Skinning The Frontier: Star Frontiers Stats to 4th Edition D&D – Classes by DeadOrcs

The following article was originally posted at <a href="http://www.myrpgame.com/2011/03/22/skinning-the-frontier-star-frontiers… class="meta-author"><br /><br />Posted by <a href="http://www.myrpgame.com/author/deadorcs/&quot; title="Posts by DeadOrcs" rel="author">DeadOrcs</a></span>
<span class="meta-date">on March 22, 2011</span><span class="meta-comments"></span>

<img src="http://www.gravatar.com/avatar.php?gravatar_id=97fb86cd96246ea4af24d546…; class="grav-hashed grav-hijack" id="grav-97fb86cd96246ea4af24d5460bac1689-0" style="float: left; margin-right: 10px; border: medium none" alt="No Gravatar" height="40/" width="40" /><p>Welcome back!</p>
<p>Today, I want to present my take on probably one of the most
fundamental parts of a role-playing game – character class. Yes, I
realize that plenty of role-playing games out there utilize a class-less
system. However, since the original Star Frontiers rules utilized a
class system, and the 4th Edition of Dungeons &amp; Dragons utilizes a
class system, I decided to go with the same thing.</p>
<p>While working on this idea, I decided to keep it simple and use the basic archetypes originally presented in <i>Zebulon’s Guide to the Frontier</i>. 
The Enforcer, Explorer, Tech-Ex (Technical Expert), &amp; Sci-Spec
(Science Specialists) all have clear roles, but are also general enough
that a player can modify them as they see fit.  Before I get to the
specifics of each class, though, here are some general things to
consider when reviewing the listed classes:</p>
<ul><li>I did not provide anything like “Key Abilities”. I wanted players to
be able to determine their ability scores without having to worry about
what powers were keyed to those scores.</li></ul>
<ul><li>While each class has a listed “Heroic Daily” power, each class will
also have Paragon and Epic dailies (one each, actually). These powers
are still in development, and will be published in a later article.</li></ul>
<ul><li>There are no class specific Encounter powers. Instead, players will
get to choose two Encounter powers from a “pool” of available Encounter
powers. As characters progress, they will be able to choose additional
Encounter powers. This pool of Encounter powers is listed towards the
end of this article.</li></ul>
<ul><li>As with Heroic Daily powers, Paragon &amp; Epic Encounter powers are in development and will be published in a later article.</li></ul>
<p>So…without further ado, here are the 4th Edition Star Frontiers Classes:</p>
<p><b>ENFORCER</b></p>
<p>From <i>Zebulon’s Guide to the Frontier: </i>The
purpose of the enforcer profession is to provide protection and enforce
federation or planetary law, corporate rules, or employer interests,
whichever fits the character’s occupational standing. Typical enforcers
work as Star Lawmen, corporate security personnel, private
investigators, and mercenary soldiers.</p>
<p><b>Hit Points</b>:  15 + CON</p>
<p><b>Hit Points per Level</b>: 6 / Level</p>
<p><b>Defense Bonuses:</b> +2 Fortitude</p>
<p><b>Healing Surges:</b> 9 + CON Modifier</p>
<p><b>Armor Proficiencies:</b> All</p>
<p><b>Weapon Proficiencies:</b> All</p>
<p><b>Class Skills:</b> Acrobatics, Athletics, Culture, Endurance, Intimidate, Perception, Streetwise</p>
<p><b>Trained Skills:</b> Endurance plus 3 additional class skills</p>
<p><b>Class Heroic Daily:</b></p>
<p><a href="http://www.myrpgame.com/wp-content/uploads/2011/03/SF_rockandroll.png">… src="http://www.myrpgame.com/wp-content/uploads/2011/03/SF_rockandroll.png&q…; class="alignleft size-full wp-image-1810" title="SF_rockandroll" height="353" width="298" /></a></p>
<p> <b><br />
EXPLORER</b></p>
<p>From <i>Zebulon’s Guide to the Frontier: </i>The
purpose of the explorer profession is to operate alone or in small
groups on an unexplored planet or as guides or scouts for scientific or
military expeditions. Typical positions held by explorers include Star
Law scout, mercenary strike force or commando team member, corporate
spy, and advance emissary to primitive cultures.</p>
<p><b>Hit Points</b>:  12 + CON</p>
<p><b>Hit Points per Level</b>: 5/ Level</p>
<p><b>Defense Bonuses:</b> +1 Fortitude, +1 Reflex</p>
<p><b>Healing Surges:</b> 7 + CON Modifier</p>
<p><b>Armor Proficiencies:</b> All</p>
<p><b>Weapon Proficiencies:</b> Beam Weapons, PGS Weapons, Advanced Melee Weapons, Primitive Weapons</p>
<p><b>Class Skills:</b> Acrobatics, Culture, Endurance, History, Medical, Stealth, Streetwise, Thievery</p>
<p><b>Trained Skills:</b> Culture plus 4 additional class skills</p>
<p><b>Class Heroic Daily:</b></p>
<p><a href="http://www.myrpgame.com/wp-content/uploads/2011/03/SF_snipersdiligence… src="http://www.myrpgame.com/wp-content/uploads/2011/03/SF_snipersdiligence…; class="alignleft size-full wp-image-1812" title="SF_snipersdiligence" height="229" width="299" /></a></p>
<p><b><br />
SCI-SPEC (Science Specialist)<br />
</b></p>
<p>From <i>Zebulon’s Guide to the Frontier: </i>Sci-Spec
is the common name given to a member of the Scientific Specialist
profession. The job of the sci-spec is to oversee scientific
expeditions, conduct experiments, provide medical aid, and create
computer programs. Typical positions held by a sci-spec include Star Law
science specialist, Star Law medic, exobiologist, corporate research
expedition member, and independent doctor.</p>
<p><b>Hit Points</b>:  10 + CON</p>
<p><b>Hit Points per Level</b>: 4/ Level</p>
<p><b>Defense Bonuses:</b> +2 Will</p>
<p><b>Healing Surges:</b> 6 + CON Modifier</p>
<p><b>Armor Proficiencies:</b> Defensive Suits</p>
<p><b>Weapon Proficiencies:</b> Beam Weapons, PGS Weapons, Primitive Weapons</p>
<p><b>Class Skills:</b> Culture, Diplomacy, History, Insight, Medical, Perception, Science, Technology</p>
<p><b>Trained Skills:</b> Medical or Science plus 3 additional class skills</p>
<p><b>Class Heroic Daily:</b></p>
<p><a href="http://www.myrpgame.com/wp-content/uploads/2011/03/SF_biohazard.png"><i… src="http://www.myrpgame.com/wp-content/uploads/2011/03/SF_biohazard.png&quot; class="alignleft size-full wp-image-1816" title="SF_biohazard" height="313" width="298" /></a></p>

<p>&nbsp;</p><p><b>TECH-EX (Technical Expert)<br />
</b></p>
<p>From <i>Zebulon’s Guide to the Frontier: </i>Tech-Ex
is the common name given to a member of the Technical Expert
profession. The tech-ex’s job is to build, direct, maintain, and repair
his employer’s technical equipment,<br />
computers, and robots. Typical positions held by a tech-ex include Star
Law computer expert, corporate robotics development, research and
maintenance personnel, private contractor, or technology.</p>
<p><b>Hit Points</b>:  12 + CON</p>
<p><b>Hit Points per Level</b>: 5/ Level</p>
<p><b>Defense Bonuses:</b> +1 Fortitude, +1 Will</p>
<p><b>Healing Surges:</b> 6 + CON Modifier</p>
<p><b>Armor Proficiencies:</b> Power Screens, Defensive Suits</p>
<p><b>Weapon Proficiencies:</b> Beam Weapons, PGS Weapons, Advanced Melee Weapons</p>
<p><b>Class Skills:</b> Endurance, Engineering, Insight, Science, Streetwise, Technology, Thievery</p>
<p><b>Trained Skills:</b> Engineering or Technology plus 3 additional class skills</p>
<p><b>Class Heroic Daily:</b></p>
<p><a href="http://www.myrpgame.com/wp-content/uploads/2011/03/SF_capacitorbreach.p… src="http://www.myrpgame.com/wp-content/uploads/2011/03/SF_capacitorbreach.p…; class="alignleft size-full wp-image-1818" title="SF_capacitorbreach" height="265" width="300" /></a></p> 
<p>In addition to the information presented above for each class, all of
the classes have access to the following pool of Encounter powers. A
starting character can choose any two of these powers, which are split
up into Attack, Defense, &amp; Movement powers.  In order to save some
room on this post, I have detailed these Encounter Power on a PDF
document which you can find <a href="http://www.myrpgame.com/wp-content/uploads/2011/03/SF_HeroicEncounterPo…; target="_blank">RIGHT HERE</a>. 
In addition, you’ll also find a Character Progression Chart that
details what rewards are entitled to a character as he or she gains more
experience.</p>
<p>Once again, you’ll find that <a href="http://www.myrpgame.com/wp-content/uploads/2011/03/SF_HeroicEncounterPo…; target="_blank">PDF RIGHT HERE</a>.</p>
<p>While the choice of your character’s Encounter Powers is up to you, I recommend the following:</p>
<ul><li>Enforcer Characters might want to take 1 Attack and 1 Defense Encounter Power.</li></ul>
<ul><li>Explorer Characters might want to take 1 Attack and 1 Movement Encounter Power.</li></ul>
<ul><li>Sci-Spec Characters might want to take 1 Defense and 1 Movement Encounter Power.</li></ul>
<ul><li>Tech-Ex Characters might want to take 1 Attack and 1 Movement OR 1 Attack and 1 Defense Encounter Power.</li></ul>
<p>Again, these are just suggestions. Play with the combinations to see what you enjoy playing best!</p>
<p>Now then. Get out there and get suited up with a new Star Frontiers
character class!  We’re also only a couple of posts away from being able
to build a complete character for the Star Frontiers universe! Expect
the next post to be on Feats, and the subsequent posts after that to be
on Weapons &amp; Equipment. In these rules, devices are pretty
important, and play a key role in what your character can do.  Stay
Tuned!</p>
<p>This is My Game – DeadOrcs Out.</p>