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    Halfling in the Playground
     
    BlueKnightGuy

    Join Date
    Mar 2012

    Default Pathfinder Future

    I've decided to get to work making a custom PF world that has a strong Deus Ex feel and/or flavor.

    I don't want to rig up a mash up of D20 Future and PF, I most just want to use the PF rules as a basis for a futuristic world that uses heavy cosmetic/nanotech/combat modifications.

    I just started today, but here is what I have so far:

    General background lore:
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    Technology has evolved to the point where personal shields are strong enough and inexpensive enough to make personal fire arms that use either energy or physical ammo to be obsolete. These personal shields are only effective against these types of projectiles, hence the weaponry of the past coming back into use, albeit with technological enhancements (No, not laser swords, this isn't Star Wars Saga Edition )

    There is no magic. All classes based on "spellcasting" are modified individuals (who have gained modification through various means) and "spells" are either a techload out or produced through nanomachines. Still need to come up with a way to differentiate between divine and arcane magic...

    Corporations are the equivalent of gods. "Divine" based characters are generally assumed to derive their abilities/tech through their ties to one of these organizations. For instance, Paladins (known as Enforcers in this world) are typically part of a PMC organization that is contracted by the public trust, however there are Enforcers of special interest groups within the business world.


    Races:
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    There are only two races in this world. Humans and Androids. However, through modifications known as Kits, the stats for Elves, Half-Elves, Half-Orcs, and Shifters are obtained and replace regular human design. If a player elects to play an android, they may choose from Warforged or Changeling models. The kits and the android model world appropriate names have yet to be designated.

    If a racial trait is not mentioned it means that it no longer applies in this world. For instance, since all but Warforged and Changelings are basicly humans with specific modifications, they do not begin with a subtype (Some subtypes might be available to be gained later, such as construct)

    All "races" are medium sized. Enlarge or shrink androids at your own peril!

    Adept Kit
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    gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

    Base Speed: 30 feet.

    Languages: Begin play speaking two languages and may add a number of languages known based on their INT bonus and skill points invested in Linguistics

    Immunities: immune to Technological sleep effects and gain a +2 saving throw bonus against enchantment Tech and effects.

    Keen Senses: Elves receive a +2 racial bonus on Perception checks.

    Technologic: receive a +2 racial bonus on programmer level checks made to overcome Tech resistance. In addition, receive a +2 racial bonus on Nanocraft skill checks made to identify the properties of Tech items.

    Weapon Programs: proficient with composite longbows, longswords, rapiers, and composite shortbows.

    Low-Light Vision: can see twice as far as humans in conditions of dim light.


    Alternate Adept kit functions


    Tech Focus: gain a +2 racial bonus on concentration checks made to cast tech defensively. Replaces weapon programs.

    Darkvision: gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight emulation tech. This racial trait replaces low-light vision.

    Dreamspeaker: add +1 to the saving throw DCs of tech of the divination school and sleep effects they cast. In addition, those with Charisma scores of 15 or higher may use dream once per day as a Tech ability (programmer level is equal to character level). This racial trait replaces Immunities.

    Elemental Resistance: Gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed without proper funds and a wetware surgeon. This racial trait replaces Immunities.

    Envoy: with this trait and an Intelligence score of 11 or higher gain the following Tech abilities once per day: comprehend languages, detect tech, detect poison, and read technical. The caster level for these effects is equal to character level. Replaces Technologic.

    Fleet-Footed: Receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon programs.

    Lightbringer: Those with Intelligence scores of 10 or higher may use light at will as a Tech ability. Replaces Immunities and Technologic.

    Silent Hunter: Reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). Replaces Technologic.

    Spirit of the Waters: Gain a +4 racial bonus on Swim checks and can always take 10 while swimming. They are proficient with longspear, trident, and net. This racial trait replaces Technologic and weapon programs.

    Urbanite: Gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This replaces keen senses.

    Woodcraft: Gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces Technologic.



    Scout kit
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    gain a +2 bonus to one ability score of their choice

    Base Speed: 30 feet.

    Languages: Begin play speaking Two languages and may add a number of languages known based on their INT bonus and skill points invested in Linguistics

    Immunities: Immune to technological sleep effects and gain a +2 racial saving throw bonus against enchantment tech and effects.

    Adaptability: Receive Skill Focus as a bonus feat at 1st level.

    Keen Senses: Receive a +2 racial bonus on Perception checks.

    Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

    Multimodder: Choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.


    Alternate Scout kit functions


    Training Mod: Receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. Replaces the adaptability racial trait.

    Tech Training: May have only one favored class, and it must be a Tech (arcane) class. They can use Tech trigger and tech completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). Replaces the multitalented racial trait.

    Darkvision: Gain Darkvision out to 60 feet and light blindness. This replaces low-light vision

    Goth Tech: Can cast dancing lights, darkness, and faerie fire each once per day, using character level as the programmer level for these abilities. This replaces the adaptability and multitalented racial traits.

    Dual Minded: Gain a +2 bonus on all Will saving throws. This replaces the adaptability racial trait.

    Integrated: Gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This replaces the adaptability racial trait.

    Sociable: If a character with this trait attempts to change a creature's attitude with a Diplomacy check and fails by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This replaces the adaptability racial trait.

    Wary: Gain a +1 racial bonus on Sense Motive and Bluff checks. This replaces the keen senses racial trait.

    Water Child: Gain a +4 racial bonus on Swim checks, can always take 10 while swimming. This replaces the adaptability and multitalented racial traits.



    Brute kit
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    gain a +2 bonus to one ability score of their choice

    Base Speed: 30 feet.

    Languages: Begin play speaking Two languages and may add a number of languages known based on their INT bonus and skill points invested in Linguistics

    Intimidating: Receive a +2 racial bonus on Intimidate checks

    Ferocity: Once per day, when brought below 0 hit points but not killed, can fight on for 1 more round as if disabled. At the end of this next turn, unless brought to above 0 hit points, immediately falls unconscious and begins dying.

    Weapon programs: Proficient with greataxes and falchions.

    Darkvision: Half-orcs can see in the dark up to 60 feet.


    Alternate Brute kit functions


    Acute Darkvision: Darkvision extends to 90 feet. This replaces ferocity.

    Beastmaster: Treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This replaces ferocity.

    Sensory Mod: Gain a +2 racial bonus on Perception checks. This replaces ferocity.

    Chain Fighter: Proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This replaces weapon familiarity.

    City-Raised: Proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This replaces weapon familiarity.

    Forest Walker: Characters with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This replaces darkvision.

    Gatecrasher: Gain a +2 racial bonus on Strength checks to break objects and on sunder combat maneuver checks. This replaces ferocity.

    Rock Climber: Gain a +1 racial bonus on Acrobatics and Climb checks. This replaces the intimidating trait.

    Ornamentation: You decorate yourself with tattoos, piercings, and ritual scarification, which you consider sacred. Gain a +1 luck bonus on all saving throws. This replaces ferocity.

    Scavenger: Receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a chemical by taste. This replaces the intimidating trait.

    Skilled: Gain 1 additional skill rank per level. This replaces darkvision.

    Immuno Mod: Gain +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease. This replaces ferocity.

    Toothy: Gain a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This replaces ferocity.



    Shifter kit
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    Gain +2 Dexterity, –2 Intelligence, and -2 Charisma

    Speed: 30 feet.

    Languages: Begin play speaking one language and may add a number of languages known based on their INT bonus and skill points invested in Linguistics.

    Animalistic Tendencies: +2 racial bonus on Acrobatics and Climb checks

    Shifting: Once per day (+1 per every five levels) a Shifter may activate shifting, and gain their elected shifter traits, as a free action and lasts for a number of rounds equal to 3 + the shifter’s Constitution modifier. (If a shifter trait or other effect increases the character’s Constitution modifier, use the newly improved modifier.) A shifter may improve this shifter feats. Every shifter feat a character takes increases the duration of his shifting by 1 round. For every two shifter feats a character takes, the number of times per day he can tap into the ability increases by one. So, a 3rd level character with two shifter feats can shift an addition time per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter’s Con modifier.

    Low-Light Vision: can see twice as far as humans in conditions of dim light.


    Shifting Traits


    Each shifter has one of the following special traits at character creation and cannot be changed thereafter without the proper funds and a proficient wetware surgeon. At character level 7 and every six levels there after, a Shifter gains a new Shifter trait, to a maximum of four traits at level 19. This shifter trait must be one the shifter has not selected before. Each trait must be activated individually, costing one daily use of the shifting ability.

    Beasthide: While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.

    Cliffwalk: While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet.

    Dreamsight: While shifting, a dreamsight shifter temporarily gains a +2 bonus to Wisdom and gains the ability to communicate with animals as if under the effect of a speak with animals tech. In addition, the shifter gains a +2 bonus on Handle Animal and wild empathy checks, even while not shifting.

    Gorebrute: While shifting, a gorebrute shifter temporarily gains a +2 bonus to Strength and produce powerful horns that can be used as a natural weapon, but only during a charge attack. (The horns are too awkward to use as a natural weapon in any circumstance other than a charge.) If a gorebrute shifter uses his horns in a charge attack, the horns function as a natural weapon, dealing 2d6 points of damage (plus an extra 1 point for every four character levels he has).

    Longstride: While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to his base land speed.

    Longtooth: While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an extra 1 point for every four character levels he has) with a successful bite attack. He cannot attack more than once per round with his bite, even if his base attack bonus is high enough to give him
    multiple attacks. He can use his bite as a secondary attack (taking a –5 penalty on his attack roll) while wielding a weapon.

    Razorclaw: While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an extra 1 point for every four character levels he has) with each successful attack. He can attack with a claw as a light off-hand weapon while wielding a weapon in his primary hand, but all his attacks in that round take a –2 penalty.

    Swiftwing: While shifting, a swiftwing shifter temporarily gains a +2 bonus to Dexterity. The shifter also produces wings of a sort, which grant him a fly speed of 20 feet. While airborne, the shifter can’t use his hands for anything other than flying, though he can still hold or carry objects. A shifter can’t fly while carrying a medium or heavy load or while wearing medium or heavy armor. Having this Shifting Trait qualifies a shifter to take ranks in the Fly skill if they did not qualify before.

    Truedive: While shifting, a truedive shifter temporarily gains a +2 bonus to Constitution and a swim speed of 30 feet. Gaining a swim speed grants him a +8 racial bonus on Swim checks. In addition, the shifter can hold his breath for a number of rounds equal to 5 × his Constitution score before he risks drowning. A truedive shifter gains this benefit even when he isn’t shifting.

    Wildhunt: While shifting, a wild hunt shifter temporarily gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching creatures, sniff out hidden creatures, and track by sense of smell. A wild hunt shifter can identify familiar odors just as a human
    does familiar sights. A wildhunt shifter can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering
    scents, such as skunk musk can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait. When a wildhunt shifter detects a scent, the exact location of the source isn’t revealed—only its presence somewhere within range. The shifter can take a move action to notethe direction of the
    scent. Whenever the shifter comes within 5 feet of the source, he pinpoints the source’s location. While shifting, a wildhunt shifter who has the Track feat can follow tracks by smell, making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. This ability other wise follows the rules for the Track feat. Shifters tracking by scent ignore the effects of surface conditions and poor visibility.
    When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.



    Android: Regular
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    Artificial Intelligence Construct: Some Androids that mysteriously gain sentience have been designated as AI, Artificial Intelligence, rather than their unaware counterparts, VI or Virtual Intelligence. An AI is different from a VI in that it has free will and, due to a successful civil rights movement hundreds of years ago, possess a measure of rights within society, though there is still much progress yet to be made.

    Gain +2 Constitution, +2 Intelligence, –2 Charisma

    Speed: 30 feet.

    Languages: Regular begin play speaking one language and may add a number of languages known based on their INT bonus and skill points invested in Linguistics.

    Ghost In the Machine: Unlike VI, a Regular has a Constitution score.

    I Think, Therefore I Am: Unlike VI, a Regular is not immune to mind-affecting spells and abilities.

    Immunity: Regular are immune to poison, sleep effects, paralysis,
    disease, nausea, fatigue, exhaustion, and effects that cause the sickened condition.

    If I Only Had a Heart: A Regular cannot heal lethal damage naturally

    Awareness yields Vulnerability: Unlike VI, Regular are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necrotech effects.

    Der Wille Zur Macht: As AI, Regular can be affected by tech that targets living creatures as well as by those that target constructs. Damage dealt to a Regular can be healed by a curative tech or repair tech. A Regular is vulnerable to disable construct and harm.

    The Thousand Shocks And Then Some: The physical construction of Regulars makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A Regular takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a Regular is affected by repel metal or stone as if he were wearing metal armor. The metal in the body of a Regular makes him vulnerable to rusting grasp, taking 2d6 points of damage from the tech (Reflex half; save DC 14 + caster’s ability modifier). A Regular takes the same damage from a rust-roach touch (Reflex
    DC 17 half). Tech such as stone to flesh and stone shape affect objects only and thus cannot be used on a Regular.

    Will I Dream?: A Regular responds slightly differently from other living creatures when reduced to 0 hit points. A Regular with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a Regular is inert. He is unconscious and helpless, and cannot perform any actions. An inert Regular does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.

    Black Box: AI are considered a precious commodity by the government and so there are systems in place to salvage their programming in the event of their destruction. Thus, an AI may be effected by resurrection as any other living being.

    I Am What I Am: A Regular does not need to eat, sleep, or breathe,
    but he can still benefit from the effects of consumable Tech and chemical items such as feast and potions.

    Composite Plating: The plating used to build a Regular provides a +2 armor bonus. This plating is not natural armor and does not stack with other
    effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a Regular cannot benefit from the effects of Tech armor or Tech clothing. Composite plating can gain a Tech enhancement bonus and Tech armor properties as armor can, using the Craft Technological Arms and Armor feat. The character must be present for the entire time it takes to add this enhancement. In addition, Tech and Nanites that normally target
    armor, such as Tech Vestment and armor enhancement, can be cast with the composite plating of a Regular character as the target. Composite plating also provides a Regular with a 5% Tech failure chance, similar to the penalty for wearing light armor. Any class ability that allows a Regular to ignore the Tech failure chance for light armor lets him ignore this penalty as well.

    Light Fortification: When a critical hit or sneak attack is scored on a Regular, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

    I Am Not Fat, I Am Metal Boned: A Regular has a natural weapon in the form of a slam attack that deals 1d4 points of damage.

    Darkvision



    Android: Irregular

    Will tweak Changeling for setting appropriation later


    Also, as this is the future and education has increased by some degree, all "races" gain a bonus skill point at each level. This bonus stacks on top of an unkitted Human's bonus skill points, for a total of 40 bonus skill points at 20th level.



    Classes allowed and their world appropriate analogues:
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    Alchemist = Biotech
    Barbarian = Juicer
    Bard = Jockey
    Priest* = Agent
    Druid = Eco-geek
    Fighter = Mercenary
    Inquisitor = Investigator
    Magus = Jack
    Monk = Purist
    Ninja = Infiltrator
    Oracle = Pirate
    Paladin = Enforcer
    Ranger = Soldier
    Rogue = Fixer
    Samurai = Otaku
    Sorcerer = Decker
    Wizard = Rigger
    Witch = Hacker

    *Class from a third party source


    Note that some of the class names, although borrowed from other sources are not intended to emulate the sources and have been used merely because they sound appropriate, not based on previous concepts.


    Skill List:
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    Acrobatics
    Appraise
    Bluff
    Build [Renamed Craft]
    Climb
    Diplomacy
    Disable Device
    Disguise
    Escape Artist
    Fly
    Handle Animal [Used for Ride purposes now]
    Heal/Repair [Wetware is so prevalent that the two go hand in hand, uses the higher of INT or WIS]
    Intimidate
    Knowledge (Tech)
    (Pathfinding) [Replaces Dungeoneering. Essentially knowledge of Shadowrunning, but an attempt at a pun ]
    (Engineering)
    (Geography)
    (History)
    (Local)
    (Nature)
    (Bureaucracy) [Replaces Nobility. Better know who your boss is!]
    (Cyberspace) [Replaces the Planes. Oh yeah, I know that web address.]
    (Philosophy) [Replaces Religion. Unsure of application. No undead, so might remove]
    Linguistics
    Perception [Removed Sense Motive skill and added it's functionality to Perception]
    Perform
    Profession
    Pilot [Use for all types of vehicles. Trained only.]
    Research [Gather Information without having to talk to lame people. Yay introversion!]
    Sleight of Hand
    Nanocraft [Those glowing nanites around his hand tell me he wants us to burn like a Fourth of July barbecue...]
    Stealth
    Survival
    Swim
    Use Technological Device [Hey nerd! How do I get to the flamethrower function on this PDA?]


    That's about all I've got so far. I'm not to happy about the Biotech name. Other ideas have been Pharmatech and Chemtech. I'm also considering tweaking some if not all the classes for flavor and balance. Any suggestions? I'm happy to hear any ideas, suggestions, and (mature) compliments/critiques.
    Last edited by the Blue Morpho; 2012-12-29 at 07:18 AM. Reason: Added racial information

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