3 |Weapon Training |
+7 |
+2 |
10 |+10/+5 |
+7 |
+7|
+3 | Bonus feat |
+7 |
+3 |
11 | +11/+6/+1 |
+7 |
+7|
+3| Armor Training (Heavy) |
+8 |
+3 |
12 |+12/+7/+2 |
+8 |
+8|
+4| Bonus feat |
+8 |
+3 |
13 |+13/+8/+3 |
+8 |
+8|
+4 | Weapon Training |
+9 |
+3 |
14 |+14/+9/+4 |
+9 |
+9|
+4| Bonus feat |
+9 |
+4 |
15 |+15/+10/+5 |
+9 |
+9|
+5 | Armor Training (Power) |
+10 |
+4 |
16 |+16/+11/+6/+1 |
+10 |
+10|
+5 | Bonus feat |
+10 |
+4 |
17 |+17/+12/+7/+2 |
+10 |
+10|
+5 | Weapon Training |
+11 |
+4 |
18 |+18/+13/+8/+3 |
+11 |
+11|
+6 | Bonus feat |
+11 |
+5 |
19 |+19/+14/+9/+4 |
+11 |
+11|
+6 |Armor Mastery |
+12 |
+5 |
20 |+20/+15/+10/+5 |
+ 12 |
+12|
+6 | Bonus feat, Weapon Mastery |
+12 |
+5 |
[/table]
CLASS FEATURES
All of the following are class features of the Combat Specialist:
Weapons and Armor Proficiencies: Combat Specialists are proficient with all simple and martial archaic weapons, with vibro weapons, with blaster pistols, blaster rifles, and with heavy weapons. They are also proficient with light, medium, Heavy and power armor.
Bonus Feats: At 1st level, and at every even level thereafter, a Combat Specialist gains a bonus feat in addition to those gained from normal advancement (meaning that the Combat Specialist gains a feat at every level). These bonus feats must be selected from those listed as Combat feats.
Upon reaching 4th level, and at every four levels thereafter (8th, 12th, and so on), a Combat Specialist can choose to learn a new bonus feat in place of a bonus feat he had previously learned. In effect, the Combat Specialist loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, advanced class, or other ability. A Combat Specialist can only change one feat at any given level and must choose whether or not he wants to swap the feat at the time he gains a new bonus feat for the level.
Defensive Training (Ex): Starting at 2nd Level, a Combat Specialist gains an additional +1 class bonus to Defense when wearing light or no armor. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Armor Training (Ex): At 3rd Level, a Combat Specialist gains the ability to wear light armor and gain the benefit of his Defense bonus while doing so.
At 7th level, he may wear Medium armor while maintaining this benefit.
At 11th level, he may wear Heavy armor while maintaining this benefit.
At 15th level, he retains the benefit of his Defense bonus while wearing powered armor.
Superior Conditioning (Ex): Beginning at 5th Level, a Combat Specialist learns how to shake off adverse conditions. When a Combat Specialist is subjected to one of the following conditions, the duration of the condition's effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition's duration is only 1 round, the Combat Specialist is not affected at all.
Weapon Training (Ex): Starting at 5th level, a Combat Specialist can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a Combat Specialist becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. And in addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a Combat Specialist reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A Combat Specialist also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the Combat Specialist's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Archaic Weapons (Simple): Bayonet, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Cestus, Club, Dagger, Dart, Gauntlet, Heavy Crossbow, Heavy Mace, Hooked Hand, Javelin, Light Crossbow, Light Mace, Longspear, Morningstar, Quarterstaff, Shortspear, Sickle, Sling, Spear, Spiked Gauntlet, Wooden Stake.
Archaic Weapons (Martial): Bardiche, Battle Axe, Bec de Corbin, Bill, Boarding Axe, Bladed Boot, Cat-o'-nine-tails, Chakram, Combat Scabbard, Compositeb Longbow, Composite Shortbow, Cutlass, Earth breaker, Falchion, Flail, Gladius, Glaive, Glaive-Guisarme, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Handaxe, Heavy Flail, Heavy Pick, Kukri, Lance, Light Hammer, Light Pick, Longbow, Longsword, Lucerne Hammer, Pickaxe, Pilum, Ranseur, Rapier, Sap, Scimitar, Scizore, Scythe, Shortbow, Shortsword, Starknife, Sword, Sword Cane, Throwing Axe, Trident, Warhammer, War Razor, Whip
Energy Weapons: Blastcannon, Blaster Pistol, Blaster Rifle, Heavy Blaster Rifle, Heavy Ion Rifle, Ion Pistol, Ion Rifle, Lascannon Laspistol, Lasrifle, Sniper Lasrifle, and Sonic Gun
Exotic Weapons: Forceblade, Katana, Monofilament Whip, One-Handed
Vibrosword, Skyren hair barbs, Two-handed Vibrosword, vVibroaxe, Vibrodagger
Heavy Weapons: Assault Cannon, Blastcannon, Heavy Blaster Rifle, Heavy Ion Rifle, Lascannon, Light Rail Rifle, Mini Rocket Launcher
Natural Weapons: Unarmed Strike, any natural attacks (bite, claws, etc.)
Slugthrowers: All firearms including all one-handed firearms, two-handed firearms, and heavy firearms.
Thrown Weapons: Chakram, Dagger, Dart, Harpoon, Javelin, Spear, Throwing Knives, Trident; and any and all grenades
Vibro Weapons: One Handed Vibrosword, Two-Handed Vibrosword, Vibroaxe, Vibrodagger
Armor Mastery (Ex): At 19th level, a Combat specialist gains +2 to his armor's Damage Reduction total.
Weapon Mastery (Ex): At 20th level, a Combat Specialist chooses one weapon, such as a hold-out blaster pistol, or One Handed Vibrosword. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition he cannot be disarmed while wielding a weapon of this type.
The Wheelman (WIP)
WHEELMAN
The Wheelman is a master of combat driving, an ace pilot, and a hotshot vehicle specialist. Whether he is driving a groundcar, piloting a mech, or flying a starfighter, he is most at home behind the wheel of a powerful vehicle.
VITALITY
The Wheelman gains 1d8 vitality points per level. The character's Constitution modifier applies.
CLASS SKILLS
Acrobatics (Dex), Build/Repair (Vehicles) (Int), Disable Device (Dex), Drive (Dex), Knowledge (any), Perception (Wis), Pilot (Dex), Use Computer (Int).
Skill Ranks per Level: 4 + Intelligence modifier
{table=head]{colsp=8}Table: The Wheelman
Level| Base Attack Bonus | Fort | Reflex | Will | Special | Defense Bonus | Rep Bonus
1 | +0 |
+0 |
+2|
+2 |Starting Feats, Lucky, Vehicle Familiarity I |
+2 |
+0 |
2 | +1 |
+0 |
+3 |
+3| Daredevil Stunt |
+3 |
+0 |
3 | +2 |
+1 |
+3|
+3|Bonus Feat |
+3 |
+1 |
4 | +3 |
+1 |
+4|
+4| Daredevil Stunt |
+3 |
+1 |
5 | +3 |
+1 |
+4|
+4 | Vehicle Familiarity II |
+4 |
+1 |
6 |+4 |
+2 |
+5|
+5| Daredevil Stunt |
+4 |
+1 |
7 |+5 |
+2 |
+5|
+5 | Bonus Feat |
+5 |
+2 |
8 |+6/+1 |
+2 |
+6|
+6 | Daredevil Stunt |
+5 |
+2 |
9 |+6/+1 |
+3 |
+6|
+6 | vehicle familiarity III|
+5 |
+2 |
10 |+7/+2 |
+3 |
+7|
+7 | Advanced Stunt, Daredevil Stunt |
+6 |
+2 |
11 | +8/+3 |
+3 |
+7|
+7| Bonus Feat |
+6 |
+3 |
12 |+9/+4 |
+4 |
+8|
+8| Daredevil Stunt |
+7 |
+3 |
13 |+9/+4 |
+4 |
+8|
+8 | vehicle familiarity IV|
+7 |
+3 |
14 |+10/+5 |
+4 |
+9|
+9| Daredevil Stunt |
+7 |
+3 |
15 |+11/+6/+1 |
+5 |
+9|
+9 | Bonus Feat |
+8 |
+4 |
16 |+12/+7/+2 |
+5 |
+10|
+10 | Daredevil Stunt |
+8 |
+4 |
17 |+12/+7/+2 |
+5 |
+10|
+10 | Vehicle Mastery |
+9 |
+4 |
18 |+13/+8/+3 |
+6 |
+11|
+11 | Daredevil Stunt |
+9 |
+4 |
19 |+14/+9/+4 |
+6 |
+11|
+11 | Bonus Feat |
+9 |
+5 |
20 |+15/+10/+5 |
+ 6 |
+12|
+12 | Daredevil Stunt |
+10 |
+5 |
[/table]
CLASS FEATURES
All of the following are class features of the Wheelman:
Weapon and Armor Inefficiencies: The Wheelman is proficient with all simple archaic weapons, with slugthrowers, and with blaster pistols. He is not proficient with any armor.
Starting Feats: Vehicle Focus (any two vehicle groups).
Lucky: At 1st level, whenever the Wheelman is driving a vehicle for which he has the Vehicle Focus feat he gains an additional bonus to all checks (including Skill Checks, Saving Throws, etc.). This bonus is equal to 1 half his level rounded up.
Vehicle Familiarity: At 1st level, the Wheelman gains a +1 bonus to Build/Repair, Drive and Knowledge (Mechanics) checks when used with a specific vehicle group he designates as a familiar group (e.g. groundcars, flitters, helicopters, boats, mechs, starfighters, transports, etc,). To designate it as familiar he must have the Vehicle focus feat for that chosen group.
At 5th level, the Wheelman may select another vehicle group and that group gains a +1 bonus, the original vehicle group gains an additional +1 (for a total of +2 to each check).
At 9th level, the Wheelman gains a third vehicle group at a +1 bonus, and the first and second group gain an additional +1 bonus to the checks.
At 13 level, the Wheelman gains a fourth vehicle group at a +1 bonus ,and the bonuses to the previous vehicle groups increases by +1.
Daredevil Stunts: As a Wheelman gains in experience, he learns a number of stunts that help him do amazing things with the vehicles he drives. Starting at 2nd level, the Wheelman gains one Daredevil Stunt. He gains an additional Daredevil Stunt for every two levels of Wheelman attained after 2nd level. Unless otherwise stated in the Stunts entry, a Wheelman cannot select an individual stunt.
Kick Start: Once per game session, a Wheelman with this stunt can change a failed Build/Repair skill check to a success by giving the target device a whack in frustration. You may select this stunt multiple times, each time you do you can use this ability an additional time per game session.
Soup her Up: A Wheelman with this Stunt gains a +5 bonus on skill checks made to increase a vehicles performance. In addition, whether through sheer luck or through having good contacts, the Wheelman pays one half the cost for parts at the market value.
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