Aisaku said:
Bara_no_Hime said:
I made a Mass Effect d20 system out of Pathfinder. Playtested it from 1st to 25th level.
Wait, what? That's awesome! Have you posted your systems anywhere online? Are you willing to share?

I'd love to GM this.
Haven't posted it anywhere, but sure, I'd be willing to share.
The basics are as follows. If you want more specifics (like exact class conversions, spell lists, and weapon/armor prices and upgrades) then you should probably PM me.
Anyway.
I used existing Pathfinder classes, spells, and rules to build most of the system.
Soldier in ME = Fighter.
Engineer = Summoner (from the Advanced Player's Guide classes).
Adept = Sorcerer.
Those were the most basic, and needed the least alterations. For Adepts, I created alternative "Bloodlines" that act as specializations in specific disciplines - such as Gravity or Force - depending on if you want your Adept spamming Singularity and Lift or Shockwave and Throw. For Engineers, I mostly just refluffed Eidolons and Summon Monster so that the same stats represent Combat Drones, Turrets, and other support mechs.
For the other three (Sentinel, Infiltrator, and Vanguard) I had to do a little more work. They were originally based on Bard, Rogue, and Inquisitor (respectively) but the changes to all three were significant (and too complex to list here). Suffice it to say that Sentinels can regenerate shields, Infiltrators turn invisible and snipe things, and Vanguards flash across the battle field and shoot things with shotguns.
Speaking of shields, typically all armor (at least all armor purchased by PCs) comes with a shield generator that provides (at minimum) 50% of the character's Max HP as Shields. Better armor can provide up to the character's full Max HP as shields. Each armor also carries one dose of MediGel (a single Channel Positive Energy as a Cleric of the character's level) and can be expanded to carry more. One party member's medigel affects the entire team, so if you have a four-person team, then you have four doses (more with armor upgrades).
I took some gun mechanics from Call of Cthulhu d20 and d20 Modern. Therefore, my guns tend to hit a lot harder than standard Pathfinder guns (partly because that book wasn't released yet when I came up with this, and partly because ME armor is effective against guns, unlike normal medieval armor). I wanted to make sure shields not only mattered, but were life-saving - and they are.
As is cover. In standard Pathfinder, you can take cover behind an object and get a +4 to AC vs Ranged attacks... which is 90% of things in ME. That means that the battle map (often half irrelevant in most Pathfinder games) is suddenly very important. Finding cover, staying in cover, flanking enemies in cover, and using biotics to pull enemies out of cover is suddenly VERY important to survival.
On biotics, the most important item was my co-opting of the Pit spells from the APG. I basically squashed Lift and Singularity into the Pit spell progression - Create Pit, Spiked Pit, Acid Pit, Hungry Pit, and Reverse Gravity (at 2nd, 3rd, 4th, 5th and 7th levels respectively). The main difference - I have the pits go UP instead of down, causing enemies to "fall up", take falling damage, and float "prone" in mid-air. Rather than being prone giving a penalty to hit with ranged (as it does on the ground), this mid-air prone provides a +4 bonus to hit, to represent the ease of hitting enemies after they've wandered into a Singularity spell (or been targeted by Lift).
On tech, all Enchantment school spells (Charm, Confusion, Dominate, Suggest) have been given to the tech side of things, but only work on Synthetic enemies. More general spells (such as Daze Monster or Hold Person) work on both synthetics and organics (to represent Neural Shock type abilities).
On Energy types
Electricity disrupts Shields (for x1.5 damage) and deals normal damage to Synthetics, but does half damage to Organics.
Fire does normal damage to everything. Certain organic races have Regen (such as Krogan) which is interrupted by fire damage.
Cold deals extra damage (x1.5) to certain undead-like creatures (such as Husks).
Acid damage (very rare) bypasses Shields and affects HP directly. Thresher Maws have such an attack - which is why their attacks are so often fatal.
... and I need to get going. If you want a copy/paste of my files, PM me, I'll be happy to send them over.