Magic and Psionics will be allowed, though think Mass Effect/Borderlands/Star Wars in terms of flavor. The Sorcerer's Nanite, Protean or Starsoul bloodline, as well as the Oracle's Dark Tapestry, Solar and Heavens (minus Mantle of Moonlight) Mysteries and pretty much any of the Psionic classes could work well.
PMiller wrote:I was thinking Ranger in first look.
Herzog wrote:Obviously, I'll be putting in points into the knowledge skills, as well as survival. I think I can find a trait that will give stealth as a class skill. I am thinking that I would also put a point into Craft (chemistry) as that is what craft alchemy becomes in the conversion. Gunsmithing is a free feat, that allows firearms crafting and such. Craft (chemistry) would allow for munitions crafting, and i suppose other type of explosives.
The explosives angle works with know(engineering) since one would need structural knowledge to effective use explosives...at least on the buildings and such.
I am toying with a rank in profession as well. But it is so open ended, I am not sure where to go from there...
Argo wrote:I have an idea for my character but I'm not sure how to execute it. The inspiration is the biotics from Mass Effect. I was thinking of a corporation's (possibly) illegal genetic modifications that would turn a human into...something else. Biotech, nanotech, alien gene splicing. The idea would be to make humans better suited for varying alien environments, ones that could adapt to things like lower or heavier gravity or different atmospheric compositions, and could also bring psychic/psionic/nanotech "powers" into play. The gene tailoring would be specific to the needs of whatever pursuit that particular corp was engaged in.
I'm thinking the character might have escaped the clutches of the corp and returned to his family (if we do play siblings/family members), or is simply a drifter looking for work on the fringes of society where the corp might not find him again (if we don't go with the familial ties). Perhaps there is a controversy in this setting over the rights of genetically engineered people like him, with some people saying that slavery of any kind is just not okay, and that the engineered people should be emancipated.
I can look into any of those classes you suggested more closely if this general concept works, Calvin.
Calvin wrote:I"m also thinking about revamping the ranged weapons a bit. In the Santiago conversion guide, pistols and laser pistols act like reskinned shortbows and longbows, respectively, neither requiring an action to reload, while rifles act as reskinned crossbows, which do more damage but require an action to reload. I'm thinking of changing both laser pistols and rifles to act like bows instead, meaning they don't require an action to reload, and having all conventional firearms require an action to reload instead.
D20 Modern wrote:Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.
Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.
Semiautomatic (S): Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.
Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.
Magazine: The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.
Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.
Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.
Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.
Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.
PF Modern wrote:Capacity
A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.
Loading a Firearm
You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.
Loading any firearm provokes attacks of opportunity.
Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.
Reloading a firearm with an already filled box magazine or speed loader is a swift action.
These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.
Herzog wrote:I would consider pulling the d20 modern rules for firearms, and reloads. Just make laser weapons have very large capacities compared to their conventional equivalents as one of their advantages. Might have to balance it with cost.
Or consider the PF Modern conversion, which is similair:
PMiller wrote:re: Firearms. Santiago really tried to limit them in their conversion. I would agree that we can assume the futuristic firearms (Slugthrowers and Lasers) would be all semi-automatic weapons and then require Swift Action to reload the clip/magazine/power cell for a pistol, Move Action for a Rifle because that it is a two-handed weapon and will take more time to reload and return to firing. Rapid Reload feat could reduce that. But when actually firing, Rapid Shot would be applicable like it was a bow and your BAB will determine Rate of Fire as it translates to skill in using the weapon.
If we are not really going to need to track ammo, then we need not really delve into it much beyond rate of fire. Futuristic weapons could easily have high capacity magazines anyway.
Argo wrote:As for my character, I was thinking that he is not the oldest, so perhaps younger than PMiller and Herzog, but older than LMiller. He was a troublemaker as a kid, and perhaps the older characters had to bail him out of various things. One day, however, he went too far and got into big trouble that they couldn't get him out of it. Maybe he was jailed on some distant planet, and by the time the siblings got there to help, he had disappeared. This, of course, was when Pitax snapped him up and secreted him away, thinking that he was a criminal that wouldn't be missed. Perhaps the other siblings looked for him but had no luck finding him, possibly hearing rumors of Pitax's involvement (up to Calvin), but the trail went cold and they thought he was lost.
Argo wrote:0 level "spells" are more problematic. Some things would be ridiculous, like Light or Create Water, and some are alignment or mystically based. Would it be possible to pick and choose from not just the Cleric/Oracle list, but the Sorcerer/Wizard list as well?
PMiller wrote:Re: Power Creep, that would just make combat more deadly which is not a bad thing in a modern/future setting.
But I am in favor or keeping things as close to the published material as possible to be easier to remember or find later in 6 months to a year.
That said, I did not see anything wrong in Santiago that necessitating using the other rule set except the unrealistic thing of single shot weapons in the future. If you just treat them all as semi-auto and only allow auto-fire on heavier weapons (which are even listed) I don't see what the big deal is or the need to go PF Modern conversion at all.
Personally, I never liked d2O Modern rules on auto-fire anyway and don't think we actually need rules for automatic weapons if we are on a remote planet without military hardware. The Santiago feat of Scattershot would actually cover that instead if someone wanted to go that route.
Why not save time and effort by just sticking with the Santiago Guide instead? With deadly aim and rapid shot, ranged combat is going to be like automatic weapons fire anyway.
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