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Xuldarinar
2017-10-23, 10:33 AM
MEDIUM
Stamina Points: 6 + Constitution Modifier
6 HP

KEY ABILITY SCORE
Your Charisma determines your spellcasting ability, the saving throw DCs of your spells, the number of bonus spells you can cast per day, and benefits any spirits you channel, so Charisma is your key ability score.

CLASS SKILLS
SKILL RANKS PER LEVEL
4 + INTELLIGENCE MODIFIER
Acrobatics (Dex)
Bluff (Cha)
Culture (Int)
Diplomacy (Cha)
Intimidate (Cha)
Medicine (Int)
Mysticism (Wis)
Perception (Wis)
Profession (Cha, Int, or Wis)
Sense Motive (Wis)


PROFICIENCIES
ARMOR PROFICIENCY
Light armor

WEAPON PROFICIENCY
Basic melee weapons
Small arms

THE MEDIUM

Class LevelBase Attack BonusFort Save BonusRef Save BonusWill Save BonusSpecial1st2nd3rd4th
1st+0+0+0+2Spirit, spirit bonus +1, spirit power (lesser), spirit surge 1d6----
2nd+1+0+0+3Shared seance, taboo----
3rd+2+0+0+3Haunt channeler, weapon specialization----
4th+3+1+1+4Spirit bonus +21---
5th+3+1+1+4Location channel1---
6th+4+2+2+5Spirit power (intermediate)1---
7th+5+2+2+5Connection channel11--
8th+6+2+2+6Spirit bonus +311--
9th+6+3+3+6Propitiation21--
10th+7+3+3+7Spirit surge 1d8211-
11th+8+3+3+7Spirit power (greater)211-
12th+9+4+4+8Spirit bonus +4221-
13th+9+4+4+8Ask the spirits3211
14th+10+4+4+9Astral journey3211
15th+11+5+5+9Trance of three3221
16th+12+5+5+10Spirit bonus +53321
17th+12+5+5+10Spirit power (supreme)4321
18th+13+6+6+11Spacious soul4322
19th+14+6+6+11Spirit mastery4332
20th+15+6+6+12Astral beacon, spirit bonus +6, spirit surge 1d104432


MEDIUM BONUS SPELLS

CHA SCORE01st2nd3rd4th
1-11-----
12-13-1---
14-15-11-
16-17-111-
18-19-1111
20-21-2111
22-23-2211
24-25-2221
26-27-2222
28-29-3222
30-31-3322


MEDIUM SPELLS KNOWN

Level0th1st2nd3rd4th
1st2----
2nd3----
3rd4----
4th42---
5th53---
6th54---
7th642--
8th643--
9th654--
10th6542-
11th6543-
12th6654-
13th66542
14th66543
15th66654
16th66654
17th66654
18th66665
19th66665
20th66665



MEDIUM CLASS FEATURES 1st-20th level
All medium class features function identically to their Pathfinder version.

WEAPON SPECIALIZATION (EX) 3rd level
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.




SPIRITS
The following are spirits available to mediums. Entries that simply say Normal function as they did in pathfinder. Due to differences in systems, naturally, some of these will have to change in function.


ARCHMAGE
Functions as Archmage except where noted otherwise. This is intended to function based on the port of the Wizard class published in the Starfarer's Companion
Spirit Bonus: Normal
Seance Bonus: Normal
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Choose one: You eschew all faith, so you must not be the willing target of spells or abilities used by a mystic (or starfinder cleric, or starfinder paladin) or a creature of the outsider type and you must attempt a Will saving throw even against harmless spells and abilities of either origin; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Computers, Culture, Engineering, Life Science, Mysticism, or Physical Science check with a Difficulty Class of 20 or higher) when the opportunity is directly present; You must use your own magical solution to a challenge if you can, even if a mundane solution that would require fewer resources is available.
Technomage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table: Technomancer. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the starfinder wizard spell list to add to your medium spell list and spells known until you lose contact with the technomage.
Arcane Surge (Intermediate, Su): Normal
Wild Arcana (Greater, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast any starfinder wizard spell of a level you can cast. You must expend a spell slot of the appropriate level.
Legendary Archmage (Supreme, Su): Once per day, you can cast any spell on the wizard spell list as if using the wild arcana ability, except the archmage doesn't gain 1 point of influence over you, the spell doesn't require a spell slot, and you can select a spell of any level.



CHAPLAIN
Functions as the Hierophant
Spirit Bonus: Normal
Seance Bonus: Normal
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Normal
Divine Surge (Lesser, Su): This power functions as the technomage arcana spirit power, except you add spells from the mystic list instead of the technomancer list.
Healing Channel (Intermediate, Su): You gain the Healer Connection's Healing Channel ability.
Overflowing Grace (Greater, Su): When you heal a creature to full hit points or a creature already at full hit points with your healing channel, that creature gains a +1 divine bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Legendary Chaplain (Supreme, Su): Normal: Legendary Hierophant



CUSTODIAN
Functions as the Guardian
Spirit Bonus: Normal
Seance Bonus: You gan a +1 bonus against combat maneuvers.
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Normal
Guardian's Shield (Lesser, Su): Normal
Absorb Blow (Intermediate, Su): Normal
Sudden Block (Greater, Su): Normal
Legendary Custodian (Supreme, Su): Normal; As Legendary Guardian



HIEROPHANT
Functions as the Hierophant. This is intended to function based on the port of the Cleric class published in the Starfarer's Companion
Spirit Bonus: Normal
Seance Bonus: Normal
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Normal
Divine Surge (Lesser, Su): This power functions as the technomage arcana spirit power, except you add spells from the starfinder cleric list instead of the technomancer list.
Divine Channel (Intermediate, Su): You gain the starfinder cleric's Channel Divinity ability. You choose one domain from which to take the default adjustments to Channel Divinity from each time you contact a hierophant spirit; this choice must match the spirit's faith.
Overflowing Grace (Greater, Su): When you heal a creature to full hit points or a creature already at full hit points with your divine channel, that creature gains a +1 divine bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Legendary Hierophant (Supreme, Su): Normal: Legendary Hierophant



MARSHAL
Functions as normal



TECHNOMAGE
Functions as Archmage except where noted otherwise
Spirit Bonus: Normal
Seance Bonus: Normal
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Choose one: You eschew all faith, so you must not be the willing target of spells or abilities used by a mystic or a creature of the outsider type and you must attempt a Will saving throw even against harmless spells and abilities of either origin; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Computers, Culture, Engineering, Life Science, Mysticism, or Physical Science check with a Difficulty Class of 20 or higher) when the opportunity is directly present; You must use your own magical or technological solution to a challenge if you can, even if a mundane solution that would require fewer resources is available.
Technomage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table: Technomancer. For each level of spell you can now cast (including level 0), each time you channel a technomage spirit, select a single spell of that level from the technomancer spell list to add to your medium spell list and spells known until you lose contact with the technomage.
Arcane Surge (Intermediate, Su): Normal
Wild Arcana (Greater, Su): You can allow the technomage spirit to gain 1 point of influence over you in order to cast any technomancer spell of a level you can cast. You must expend a spell slot of the appropriate level.
Legendary Technomage (Supreme, Su): Once per day, you can cast any spell on the technomancer spell list as if using the wild arcana ability, except the technomage doesn't gain 1 point of influence over you, the spell doesn't require a spell slot, and you can select a spell of any level.




TRICKSTER
Functions as normal



TROOPER
Functions as the Champion
Spirit Bonus: Normal
Seance Bonus: Normal
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Choose one: you are superstitious about magic and technology, so you must not be the willing target of spells or abilities used by a technomancer and you must attempt a Will saving throw even against harmless spells and abilities; you may not make an attack with any weapon except a specific manufactured weapon that you choose when you take the taboo, and you may not use unarmed strike for this taboo; you must accept any challenge to prove your prowess in battle, including challenges of single combat-if you or an ally breaks the rules of the challenge, you break this taboo.
Trooper's Prowess (Lesser, Su): You gain proficiency with all advanced melee weapons and long arms, as well as one other weapon of your choice, which you choose each time you channel a champion spirit. Starting at 3rd level, you also gain Weapon Specialization with these weapons while channeling this spirit.
Sudden Attack (Intermediate, Su): Normal
Fleet Charge (Greater, Su): Normal
Legendary Trooper (Supreme, Su): Normal; as Legendary Champion


Medium Spell List
0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Grave Words, Psychokinetic Hand, Stabilize, Telepathic Projectile, Token Spell
1st: Command, Comprehend Languages, Fear, Lesser Confusion, Disguise Self, Flight, Identify, Mind Link, Share Language, Summon Creature, Unseen Servant, Wisp Ally
2nd: Augury, Darkvision, Daze Monster, Fear, Flight, Hold Person, Invisibility, Knock, Mirror Image, Spider Climb, Summon Creature, Zone of Truth
3rd: Clairaudience/Clairvoyance, Dispel Magic, Displacement, Fear, Flight, Slow, Speak with Dead, Suggestion, Summon Creature
4th: Deathward, Dismissal, Fear, Hold Monster, Planar Binding, Summon Creature, Reincarnate, Telepathic Bond

Xuldarinar
2018-01-12, 02:37 AM
Update: Re-added the Archmage and Hierophant spirits. Though slightly redundant next to the Technomage and Chaplain spirits, having both sets as options seemed like the right thing to do.

Also corrected some typos.




Considered additions:

Legendary Spirits: I thought about it and, if there is call for it i'll port them but.. Why?

PF Archetype optional rules: You don't want to channel spirits but instead vestiges emissaries? You rather conjure demons rather than ghosts? Kami? Well, I considered adding a section for rules for such but it didn't seem right as things stand. If you want to use one, go for it. Some should work pretty much as is (Voice of the Void), while others may need some serious overhauls.

Starfinder Archetype Rules: Unfortunately, the structure of the class as converted does not lend itself to the 'Altered or Replaced' rules. Though there is a distinct 9th level ability, there is nothing acquired consistently at 2nd, 4th, 6th, 12th, and 18th. initial thought though:

2nd: Delay Taboo until 3rd, remove Haunt Channeler.
4th: Delay Spirit Bonus increase until 5th, remove Location Channel
6th: Delay Spirit Power (intermediate) until 7th, remove Connection Channel
9th: Remove Propitiation.
12th: Delay Spirit Bonus increase until 13th, remove Ask the Spirits.
18th: Remove Spacious Soul.