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Oldschool Conversions of Post-Oldschool Material

Started by Planet Algol, January 25, 2013, 03:16:17 AM

Previous topic - Next topic

Bloody Stupid Johnson

I'd have no objection to anyone else trying to do Warlock (feel free to steal any bits you want from my attempt, or not).

Libertad

Quote from: LibraryLass;623370...You are glorious.
Thank you from the bottom of my greasy Eberron/PoLand-loving soul.

I don't suppose you want to do Changelings, Shifters, or Kalashtar? If you're not up to it I could try my hand. I also have some thoughts about Warlords and Warlocks, but I'll defer for the moment 'cause I don't want to step on Bloody Stupid Johnson's and Planet Algol's toes.

I might do Changelings, although I don't plan on working on Shifters or Kalashtar anytime soon.

I'm thinking of converting the Pathfinder Alchemist next.

Libertad

#32
1st Edition AD&D Conversion: Alchemist

"For the hundredth time, you grind the chicken bones into a fine dust, then let it boil for 20 minutes!  Gods, it's like I'm working with children!"



*from Pathfinder Advanced Player's Guide

Requirements: Intelligence 13+, Constitution 10+.  An Alchemist with 15+ in both ability scores receives a +10% to experience points gained.

Hit Dice, Combat, Saving Throws: As Thief
Experience Points: As Magic-User
Armor and Weapons Permitted: Club, dagger, dart, sling, sword, crossbow, staff; leather armor; can use oils and poisons

Special Abilities:

Class Features:

1st: Alchemy, Bomb, Mutagen

2nd: Discoveries

Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.  In addition, the alchemist can discern the function of a magic potion by studying it for 1 round.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist.When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items.  n extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows.  An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice.  At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements.

Extracts Per Day (1st/2nd/3rd/4th/5th/6th)

1st: 1/0/0/0/0/0
2nd: 2/0/0/0/0/0
3rd: 3/0/0/0/0/0
4th: 3/1/0/0/0/0
5th: 4/2/0/0/0/0
6th: 4/3/0/0/0/0
7th: 4/3/1/0/0/0
8th: 4/4/2/0/0/0
9th: 5/4/3/0/0/0
10th: 5/4/3/1/0/0
11th: 5/4/4/2/0/0
12th: 5/5/4/3/0/0
13th: 5/5/4/3/1/0
14th: 5/5/4/4/2/0
15th: 5/5/5/4/3/0
16th: 5/5/5/4/3/1
17th: 5/5/5/4/4/2
18th: 5/5/5/5/4/3
19th: 5/5/5/5/5/4
20th: 5/5/5/5/5/5

List of Extracts:

1st: Comprehend Languages, Cure Light Wounds, Detect Magic, Enlarge, Feather Fall, Jump, Remove Fear, Resist Cold

2nd: Barkskin, Detect Evil, Detect Invisibility, Feign Death, Invisibility, Resist Fire, Slow Poison, Strength

3rd: Cure Blindness, Cure Disease, Haste, Infravision, Protection From Normal Missiles, Tongues, Water Breathing

4th: Blink, Clairaudience, Clairvoyance, Cure Serious Wounds, Neutralize Poison

5th: Cure Critical Wounds, Detect Lie, Remove Curse, Speak With Plants

6th: Heal, Polymorph Self, Speak With Monsters, True Seeing

Bomb: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level.Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

A Bomb is treated as a hurled weapon with the fire rate and range of a dagger.  A direct hit deals 1d6 points of fire-based damage.  This increases to 2d6 damage at 4th level, 3d6 at 7th level, and so on to a maximum of 7d6 at 19th level.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Mutagen: At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It takes one melee turn to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a -2 bonus to Armor Class and a +2 bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must save against poison or fall unconscious for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Discovery: At 2nd level and every level thereafter, an alchemist makes an incredible alchemical discovery.  Convert effects as needed.  In most cases Saving Throws should be Save versus Poison.

LibraryLass

Format shamelessly yoinked:

AD&D 1st Edition Conversion of Kalashtar



Kalashtar are the descendants of humans who opened their body to Quori refugees from the Plane of Dreams. They tend to be tall and graceful of bearing.

Classes: A character of the Kalashtar Race can be a fighter (12th level), thief (unlimited), magic-user (13th level), illusionist (13th level), or monk (unlimited).

Ability Score Bonuses and Minimums: A kalashtar gains +1 Wisdom and Charisma.  Their ability minimums are 9 in Wisdom and Charisma, 6 in Intelligence and Dexterity, and 3 in Strength and Constitution.

Languages: Kalashtar begin play speaking Common and Quor, and can learn any language (apart from secret ones). Additionally, they can telepathically communicate in any language they know with any creature within 30' of themselves.

Traits:

Resistances: Kalashtar have a 90% resistance to sleep and charm spells. Additionally, they do not dream at all, so any spell that would influence their dreams never affects them.

Mindlink: Kalashtar can create a telepathic link with any willing, intelligent, living creature within 25' that allows them to communicate regardless of language or distance, so long as both are on the same plane of existence. This ability lasts for one turn per level per day, and can incorporate more than one creature or more than one period as long as the duration is evenly shared between them in one-turn increments. Either participant can end the effect at any time.

ESP: Once per day a Kalashtar can cast ESP as the 2nd-level Magic-User spell of the same name, with an effective Magic-User level as his total levels in classes.

Racial Modifications for a Kalashtar Thief: Kalashtar are no better or worse at Thief skills than other humans.

Age: Kalashtar age at the same rate as Half-Elves.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

Currently panhandling for my transition/medical bills.

LibraryLass

#34
AD&D 1st Edition Conversion of Shifters



Shifters are hirsute, bestial-looking humanoids. The blood of lycanthropes runs in their veins.

Classes: A character of the Shifter Race can be a fighter (10th level), thief (unlimited), ranger (9th level), or druid (7th level).

Ability Score Bonuses and Minimums: A shifter gains +1 Dexterity and -1 Charisma.  He must have a minimum Strength and Constitution of 9, a Dexterity of 8, and other ability scores of at least 3.

Languages: Shifters begin play speaking Common. They can learn Gnoll, Elven, Gnome, Halfling, and Orc.

Traits:

Shifting: Once per day a shifter can call upon his lycanthropic heritage to grant him a short burst of power. This ability lasts for one turn. At sixth level, a shifter can shift twice per day. Each shifter has one trait from the following list, though others might exist:

  • Longtooth: +2 bonus to Strength and gains a bite attack for 1d6 damage
  • Razorclaw: +2 bonus to Dexterity and gains two claw attacks for 1d4 damage. The shifter cannot use his claws to attack if he is holding an object in his hands.

Racial Modifications for a Shifter Thief: +5% Hear Noise, +5% Climb Walls, unmodified to everything else.

Age: Shifters age at the same rate as Humans.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

Currently panhandling for my transition/medical bills.

LibraryLass

#35
AD&D 1st Edition Conversion of Changelings



Changelings are close relatives of doppelgangers, and some say they are half-doppelganger themselves. In their natural form they resemble androgynous, utterly colorless humans with very faint facial features and milky-white eyes. Most changelings spend as much time as possible in disguise.

Classes: A changeling can be a fighter (8th level), thief (unlimited), assassin (unlimited), cleric (7th level), druid (7th level), magic-user (6th level) or illusionist (9th level).

Ability Score Bonuses and Minimums: A changeling's ability scores must all be at least 3.

Languages: Changelings begin play speaking Common and any two other languages. They can learn any language.

Traits:

Resistances: Changelings get a +1 bonus on saves against poison or charm effects.

Minor Shapechange: A changeling may alter her appearance at will. This functions identically to the illusionist spell Change Self, except that it is a natural ability, and cannot be dispelled. It cannot disguise or create a missing limb or severe scar, and it does not confer the abilities of the new form, only the appearance. The new appearance lasts as long as the changeling wishes, even if she is asleep or unconscious (but not dead).

Racial Modifications for a Changeling Thief: +10% Hide in Shadows, +5 Move Silently, +5% Pick Pockets, unmodified to everything else.

Age: Changelings age at the same rate as Humans.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

Currently panhandling for my transition/medical bills.

Libertad

I'd like to make some requests of my own for anybody who wants to grab it:

Shardmind Race (4th Edition PHB 3)

Swordmage Class (4th Edition Forgotten Realms Player's Guide)

Summoner Class (Pathfinder Advanced Player's Guide)

Libertad

#37
1st Edition AD&D Conversion of Daelkyr Monster

"All these beautiful bodies, trapped in the fleshly prisons of this material world.  How lovely they'll all look when I remake them in my image!"



3rd Edition Eberron Campaign Setting

Frequency: Very Rare
No. Appearing: 1
Armor Class: -3
Move: 8"
Hit Dice: 150 hit points (20 hit dice)
% In Lair: 70%
Treasure Type: V, Z
No. of Attacks: 4 (Tentacle Whip strikes 4 times)
Damage/Attack: 4-24/4-24/4-24/4-24
Special Attack: Aura of Madness, Corrupting Touch, Tentacle Whip, Spells
Special Defenses: Alien Mind, +3 or better weapon to hit, Immunities, Fast Healing
Magic Resistance: 60%
Intelligence: Supra-Genius
Alignment: Neutral Evil
Size: M (Human-sized)
Psionic Ability: 224
Attack/Defense Mode: All/All

The Daelkyr are the lords of Xoriat, realm of madness where reality itself is torn apart by incomprehensible monstrosities.

Aura of Madness: A Daelkyr can radiate mental chaos from its form in a 20' radius.  Anybody within the radius must save versus spell or suffer as per the confusion spell.  A successful save means that the character is immune to that particular Daelkyr's Aura for 24 hours.

Corrupting Touch: If a Daelkyr successful hits a creature with its tentacle whip attack, the creature must save versus poison or suffer a level drain.

Tentacle Whip: The tentacle limb on a Daelkyr is actually an organic creature grafted onto its body.  It dies if the Daelkyr dies, and is wielded as though it were a manufactured weapon.  It can hit opponents up to 3" squares away.

Spells: A Daelkyr can cast the following spells as though he were a 20th-level Magic-User:

Unlimited Number of Times: Confusion (4th level), Dimension Door (4th level), Feeblemind (5th level), Haste (3rd level), Polymorph Other (4th level), Slow (3rd level)

3/day: Stone to Flesh (6th level)

Alien Mind: Anybody who engages in mental contact with a Daelkyr must save versus spell or be driven insane and collapse into a gibbering heap.  Only magical healing, such as a Restoration, Wish, or Miracle spell, can cure the poor wretch.

Immunities: A Daelkyr is immune to disease, poison, polymorph spells, disintegration spells, and spells which can affect the mind.

Fast Healing: 1 melee turn after suffering damage, a Daelkyr restores lost hit points at the rate of 5 per melee turn until fully healed.

LibraryLass

Quote from: Libertad;623659I'd like to make some requests of my own for anybody who wants to grab it:

Shardmind Race (4th Edition PHB 3)

Swordmage Class (4th Edition Forgotten Realms Player's Guide)

Summoner Class (Pathfinder Advanced Player's Guide)

Hm. I'll maybe try my hand at those, as soon as I've got my warlock and warlord out of the way.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

Currently panhandling for my transition/medical bills.

Bloody Stupid Johnson

At attempt at Pathfinder's Magus...(some liberties taken).

Prerequisites: Int 12+, Dex 16+, Cha 12+. If all these are 16+, the character gains +10% to xp earned.
XP Progression: as ranger.
Alignment: any
Races: human, elf, half-elf
Hit Dice: d8 (maximum of 9 HD, then 2 hp/level)
Saves: as wizard
Attack: as rogue
Spells: a 1st level magus has access to only cantrips (3 per day)(see Unearthed Arcana). At 2nd level and beyond, use the 2E bard spell table (despite their slower xp table); they may memorize up to 4 cantrips in place of one 1st-level spell, and can use any spell available to wizards.
Armour: as thief. Magi can cast spells only if unarmoured or wearing elven chain, however.
NWP Crossover: Wizard, General. All Magi must select the Reading/Writing proficiency.
WP/NWP - 2/4; add 1 WP per 4 levels and 1 NWP per 3 levels

Class features:
1st level: Sword & Spell
2nd level: Spellblade
5th level: Sword & Stave
9th level: Artifice

Sword & Spell: any wizard can use two cantrips per day (one after a delay of d4 segments); a magus can exchange one of these for a weapon attack. The weapon attack is made as if with two-weapon fighting penalties, as is any attack roll made for the spell used. As a character gains spell levels, they gain the ability to cast higher level spells as part of the sword & spell attack, but the character cannot use their highest-level spells in this way.

Spellblade: a magus can make a weapon attack (vs. an opponents normal AC) to deliver a touch spell, dealing weapon damage in addition to the spell's effect.
 
Sword & Stave: at 5th level a magus can use a wand, rod or staff in addition to a melee weapon; both attacks take two weapon fighting penalties if applicable.

Artifice: a magus can construct magical items as a wizard of the same level can, although their access to spells such as Enchant Item and Permanency is more limited.

Libertad

You know, I look at the other classes and notice that my own are huge walls of text.  I might trim some stuff out.

What do you guys think?

Bloody Stupid Johnson

All fine. Mine have been a bit slack, actually.

PS anyone seen the OP?

Libertad

#42
I hope we didn't scare him away.

Come back, Planet Algol!

BTW, Johnson, what happened to your avatar?

Bloody Stupid Johnson

#43
Oh, on avatars, I tried a Zembahk briefly and decided it combined badly with my username because it did kinda look like a Johnson, so deleted it.
 

 
When I find something else interesting I'll move on...or I could reuse a previous avatar, I suppose. (edit - trying out the cover from Deathworld2)

LibraryLass

#44
Okay, here we go.

Warlock (4e-inspired)



This is for Labyrinth Lord with AEC (I'd have done it for 1e but my 1e books aren't conveniently available to me just now).

Requirements: None.
Hit Points, Combat: As Thief.
Saving Throws: As Magic-User.
Experience Points: As Illusionist.
Weapon Proficiency: As Thief.

Warlocks are those who have made a bargain with a powerful entity, often a devil, in exchange for magical power. Warlocks prepare and cast spells like a cleric, but they always cast the reversed versions of any Cure spell. Warlocks have the following additional special abilities:

  • Dark Pact: A Warlock cannot be raised from the dead or reincarnated. A Resurrection spell works, but must start over at first level in a new class, as his master will not willingly give up his soul.
  • Eldritch Blast: A warlock can fire a bolt of energy once per round at a single target within 50 feet that does 1d4 damage. The target may save vs. spells to avoid it.
  • Prime Shot: A warlock backstabs as a thief of two levels lower. This ability can be used in conjunction with Eldritch Blast.
  • Pact Boon: Any time a warlock kills a living creature with Eldritch Blast, a spell, or by sacrificing it to his master, he regains HP equal to the creature's HD.

Reaching 3rd level: At third level the warlock's attacks are inherently magical and count as being magical when fighting creatures that cannot be harmed by normal weapons. Additionally, Eldritch Blast deals 1 additional damage.
Reaching 4th level: At fourth level instead of using his pact boon to recover damage, once per day a warlock can use his pact boon to regain one first-level spell he has already cast.
Reaching 6th level: At sixth level Eldritch Blast deals 2 additional damage.
Reaching 9th level: At ninth level, he warlock can use scrolls as a thief can, as well as using the class-specific items of magic-users. Additionally, once per day a cleric can use his pact boon to regain one second-level spell he has already cast.
Reaching 13th level: At 13th level the warlock has provided enough souls to his master that if he so wishes, he can be let out of the be raised from the dead normally, however if he does so he loses the use of his pact boon.

Spells
A Warlock's spell list differs slightly from the cleric's as follows:

LEVEL 1
Command
Create Water (reversible)
Cure Light Wounds*
Detect Evil
Detect Magic
Doppelganger
Light
Magic Missile
Protection from Evil
Purify Food and Drink
Remove Fear*
Resist Cold

LEVEL 2
Bless*
Delay Poison
Find Traps
Heat Metal
Know Alignment
Hold Person
Invisibility
Knock
Resist Fire
Silence 15ft Radius
Spider Climb
Spiritual Weapon
Stinking Cloud

LEVEL 3
Animate Dead
Continual Light
Cure Blindness*
Cure Disease*
Dispel Magic
Feign Death
Fly
Glyph of Warding
Infravision
Insect Swarm
Remove Curse (reversible)
Speak with Dead
Striking

LEVEL 4
Arcane Eye
Confusion
Create Food and Water
Cure Serious Wounds*
Detect Lie
Ice Storm
Illusory Stamina
Neutralize Poison
Protection from Evil 10ft Radius
Tongues
Wall of Fire

LEVEL 5
Cloudkill
Commune
Cure Critical Wounds*
Flame Strike
Insect Plague
Magic Jar
Plane Shift
Raise Dead*
Summon Shadow
True Seeing

LEVEL 6
Animate Objects
Blade Barrier
Death Spell
Disintegrate
Feeblemind
Heal*
Invisible Stalker
Spiritwrath
Stone to Flesh
Word of Recall

LEVEL 7
Astral Projection
Control Weather (Magic-User version)
Fire Storm
Incendiary Cloud
Regenerate*
Restoration*
Resurrection*
Summon Demon
Symbol (Cleric version)
Unholy Word

*Can only be cast in its reversed form
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

Currently panhandling for my transition/medical bills.