Basics

Pathfinder modern takes ideas and concepts from D20 modern and updates them to the Pathfinder tabletop rules system. Skills have been consolidated just as with moving from 3.5 to Pathfinder, and some concepts have been moved about. This still follows most of the same basic rules as Pathfinder but has the occasional difference to fit in with a modern setting.

If you are unfamiliar with the Pathfinder rules system, I would recommend going here to learn the basics.

Pathfinder 1st Edition Basics

After familiarizing yourself with those rules you can find out what's new and different here.

# **RACE AND REGIONAL BACKGROUNDS**

All creatures in Pathfinder Modern are assumed to be Human, as such there are regional backgrounds to select from instead of races. Classic races can be introduced to the system easily as they follow the same rules, and some settings within Pathfinder modern have new sci-fi or fantasy races that may appear.

# **OCCUPATIONS**

All creatures in Pathfinder Modern select a single Occupation. These are similar to traits from pathfinder, however they dictate starting wealth, as well as your occupation outside of your heroic duties and grant unique abilities only available to that occupation. More can be found here at Occupations

# **CLASSES**

In the classic Pathfinder system, classes like rogue, fighter, cleric, and wizard are classic fantasy staples, but here in Pathfinder Modern we have heroes. There is a heroic class based around each ability score, and each class can be used to represent a specific trope in modern stories, movies, and video games. Many class abilities from core pathfinder can be found among these various classes and most Pathfinder classes can be replicated in some way shape or form through these with the exception of spellcasting classes, but even some of them have their spiritual successors here. Classes

The classes from base 1st edition pathfinder can still be used within this system with some modern alterations for a unique play experience. Simply follow the rules for Pathfinder Modern Class Conversion and be on your way!

# **ARCHETYPES**

The advanced classes from the original D20 modern, much like the prestige classes from 3.5 D&D, have been altered to work as archetypes from the pathfinder rules system. These archetypes have been streamlined however so that any of the heroic classes can select any of the archetypes. Would you like to be a dangerous but powerful religious man, be a Strong Hero Zealot! How about a Fast talking, quick shooting modern day cowboy? Charismatic Gunslinger is the answer! How about something a bit more unconventional? A super durable and tough member of the senate? Tough hero negotiator! Or should it be Tough Hero Conman? With the archetype system you can make some unique creations, and even mix and match as you level! Strong Hero Field Medic Fast Hero Investigator? Absolutely.

The full rules for the archetypes are located on the classes page.

# **SKILLS**

Many of the skills from D20 modern have been consolidated as the skills from Pathfinder were during the conversion from 3.5. Most of the skills from classic pathfinder are still as they were, however a few of them are used in new ways, and others have been brought back from D20 modern classic. Below are the new skills and new uses for old skills along with the ability scores that modify them.

The skills tumble, Jump, and balance have become Acrobatics (Dex)

Treat Injury has become Heal (Wis).

Decipher Script, Forgery, and speak language have been combined into Linguistics (Int)

Spot, Listen, and Search have become Perception (Wis)

Gather information is Diplomacy (Cha)

Hide and move silently have been combined into Stealth (Dex)

Concentration and Use Rope have been removed. Concentration checks can be made by anyone, usually a spellcaster or creature utilizing some sort of psychic or magic powers. And Use Rope’s functions are partially used in grappling and in escape Artist.

The crafting checks have been altered to include the following options, though classic crafting options can still be selected barring craft alchemical depending on the setting.

Craft Chemical, Electronic, Mechanical, Pharmaceutical, Structural, Visual Art, and Writing.

Profession is used differently due to the lack of a money system like classic pathfinder.

The Knowledge skills are altered to the following. These replace the normal pathfinder knowledge skills, though new ones could be revived through the classic skills, or introduction of new ones depending on the setting.

Art, Behavioral Sciences, Business, Civics, Current Events, Earth and Life Sciences, Physical Sciences, Popular Culture, Occult, Streetwise, Tactics, Technology, and finally, Theology and Philosophy

Drive has been combined with Pilot.

Survival has combined with Navigate.

Disable Device and Demolitions have been combined together.

Investigate and Research have been combined together.

The following skills have returned from D20 modern that are not in base pathfinder.

Computer Use, Drive, Gamble, and Investigate

# **WEAPONS, ARMOR, EQUIPMENT, AND PURCHASING**

Weapons in Pathfinder Modern utilize a the categories Simple, Archaic, and Exotic instead of the previously used Simple, Martial, and Exotic. Overall these are very similar still.

Many of the weapons from Pathfinder classic are considered old or archaic weapons, while Pathfinder Modern possesses a plethora of new firearms and melee weaponry.

Some of these weapons require batteries or other things to function similarly to the technological items from classic Pathfinder.

Armor in Pathfinder Modern works differently. Instead of granting an AC bonus, armor grants a special kind of damage reduction that lessens damage from all sources and applies before other damage reductions or energy resistances. Instead each class grants a class bonus to armor class as they level up.

Weapons and armor can be mastercrafted, which works similarly to masterwork weapons or enchanted weapons in Pathfinder. These grant bonuses to attack and damage, armor class, and damage reduction based on their bonus and can go up to +5. These items also possess Augment Slots which can be used to apply unique weapon and armor augments that allow your items to become more powerful. This can be combined with classic pathfinder enchanting if the rules in your campaign allow it and it could make for some wild and extremely powerful weapons.

Equipment carrying capacity is altered to be simultaneously easier and more challenging by granting you a number of blocks that you can fill in your inventory based on the size of items.

Money doesn't exist in the same way that it did in Pathfinder. Instead, things are purchased through wealth checks, with some items able to be quickly obtained during a mission as if you always had it. The full rules are explained in the equipment section.

# **NEW STATUS AILMENTS**

The following status ailments are new to Pathfinder Modern and aren't found normally in Pathfinder or D20 Modern.

**IMPAIRED:** The Creature becomes hindered in some way, shape, or form. The effect will list what rolls are impaired. Impaired imposes a -2 penalty on rolls that are designated by the effect.

**WEAKENED:** The improved version of Impaired. Any creature inflicted with the Impaired effect that is impaired a second time with a similar effect, instead has their bonus cut in half instead of only being a -2.

**FROSTBITE:** Frostbite occurs in four degrees. If suffering from frostbite, you always begin with first degree and reach the following degrees from failing saving throws vs. other frostbite effects while already effected.

First Degree: The creature takes a -2 penalty to all dexterity based d20 rolls, armor class, and CMD. When struck in combat, it takes +1 additional damage.

Second Degree: The creature takes a -4 penalty to all dexterity based d20 rolls, armor class, and CMD. When struck in combat, it takes 1d6 additional damage.

Third Degree: The creature takes a -6 penalty to all dexterity based d20 rolls, armor class, and CMD. When struck in combat, it takes 2d6 additional damage. The creature suffers from fatigue for 1 hour. The creature has a 25% chance each round of dropping an item its holding in its hand on a round when it tries to use it. The First degree of frostbite becomes permanent at this point.

Fourth Degree: The creature takes a -8 penalty to all dexterity based d20 rolls, armor class, and CMD. When struck in combat, it takes 50% more damage. The creature suffers from fatigue for 4 hours. The creature has a 50% chance each round of dropping an item its holding in its hand on a round when it tries to use it. The Second degree of frostbite becomes permanent at this point.

# **PATHFINDER CONVERSION**

List of things that can be converted from Pathfinder and how to do it easily!

Pathfinder Modern Class Conversion

Purchase DC to GP