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Im trying to convert a few classes from Star Wars D20 to pathfinder and need help

need help,I am trying to figure out how to create about 5 classes and a few races from Star Wars D20 revised to pathfinder and can really use some help.I have a bunch of minis that have gone unused and I want to make them viable in the fantasy setting of Golarion.I have zero programming skills but really want to figure this out.

Races
Mon Calamari
Wookie
Twilek
Rodian

Classes
Force Adept
Jedi Guardian
Jedi Consular

Prestige Classes
Jedi Investigator
Jedi Master

I also want to add the light saber and the Bowcaster but I still want it to be in the fantasy realm so I will not being adding blasters.My idea was that a ship crashed in Numeria many years ago containing several Jedi and other various raes that spread out through the world of Golarion.The jedi established a small temple and the others spread out through out the world and have developed small communities through out Golarion.


PLease Help!!!
 
OS77,

You'll want to use the HL editor I believe, not the Authoring kit.

That being said, maybe you could cross-post this to both the Pathfinder and User projects sections?

EDIT: To get started, open the editor once you're in the Pathfinder section of creating a character, then click help, and there's some FANTASTIC getting started tutorials!

I'm very new to this as well, and would love to help to cement my knowledge of Hero Lab.


BoomerET
 
Last edited:
Here is the info on Wookies

Wookiees
Known for their battle skills, Wookiees are long-lived and very strong, with an aptitude for mechanical endeavors. They may appear to be primitive, but they are quite adept with high technology. While Wookiees have a reputation for hostility (such as pulling the arms off droids), they also possess a great capacity for kindness. They make loyal friends. Wookiees have a great many customs and traditions that revolve around honor and loyalty, including the special bond of friendship called the honor family, and the sacred pledge of honor called the life debt. Though arboreal, a Wookiee never uses its climbing claws in combat. Doing this is considered dishonorable and a sign of madness.

Free Languages Skills: Read/Write (Basic, Shyriiwook), Speak Language (Basic (Understand Only), Shyriiwook)

Wookiee Species Traits

Ability Modifiers: +4 Strength, -2 Dexterity, -2 Wisdom, -2 Charisma
Medium-Size: As Medium-size creatures, Wookiees have no special bonuses or penalties due to their size.
Speed: Wookiees base speed is 10 meters.
Climbing Claws: Wookiees have claws that allow them to climb particularly well. These claws provide a +2 species bonus on Climb checks.
Intimidating: Their reputation makes intimidation the Wookiees’ primary form of diplomacy. Wookiees receive a +4 species bonus on Intimidate checks.
Wookiee Rage: When necessary, the Wookiee can fly into a frenzy. In a rage, a Wookiee gains phenomenal strength (even for a Wookiee) and durability, but becomes reckless and less able to defend himself. He temporarily gains +4 Strength, +2 vitality points per level, and a +2 rage bonus on Fortitude and Will saves, but suffers a -2 penalty to Defense.
While raging, a Wookiee cannot use skills that require patience and concentration, such as Move Silently, Combat Expertise, or any Force-based skill. A fit of rage lasts for a number of rounds equal to 5 + the character’s Constitution modifier. At the end of this duration, the Wookiee loses the bonus vitality points gained from the rage and is fatigued (-2 penalty to effective Strength and Dexterity, can’t run or charge) for a number of rounds equal to the rage’s duration. A Wookiee cannot enter a rage while fatigued.
Extraordinary Recuperation: A Wookiee regains vitality and wound points at twice the normal rate (2 vitality points per character level per hour, 2 wound points per day of rest).
 
The Jedi Consular uses the Force for knowledge and negotiation, seeking the most peaceful solutions to every problem. As Force–Users trained in the Jedi tradition, characters of this class concentrate more on diplomacy, scholarly pursuits, and the spiritual side of the Force than on more physical activities. Healers and researchers seek to better understand the nature of the Force and their connection to it. Mentors and teachers hope to instruct others and pass on what they have learned. Negotiators and mediators are skilled at bargaining and striking compromises. Consulars train themselves to be versatile, able to handle many situations without reaching for a weapon.

Exploits
Some Jedi Consulars explore the galaxy to further their own knowledge and mastery of the Force. Others continually seek to learn or discover more of the Force’s secrets. Still others see their role as mediators and councilors, using their position and skill to help those in need. Those imbued with the light side refrain from using the Force for every task, preferring to find other solutions and save the Force for when it is truly needed.

Game Rule Information
Jedi Consulars have the following game statistics.

Abilities
A Jedi Consular should be gifted in all abilities, but Wisdom, Charisma, and Intelligence are the most important. Those who expect to fall back on their combat prowess should also have high Dexterity and Constitution scores.

Vitality
Jedi Consulars gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Jedi Consular’s class skills, and the key abilities for each, are as follows.
Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Treat Injury (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 6 + Int Modifier

Class Features
All of the following are class features of the Jedi Consular.

Starting Feats
Jedi Consulars begin play with the following feats:
Exotic Weapon Proficiency (Lightsaber)
Force-Sensitive
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Equipment
A Jedi starts play with a lightsaber provided by his master. Later, the Jedi can build his own lightsaber.

Force Training
The Jedi Consular gains a bonus Force feat at 1st, 3rd, and 4th level. This bonus Force feat is selected from the following list.

Alter, Control, Sense

Once one of these feats is selected, its associated Force skills become class skills foe the character.

Deflect (Defense)
A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.

Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.

For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-mal loses a move action to account for the effort expended to deflect the attacks in round three.

Each time the Jedi gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.

Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.

Bonus Feat
At 2nd, 11th, and 16th level, the Jedi Consular gains a bonus feat. This feat must be selected from the following list, and the Jedi Consular must meet any prerequisites.
Agile Riposte, Alertness, Aware, Cautious, Compassion, Combat Expertise, Fame, Healer's Touch, Persuasive, Sharp-Eyed, Superior Expertise, Trustworthy

Deflect (Attack)
A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.

Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack).

The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.

If the Jedi can redirect the attack, the Jedi immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).

Each time the Jedi gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

Deflect (Extended Defense and Attack)
At 5th level, a Jedi Consular learns to extend his defensive and offensive deflection skills to others whining 2 meters of the Jedi’s position. You must be carrying an active lightsaber to use this special ability.

Now the Jedi can provide a dodge bonus to anyone within 2 meters of his position, and he can deflect and redirect ranged attacks made against anyone within 2 meters of his position. All the rules associated with Deflect (Defense) and Deflect (Attack) apply; the only difference is that now the Jedi can extend this ability to help those nearby.

Increase Lightsaber Damage
As a Jedi Consular gains levels, the amount of damage he can deal with his lightsaber increases.

Each time the Jedi gains Increase Lightsaber Damage, the weapon’s damage increases by +1d8.

Jedi Knight
At 7th level, the Jedi Consular graduates from Padawan learner to Jedi Knight and gets a bonus knight feat. This bonus knight feat must be drawn from the following list, and the Jedi must meet any prerequisites.
Burst of Speed, Dissipate/Absorb Energy, Force Mastery, Force Mind, Knight Defense, Knight Mind, Knight Speed, Lightsaber Defense, Weapon Focus (Lightsaber)

Healing
Beginning at 8th level, a Jedi Consular may spend vitality points to increase the effect of Heal Self or Heal Another when he uses these Force Skills. For every 2 vitality points he gives up, he can add 1 to the number of vitality points he heals. For every 3 vitality points he spends, he can add 1 to the number of wound points or ability points he heals.

Skill Emphasis
At 9th, 14th, and 19th level, the Jedi Consular gains a Skill Emphasis bonus feat. Each time the Jedi Consular gains this bonus feat, it must be applied to a different skill that the Jedi Consular already has ranks in, including Force skills.

Block
This is a modified version of deflect that allows the Jedi to deflect a ranged attack without the use of a lightsaber. If the Jedi does not have some sort of protective gear (such as an armored gauntlet), or an item that can withstand the ranged attack (such as an energy shield or suitably dense material), the Jedi must spend a Force Point to use this ability. (Force Points spent in this way do not add the usual bonus dice to d20 rolls that the Jedi makes in the subsequent round.) Block doesn't allow the Jedi to extend the defense beyond the Jedi's position, and all other rules concerning deflect (defense) and deflect (attack) apply. A Jedi gains this ability when they gain Deflect (Defense) at +2.

Credits
A 1st-level Jedi Consular starts play with 1d4 x 250 credits.

Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +0 +2 +1 +2 Force Training, Deflect (Defense +1) +3 +1
2 +1 +3 +2 +3 Bonus Feat +4 +1
3 +2 +3 +2 +3 Force Training, Deflect (Attack - 4) +4 +1
4 +3 +4 +2 +4 Force Training +4 +2
5 +3 +4 +3 +4 Deflect (Extended Defense and Attack) +5 +2
6 +4 +5 +3 +5 Increased Lightsaber Damage +1d8 +5 +2
7 +5 +5 +4 +5 Jedi Knight +6 +2
8 +6 +6 +4 +6 Healing +6 +3
9 +6 +6 +4 +6 Skill Emphasis +6 +3
10 +7 +7 +5 +7 Deflect (Defense +2) +7 +3
11 +8 +7 +5 +7 Bonus Feat +7 +3
12 +9 +8 +6 +8 Increased Lightsaber Damage +1d8 +8 +4
13 +9 +8 +6 +8 Deflect (Attack -3) +8 +4
14 +10 +9 +6 +9 Skill Emphasis +8 +4
15 +11 +9 +7 +9 Deflect (Defense +3) +9 +4
16 +12 +10 +7 +10 Bonus Feat +9 +5
17 +12 +10 +8 +10 Deflect (Attack -2) +10 +5
18 +13 +11 +8 +11 Increased Lightsaber Damage +1d8 +10 +5
19 +14 +11 +8 +11 Skill Emphasis +10 +5
20 +15 +12 +9 +12 +11 +6
 
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