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View Full Version : Pathfinder WIP Fallout Pathfinder conversion Classes, Races, and more.



ModelV
2014-05-20, 06:37 PM
Little about the author and reasons for this: Ive been playing Pathfinder for...1 and a half years now? Pretty small compared to most but Im always been a quick learner and since the entire time Ive been playing with a 12 year DnD vet who constantly breaks everyone's games...Pathfinder has become pretty transparent to me. I like the pathfinder system and wanted to apply it in a conversion for the Fallout setting. I had already written an entire 6 act campaign but Ive never managed to get it off the ground as it was only written in an abstract play by post system. Now I have 2 very reliable and experienced players and 1-2...not so reliable players but players none the less so Im finally making the full conversion to Fallout. While making the conversion one of my players suggested that I post some resources for the players to use and also share what Im making with the community on here. Enjoy!

Before I get into the nitty gritty please note a few ground rules with this:
1: There is no magic. There are psionics, and supernatural powers but they are rare as seen in the actual fallout setting but more fleshed out. This presents quite a challenge in terms of healing.
2: The lore Im using for this campaign isnt fully aligned with Fallout lore. Ive taken all the info on FEV and radiation from every ingame resource, the fallout bible, and my own research into the RL subject and put together a definitive law of how mutations work in the Fallout setting which includes the ability of FEV to transfer DNA from 1 host to another...In the end their are 4 races not counting super mutants and ghouls.
3: We use a different list of skills. Its pretty easy to figure out what they do...
4: This uses several resources from the thunderscape: world of aden book and that book is considered a necessary resource for this conversion.


The first thing to note about the conversion is the differences in HP and BAB. We are using a variant of the wound point system, and because I dont know who made that system originally and dont know if I need to be linking credit or anything I'll simply leave the finer details of the system out of this explanation. You gain a number of wound points equal to double your con score and 2 full hit dice worth of vitality...and thats it. That is all the HP you will ever get ever without perks or cybernetics. Since players have so much more health you do not get more attacks using a full round attack with more and more BAB progression. To get more attacks you need to have a faster firing weapon or get certain perks. This system along with additional bleed rules give a sense of realism and removes the problem of going over the sweet spot when you outscale in the pathfinder system(and most RPG systems with scaling health...even the fallout games). Right now this is in beta and once I get testing I may raise or lower the HP.


Now that thats done its time to get onto the races. I said earlier that there were 4 races in addition to ghouls and super mutants. For now I havent made ghouls or muties playable races as they are difficult to balance. The 4 playable races are all kind of human the defining difference is simple: Mutation level and environment. Vault Dwellers live a sheltered life and a very very educated and versed in use of technology, Yokai on the other hand are from the outter untamed badlands of the wasteland who live and die by brutality and carnage and are so mutated that its hard to classify them as the same species even though they look mostly human.

!WARNING! Before you call munchkin these races are in no way meant to be balanced compared to normal pathfinder races. They use their own balance paradigm and are only meant to be balanced compared to each other.


Vault Dweller(H1)
Ability scores: +4 Int +2 Cha -2 Wis
Languages: H1 start out speaking Fine English and Slang English. H1 with a high intelligence score can learn to speak the following languages: Japanese, Chinese, French, German, Spanish, Dutch, Navajo, and Rough English.

Education: H1 gain 1 extra skill points at first level and every level there after.

Bonus Feat: H1 get 1 bonus feat of their choice at first level

Energy weapon familarity: H1 gain Energy Weapon Proficiency as a bonus feat.

Bunker Heritage: An H1 can choose from the following heritages

Vault Dweller: Your ancestors spend the last 200 years living in a Vault. Vault dweller are quick learners and are quick to adapt to new skill sets required on the surface. Select 2 classes to gain favored class benefits from. They always get Knowledge(Ancient History) and Knowledge(Science) as class skills and get 1 more additional bonus feat. This feat must not be a combat feat.

Brotherhood of Steel: You grew up trained in the might brotherhood of steel. While the brotherhood is merely a shadow of its former self they have still provided you with a vast amount of technology and training. Your con is considered +2 higher for the purposes of cybernetics can you can pick 1 minor cybernetic implant at first level. You have also been given training in power armor use although you have not yet been issued a suit, you get +2 to Craft(Power Armor) and the armor check pen for power armor is always 1 lower. You also start out with better then average gear.

Author Notes: H1 are largely based on humans and have a big focus on intelligences obviously. They are extremely flexible and act like a jack of all trades in terms of skills. Energy weapon proficiency is required even if a class is built around it making the H1 pretty much the best choice for technology style classes like the new Knight and Doctor. The heritage choice is a tough deal between early game and late game as the extra bonus feat with probably go a lot better in the long run though the pseudo power armor training is nice. Your class still needs to be proficient in it to use it.


Suburbanite(H2)
Abilities: +4 Cha -2 Int +2 to any physical stat
Languages: H2 start with Slang English and Rough English. H2 with high intelligence score can learn Fine English and any human tribal language.

Skilled: H2 gain 2 Skill Focus feats for one of the following skills at level 1: Influence, Stealth, Sense Motive, Sleight of Hand, Knowledge Trade, Knowledge Factions, Disguise, Perception, Drive, Acrobatics, Handle Animal, Craft, or Perform. Every 6 levels after first the suburbanite can select 1 addition skill focus feat for that list that he doesnt have. Alternatively you may take item creation feats.

Minor mutation level: H2 get 1 natural DR

Heritage: An H2 chooses one of the following racial traits:

Laborer: A suburbanite gains a racial bonus equal to half their character level to knowledge trade checks and any 1 craft check. Once a day they make ignore an effect that would cause them to be fatigued or exhausted.

Gutter rat: A suburbaite gains half their level to sleight of hand and stealth checks and may roll twice against diseases.

Educated: You gain half your level to any 2 knowledge skills and no longer take a -2 hit to int.

Crowd Control: You gain +1 to reflex saves and Dodge bonus to AC when adjacent to at least 2 other allies and crowds are no longer difficult terrain. This bonus to Reflex and AC increases to +2 at level 10 and +3 at level 20.

Author notes: If H1 are the jack of all trades then the H2 are the specialists. You dont get a lot of skill points in the end nor do you get a lot of flexible feat options...but a rogue with half their level to stealth with stealth focus never ever gets caught by anyone...ever.


Wastelander(H3)
Abilities: +2 any physical stat +2 any mental stat
Languages: H3 start with Slang english and Rough English. An H3 with a high intelligence score can learn Fine English and any human or yokai tribal language.

Moderate mutations: H3 get 2 natural DR

Wanderer: H3 start with Endurance as a bonus feat.

Bonus feats: A wastelander gets 2 bonus feats at first level. One of them must be a Combat feat.

Survivalist: A wastelander gets +2 to survival checks, heal checks, and Knowledge Geography checks.

Author notes: H3 are probably the most flexible race. Bonus feats and bonuses to a bunch of skills that will come in handy constantly. Because their abilities scores are so flexible they dont get as many bonuses as the other races. Not much more to say. They count as half orcs for feats.


Yokai(H4)
Ability scores: +2 Con +2 str +2 wis -2 Cha
Languages: H4 start out with Rough English the language of their tribe. An H4 with high intelligence can learn Slang English and any yokai tribal language.

Heavy mutations: H4 start with 3 natural DR

Bonus feats: H3 gain 2 bonus feats at first level. Both of these must be combat feats.

Wanderer: H4 start with the endurance feat as a bonus feat.

Mutant familiarity: H4 gain +2 to knowledge(Unnatural).

Carrion Feast: H4 get Ironguts as a bonus feat. Its bonuses apply to diseases instead of poisons.


Major Tribal Heritages: An H4 can optionally choose from the following traits. Choosing one makes you a member of that major tribe and sets you as hostile to the other two.

Nuclear Hound: Your mutations have given you animal like qualities often seen as making you dog like. You gain a bite attack(Primary, 1d6), scent, your over land movement is increased by 20 in light armor(+10 in medium), gain +5 to acrobatics and are always considered having a running start when you make a jump and start with Dodge Feat. Your nose is very sensitive and your bone structure makes it extremely uncomfortable to sit thus you can only squat and get -5 to any Drive check and can become dazed or even stunned from powerful smells.

Tunneler: Your ancestors survived the nuclear war by hiding in caves. Despite it saving them from the initial radiation, it didnt protect them from the mutating nature of the New World. You have a strange lizard like mutation giving you scales(+2 DR), Claw attacks(1d6 primary), Dig speed equal to your overland speed, and temor sense. Your eyes are not accustomed to bright like(Light sensitvity) and your cha is decreased by 2.

Seeder: You have developed a strange symbiotic relationship with wasteland insects most notably of the Bot Fly. 3 to 4 inch long fast breeding flying bugs with large teeth. You are capable of minor psionic communication with these insects and can command them to attack. You can use Summon Swarm a number of times per day equal to your con mod +1. Your con counts as 2 lower for purposes of cybernetics and the swarm requires you provide them with corpses regularly or they will ley their eggs in your flesh. People also find you extremely unnerving.

Authors notes: Personally I consider Ironguts to be really crappy and not enough to count as a full feat its more like a minor skill bonus. Yokai are fairly complex and their heritage choices are the most extreme being more akeen to regular fallout style traits in that they are optional.



Next we have the classes. There are only two knew classes added to the game Doctor and Knight. The knight is a mixture of soldier and mechanic and is named after the Knight rank in the brotherhood of steel They have a code of arms and morals that bind them and are largely based on the Cavalier class but trade their mounts for either tech skills to augment their energy weapons or a robotic companion. The Doctor is a lore master of pre-war and tribal medicines which can choose between 2 separate disciplines either giving them access to a wide range of powerful energy weapon augments to obliterate their foes and basing everything off int or increasing their BAB, giving them a ki pool, and basing all of their abilities off of Wis. Sadly all of these classes are as of yet incomplete and have not been able to fully implement the energy weapon augmentations which is supposed to fill the same role as ranged magic damage with Doctor being the superior of the two in that aspect.

Knight Class:
Hit Die: d10
Skill points per level: +4 int
Class Skills: Athletics, Craft(all), Knowledge(Technology, Engineering, War), Influence, Perception, Stealth, Drive, Disable Device.
Saves: Good will, good reflex, bad fort

Proficiencies: A knight is proficient with all simple and martial weapons, all armor and shield(except tower shields).

Challenge(Ex): This Works exactly like the Cavalier challenge except that the Knight can only ever challenge 1 foe at a time but the charge is refreshed on neutralizing a foe. The damage bonus also Works with the first shot of a ranged weapon per round.

Order(Ex): Works exactly like the Cavalier ability except the Knight must choose from a list of Knight Exclusive orders: Order of the Vaults, Order of the Shield, Order of The Purging, Order of the Text.

TinkeringEx): As early as first level a knight is skilled at repairing broken firearms, vehicles, and other pieces of pre-war technology. Whenever the Knight spends an hour repairing an object and succeeds his roll he repairs 1d10+int hit points of damage and removes any broken condition on an object. He also gains half his Knight level to Knowledge(Engineering, Technology) and all craft checks when repairing an object.

Maintenance(Ex): As early as first level a Knight is also skilled in maintaining a wide variety of weapons and armor. A Knight is capable of working on a number of weapons or armor items equal to his Knight level+int mod every hour for a number of hours a day equal to his con mod(Minimum 1). When he is done working on the item it gains a +1 bonus for 24 hours. This does not effect the price of a item. Every 5 levels this bonus increases by +1 (max +5 at level 20). When a firearm maintened by a Knight rolls a nat 1 on an attack it can ignore the misfire and lose 1 bonus from the maintenance improvement.

Tactician(Ex): This is identical to the Cavalier feature of the same level. The Knight also gains Greater Tactician and Master Tactician at 9th and 17th level respectively.

Specialization: At third level a Knight can choose a research specialization either a better understanding of the practical use of energy weaponry or a Robotic companion. The robotic companion is the same as the Golem Minion from the Mechamage class. The Energy weapon understanding is the before mentioned Tech Skills which I am currently having significant difficulty making.

Banner(Ex): At 5th level the Knight's banner becomes a symbol of inspiration to his allies and companions. As long as the Knight's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made while fighting defensively from cover. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must planted into the ground to function.

Bonus Feat: At 6th level and every 6 levels their after the Knight gains a bonus feat. This feat must be an item creation feat.

Full Maintenance(Ex): At 11th level any firearm, energy weapon, melee weapon, or armor piece that the Knight works on has its bonus last for 1 week before needing maintenance again.

Demanding Challenge (Ex): This is identical to the Cavalier class feature of the same level.

Greater Banner(Ex): At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive an additional 10% concealment bonus from cover. In addition, once a day an ally can reroll any failed saving throw while under the banner's field of influence. The ally only takes the second saving throw if its better then the first.

Supreme Maintenance(Ex): At 20th level the Knight becomes a master at maintaining and producing weaponry. The enhancement bonus to maintained equipment lasts for the Knight's int mod times 15 years and affects the price of the weapon. In addition any applicable item that the Knight crafts automatically receives the bonus upon successful completion and a failed crafting roll merely results in an unmaintained item.

And thats the Knight Class minus the Orders which I am still working on. Order of the Vault's edict's involve taking energy weapons from people by force and making sure your order is always the one with the most powerful weaponry akin to the new Brotherhood of steel chapters. Order of the Shield is identical to Order of the Guard except it is defined to protecting brotherhood of steel bunkers, personal, and technology. Order of the text involves the preservation of all pre-war knowledge and keeping dangerous knowledge out of peoples hands akin to the older BoS chapters. Order of the Purging focuses on killing mutants. The Knight class is of course built as an alternative class to the Cavalier and one cannot multi class into both Cavalier and Knight.


I will update this page with the Doctor class soon.