The Warlord (Fighter Subclass)
Requirements: Intelligence and Charisma 13+, Strength 9+; a Warlord with 15+ in all three scores gains a +10% bonus to all earned experience points.
Experience Points, Hit Points, Combat and Saving Throws: As a Cleric.
Weapon and Armor Restrictions: None.
Special Abilities:
All special abilities require the Warlord speaking or shouting, and the affected party to be with 60 feet of the Warlord; to have an Intelligence of 3+; and to be able to clearly understand the Warlord's communications. A Warlord is unable to use any of their special abilities if they are stunned, unconscious, paralyzed, or otherwise unable to clearly communicate with the subject(s).
Diplomacy & Leadership: +1(2d6)/+10% on all Reaction, Loyalty, Morale and similar checks.
Inspiring Word: Twice per melee/encounter, but only once per round, an ally gains 1d6 temporary hit points for the duration of the melee/encounter. The amount of temporary hit points gained can not exceed the different between the subject's current and maximum hit points. At 11th level the Warlord can use Inspiring Word 3 times per melee.
Auras: A Warlord of second or higher level is able to project an aura that affects themselves and all allies within range. Only one aura can affect a subject at a time. As the Warlord gains levels the effect of the auras increase.
Level - Auras Known/Bonus
1 - 0/0
2 - 1/+1
3 - 1/+1
4 - 1/+1
5 - 2/+1
6 - 2/+1
7 - 2/+2
8 - 2/+2
9 - 3/+2
10 - 3/+2
11 - 3/+2
12 - 3/+2
13 - 3/+2
14 - 4/+3
15 - 4/+3
16 - 4/+3
17 - 4/+3
18 - 4/+3
19 - 4/+3
20 - 5/+4
Auras:
Motivate Ardor : The ally gains the bonus to all weapon and unrmed damage rolls.
Motivate Attack: The ally gains the bonus to all melee attack rolls.
Motivate Care: The ally gains the bonus to armor class.
Resilient Troops: The ally gains the bonus to all saving throws.
Steady Hand: The ally gains the bonus to all ranged attacks.
Grand Urgency: Starting at fourth level, once per day, the Warlord can grant, to any or all allies within range, an additional move of up to half their normal movement rate. A subject can only be effected by one Grant Urgency per round. As the Warlord gains levels they are able to Grant Urgency multiple times per day as follows:
Level - Grant Urgency/per Day
1 - 0
2 - 0
3 - 0
4 - 1
5 - 1
6 - 1
7 - 1
8 - 2
9 - 2
10 - 2
11 - 2
12 - 3
13 - 3
14 - 3
15 - 3
16 - 4
17 - 4
18 - 4
19 - 4
20 - 4
Good stuff. But didn't the Warlord first see light in D&D 3.5?
Quote from: Kaiu Keiichi;621861Good stuff. But didn't the Warlord first see light in D&D 3.5?
Pretty much; it was called the Marshal class and introduced in the
Miniatures Handbook.
Well, this is an interesting experiment.
RPGPundit
Quote from: Kaiu Keiichi;621861Good stuff. But didn't the Warlord first see light in D&D 3.5?
Yeah, this is a hybrid of the 3e marshal and the 4e warlord.
Ape, Giant, Carnivorous
Armor Class: 6
Move: 150 (50), climb 150' (50)
Hit Dice: 10
Attacks: 1-10/1-10/3-18
Special: Hurl rock 100' for 2-24; grab and hurl
Intelligence: Low (upper)
Alignment: Neutral
Size: Huge
Grab and hurl: If a Giant Carnivorous Ape hits strikes a man-sized opponent with both hands they will be lifted up and hurled next round, as a rock, inflicting 3-18 points of damage to the target and the projectile.
Serpent Anathema
Armor Class: 0
Move: 150' (50'), climb 90' (30'), swim 90' (30')
Hit Dice: 22
Attacks: Claws for 1-8/1-8 or giant scimitar for 2-16, plus bite for 1-10+poison
Special: Poison; constrict 1-8; +3 or better magic weapons to hit; regenerate 3 hit points per round; spells; 60% magic resistance; speak with any snake or snake-like monster; become a swarm of poisonous snakes at will
Intelligence: Godlike
Alignment: Chaotic evil
Size: Huge
Spells: 3/day - cause fear, darkness, detect poison, entangle, haste, neutralize poison, polymorph other, snake charm, sticks to snakes, suggestion
Serpent Anathema are worshipped as avatars of their loathsome gods by serpentine races such as Inphidians and Ophidians. They resemble a gigantic snake 20-30 feet long, with a humanoid torso and arms, and possessing a mass of six long-necked snakes instead of a head. An opponent bitten by a Serpent Anathema must save versus poison or die; those that survive will be constricted by one of the snake heads for 1-8 points of damage per round. As long as all six heads are not constricting victims the Serpent Anathema can continue to make bite attacks.
I approve of this thread.
If you don't mind, might I make a request to see a conversion of the Warlock class? You can do either the 3.5 or 4th Edition one, both have similar thematics.
Thanks! I've been meaning to give it a shot, but I'm hampered by my "reductionist tendencies" for magic users; i.e. all vancian all the time to k.i.s.s. and easy for players to digest. But I'd be interested in what I come up with up!
Harrier (Fighter Subclass)
Requirements: Strength and Dexterity of 13+; Human, Elven or Half-Elven. Half-Elf Harriers may multiclass as Harrier/Clerics and Harrier/Magic-Users.
If a Harrier has both Strength and Dexterity of 15+ they gain an additional 10% earned experience.
A Harrier is a fighter that has forgone attaining proficiency in heavy armors in order to learn skills to better serve as scouts, skirmishers, commandos, and bravos.
Harriers are hampered by any armor heavier than studded leather, and will fight as a magic-user of the same level when so encumbered.
However, when wearing studded leather or lighter armor, they are able to fight with two weapons without any attack roll penalties, although one of the weapons must be a hand axe, club, dagger or other similar light, short and somewhat balanced weapon.
Also, when wearing studded leather or lighter armor, a Harrier may Hide in Shadows and Move Silently as a Thief of the same level.
I have always been curious as to how the Iron Kingdoms d20 stuff would have looked in AD&D 2e.
(This is not necessarily a request, although you're welcome to treat it as such.)
Bladewing
Armor Class: 0
Move: 120' (40'), fly (hover) 210' (70')
Hit Dice: 16
Attacks: Bladearm 4-40
Special: Vicious Opportunity; can lash out their extendable bladearms to attack foes up to 10' feet away without engaging in melee.
Intelligence: Average
Alignment: Neutral evil
Size: Man-sized
Vicious Opportunity
Any opponents that attempts to disengage from melee with a Swordwing (regardless of the nature of the disengagement), or attempts to manoeuvre around a Swordwing while within melee range is subject to an immediate attack by the Swordwing that does another 2-20 points of damage.
Bladewings are winged insectoid humanoids, with one extendible curved sword-like arm, that lurk within the caverns and vaults ofn the deepest bowels of the earth. They lair in tall, wasp-nest like spires, inhabited by 1-10 Bladewings, that resemble stalactites and stalagmites of a stone-hard substance This is where they arrange their collections, as Bladewings are obsessive collectors. Each Bladewing collects a single type of object, such as crowns, gems, swords, grimoires, hearts, and skulls.
1st Edition AD&D Conversion, Warforged Race
"You only call it peace because the conflict has not reached your hometown yet."
(http://i.imgur.com/j4Y4iKV.jpg?1)
*From Eberron Campaign Setting
The Warforged are sentient magical constructs designed for battle.
Classes: A character of the Warforged Race can be a fighter (unlimited), an assassin (maximum of 8th level), a thief (unlimited), or a cleric (maximum of 7th level).
Ability Score Bonuses and Minimums: A Warforged adds +1 to his Constitution score and -1 to his Charisma. Strength minimum must be at least 8, his Dexterity, Intelligence, Wisdom, Charisma at least 3, and his Constitution at least 12.
Languages: Warforged automatically speak Common. Additionally, if your campaign has it, Warforged also start with one military-appropriate language (morse code, nonverbal hand signals, army jargon and lingo, etc). They are capable of speaking bugbear, dwarvish, elven, hobgoblin, gnoll, gnome, goblin, halfling, and orc.
Traits:
Armor: Warforged have composite plating built into their bodies. A warforged is considered to be wearing chain mail, and cannot wear conventional armor or robes over this. Warforged who begin as Assassins or thieves at character creation can choose to have "scout armor" instead, owing to their particular skill-set their creators had in mind. Scout armor is also metal, but is treated as studded leather for the purposes of armor class and thief skills.
It's possible for a warforged to replace his composite plating with superior versions, such as magical, mithril, and even adamantine components. The warforged will need access to money, a skilled artisan, and appropriate workshop materials. The purchase of such plating should be twice as expensive as its "normal" armor equivalents, if such materials have a price tag in your games.
Living Construct: A warforged does not have to eat, sleep, or breath, and is generally immune to magical effects which require the target to be capable of one of these things (spells which cause hunger, spells which "drown" the target, etc); they are also immune to diseases and poisons. However, a warforged can still benefit from consumables such as magic potions; in this case, the warforged does not "drink" the consumable but absorbs the magic into his form. Otherwise, a warforged is treated as a humanoid for general purposes.
These benefits have a cost, however. Healing magic is not effective, and warforged heal only half the hit points restored from a spell or item (round down). They are also affected by spells which target metal objects (such as Heat Metal), and can take damage as though they were wearing metal armor. They also cannot heal naturally from hit point loss, and must be manually "repaired." A skilled craftsman can repair the damage on a warforged with 8 hours of work; the warforged heals a number of hit points equal to his level. The cost of such a repair in gold pieces equals the number of hit points restored.
Racial Modification for a Warforged Thief: -5% to pick pocket, +5% to open locks, +10% Find/Remove Traps, -% Move Silently and Hide in Shadows, +5% to Hear Noise, -5% to Climb Walls, -% to Read Languages.
Age: If you wish to determine starting age randomly, roll 2d6. Your class is irrelevant. The result is your warforged's age. Warforged, no matter how young, have the reasoning capability of full-grown adults.
1st Edition AD&D Conversion of Arcadian Avenger Monster
"Out of order comes unity, out of unity, harmony."
(http://i.imgur.com/qatWyxK.jpg?1)
*From 3rd Edition Monster Manual 5
Frequency: Very Rare (Uncommon on Arcadia)
No. Appearing: 1-4
Armor Class: 5
Move: 6" land, 6" flight
Hit Dice: 5+3
% In Lair: 30%
Treasure Type: A (spartan lifestyle, plus 2 Longswords)
No. of Attacks: 2 (Pair of Longswords)
Damage/Attack: 1-8/1-8
Special Attacks: Blade Rend, Wrath, Elude Chance
Special Defenses: Elude Chance
Magic Resistance: Standard
Intelligence: Average
Alignment: Lawful Good
Size: M (5'8")
Pisonic Ability: Nil
Attack/Defense Modes: Nil
Arcadian Avengers are celestial archons found in The Peaceable Kingdoms of Arcadia. They live a monastic life, training in spartan complexes so that they may protect the Plane's inhabitants from the forces of Chaos and Evil.
Blade Rend: If an Arcadian Avenger hits a single target with her first attack, the next blow she makes this melee turn deals 2-12 damage instead of 1-8.
Wrath: If an Arcadian Avenger witnesses an ally fall in battle, she gains +2 bonus on her to hit rolls for one round.
Elude Chance: An Arcadian Avenger, three times per day, can negate the random forces of Chaos. She can treat the next to hit roll or saving throw she makes as if the result of the die roll were a 10.
Quote from: Planet Algol;622548Ape, Giant, Carnivorous
How does this differ from Ape, Carnivorous from the 1e MM (except for size and damage)?
1st Edition AD&D Conversion of Bladerager Troll Monster
"Kill me! If you do not end my life, then I shall end yours!"
(http://i.imgur.com/eotiWYI.jpg?1)
*From 3rd Edition Monster Manual 5
Frequency: Rare
No. Appearing: 1-4
Armor Class: 1
Move: 12"
Hit Dice: 6+6
% In Lair: 25%
Treasure Type: E
No. of Attacks: 3 (2 Claws and a bite)
Damage/Attack: 3-12/3-12/4-16 (Claw/claw/bite)
Special Attacks: Death Throes
Special Defenses: Regeneration, Tortured Mind
Magic Resistance: Standard
Intelligence: Low
Alignment: Chaotic Evil
Size: Large (9' tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
A bladerager troll is the result of a hideously cruel experiment. In order to make the deadliest soldiers, stronger giants captured several trolls and made use of their regenerative properties for physical enhancement. Steel plates were welded into their flesh, their veins filled with volatile explosive liquids. Driven insane by the constant pain, bladerager trolls maddeningly strike at foes in the hopes that someone may put them out of their misery. As such, they never have to check for morale. Like their normal counterparts, they have an acute sense of smell and infra-vision up to 90'.
Death Throes: An unconscious bladerager troll who is burned or immersed in acid explodes in a cloud of shrapnel 4" x 4" x 4". Anyone within range must save verses breath weapon or take 4-20 points of damage.
Regeneration: 4 melee turns after taking damage, a bladerager troll will begin to regenerate at the rate of 4 hit points per turn. This includes the rebonding of severed body parts, which can independently move and attack even when separated. Nothing short of immersion in acid or burning will kill a bladerager troll, as separated body parts will grow into a normal troll in 3-18 melee turns.
Tortured Mind: A bladerager troll's thoughts are a constant blur of anger and sharp, searing pain. Anybody who attempts to engage in telepathy or mind reading with a bladerager troll must save versus spell or be paralyzed for 1 melee turn.
It's cool to see these posted about here. Good stuff. I have used the Planer books from 4th edition with AD&D 1. This sort of thing isn't as much of a step in practice as many would like to believe.
1st Edition AD&D Conversion of Sithilar Monster
"You only call me a monster because my form is alien to you. Would you be surprised if I told you my kind are not unlike the woodland fey?"
(http://i.imgur.com/z4U1KIU.jpg)
*From 3rd Edition Lords of Madness
Frequency: Very Rare
No. Appearing: 1-12
Armor Class: 2
Move: 4" (land), 8" (flight)
Hit Dice: 9+3
% In Lair: 60%
Treasure Type: D
No. of Attacks: 8 (4 daggers and 4 spines in coalesced form), 1 in swarm form
Damage/Attack: 1-4/1-4/1-4/1-4/1-4/1-4/1-4/1-4 (2-12 in swarm form)
Special Attacks: Distraction, Infestation, Warp Flesh
Special Defenses: Immortality, Coalesced Form, Immunity to Disease, Immunity to Weapon Damage (Swarm form only)
Magic Resistance: Standard
Intelligence: Supra-Genius
Alignment: Chaotic Good
Size: M/S (5' in coalesced form, dust-sized specks in swarm form)
Psionic Ability: Nil
Attack/Defense Mode: Nil
The sithilar are the remnants of an ancient fey civilization which mastered the arts of shaping flesh and organic material to suit their needs. A massive cataclysm occurred, and their best magicians preserved their races in hive-minds of millions of tiny, dust-sized motes of flesh and bone. Today, the sithilar live in the most remote and forlorn forests of the world, performing research and uncovering the lost relics of their people.
A sithilar's natural form is a cloud of buzzing, dust particle-sized bits of organic material. Their most common forms of attack involve covering opponents completely, getting past their armor and defenses to tear them apart.
A sithilar's hive-mind can form the particles into a grotesque, eight-limbed creature with a head of tendrils. Four of its limbs can wield and manipulate fine objects, and they frequently carry specially-made daggers around (which can be taken apart into the swarm form) to enhance their combat capabilities.
Distraction: In its swarm form, a sithilar can occupy the same space as a Medium or smaller target. Spellcasters cannot cast spells within the cloud due to the millions of particles flying about, and must save versus poison or be affected as though by a stinking cloud spell, with the swarm functioning as the "cloud."
Infestation: If a sithilar successfully deals damage to an opponent with its spines or swarm attack, the opponent must save against poison or be paralyzed for one melee turn.
Warp Flesh: Instead of a normal attack, a sithilar in swarm form can focus all of its attention on a single creature within his space and reshape its skin and organs into something else. The sithilar cannot do anything else during the melee turn, and must be able to concentrate in order to use this ability. The creature must save against poison or be changed into another creature of a sithilar's choice (like a polymorph any object spell).
Immortality: A sithilar does not suffer the negative effects of aging.
Forms: A sithilar's natural form is a hive-mind of tiny bits of skin. It cannot take damage from normal weapons in this form, but the sithilar cannot manipulate or lift objects. The sithilar can transform into a solid creature about 5' tall; its size changes to Medium, and weapons can harm it normally, but it can lift and manipulate objects. A sithilar can only use its swarm attack in its swarm form, its spine and dagger attacks in its coalesced form.
1st Edition AD&D Conversion of Dragonborn Race
"For Justice, for Goodness, for Bahamut!"
(http://i.imgur.com/3xMeIzB.jpg?1)
*From 4th Edition Player's Handbook
The Dragonborn are blessed creations of Bahamut, stalwart champions of justice and Goodness.
Classes: A character of the Dragonborn Race can be a Fighter (10), Paladin (9), Thief (Unlimited), Cleric (8), or Ranger(7).
Ability Score Bonuses and Minimums: A Dragonborn gains a +1 to his Strength and -1 to his Dexterity. He must have a minimum Strength of 12, a Charisma of 10, and other ability scores of at least 3.
Languages: A Dragonborn begins play speaking Common and the language of one metallic dragon species of his choice. A Dragonborn is capable of learning dwarven, elven, gnome, halfling, and orc.
Traits:
Dragon Breath: A Dragonborn can breathe a cone of energy 4" long with a 1" base. Opponents must save versus breath weapon or take 1d8 points of damage. The energy can be acid, cold, fire, or electricity, depending upon his metallic dragon ancestor. The damage increases to 2d8 at 6 hit die and 3d8 at 9 hit die. A Dragonborn must wait 1d4+1 melee turns before he can use his Dragon Breath again.
Dragon Fury: A Dragonborn at 50% or less hit points gains a +2 bonus on his to-hit rolls.
Regal Bearing of Bahamut: A Dragonborn treats his Charisma score as 2 points higher for the purposes of determining follower and henchman loyalty.
Racial Modification for a Dragonborn Thief: +10% Hear Noise, +5% Climb Walls, unmodified to everything else.
Age: A Dragonborn is a Young Adult at age 10, Mature at age 15, Middle Age at 40 years, Old Age at 60 years, and Venerable at 80 years.
1st Edition AD&D Conversion of Tiefling Race
"If I am not a monster now, then I won't ever be a monster for using my abilities. They are part of who I am, and I cannot change that, nor can you. "
(http://i.imgur.com/LT78kpD.jpg?1)
*From 4th Edition Player's Handbook, and 3rd Edition Monster Manual
Tieflings are humans who bear distinctive markings of fiendish ancestry, and thus have a sinister reputation.
Classes: A character of the Tiefling race can be a Fighter (7), Magic-User (9), Illusionist (Unlimited), Thief (Unlimited), and Assassin (8).
Ability Score Bonuses and Minimums: A Tiefling gains +1 to Dexterity and -1 to Charisma. He needs a minimum Dexterity of 8, Intelligence of 6, and 3 in all other ability scores.
Languages: A Tiefling begins play speaking Common, and can learn any additional languages (except for secret ones, such as the alignment languages).
Traits:
Fire Resistance: A Tiefling subtracts (5 + Hit Dice) points of damage from fire-based attacks dealt against him, to a minimum of 0 points (unaffected).
Infravision up to 60'.
Darkness: Once per day, a Tiefling can cast Darkness 15' Radius (as the 2nd level Magic-User Spell), with an effective Magic-User level equal to his total levels in classes. He can cast this spell even while wearing armor.
Infernal Wrath: A Tiefling gains a +1 bonus on to-hit rolls against opponents with 50% or less of their total hit points.
Racial Modifications for a Tiefling Thief: +10% Hide in Shadows, +5 Move Silently, +5% Pick Pockets, unmodified to everything else.
Age: There's no information known in 4th Edition, but in 3rd Edition they age at roughly the same rate as humans.
Personal Notes: In 3rd Edition, Tieflings could invoke magical darkness, an ability they lost in 4th Edition. Instead they gained Infernal Wrath. I decided to take the best of both worlds for this conversion.
Quote from: Melan;623031How does this differ from Ape, Carnivorous from the 1e MM (except for size and damage)?
It uses PCs as projectiles!
Point taken. Although, I would say, using crap as projectiles would be more old school.
I'll save that for the skunk ape, giant.
The 3E Warlock is interesting in how it emulates the antagonist from many 80-90s horror movies.
If I convert it, I'd probably use it as a "monster" in my games.
Warlocks are a bit hard to convert given that resource use is more critical and evocation-type effects are more powerful in earlier editions but here's a go....
Warlock
Ability requirements: Cha 15+
Races: all standard, except elf or half-orc
Alignment: any non-good
Weapon and armour: as thief
Experience: as thief
Attack rolls: as thief
Saves: as wizard
NWP Crossover: Rogue, Wizard, General
WPs initially: 1
Non-proficiency penalty: -3
Hit dice: d4, starting with 2d4 at 1st level (plus double Con bonuses); to a maximum of 10d4 at 9th level, with 2 hp per level beyond.
Multiclassing: substitute warlock for wizard in available multiclass combinations for demihumans. Dual-class warlocks are surprisingly common, using their original profession as cover for the most part (see below).
(edit to add: also starting NWP slots 4, +1 slot /4 levels --since it uses the thief xp table, 1 slot per 4 levels rather than per 3 balances the faster progression)
Class features:
1st level - Eldritch Blast, Dark Pact, Spell-like abilities
3rd level - Hideous Blow
10th level - Deceive Item
Dark Pact: warlocks cannot be brought back to life with Raise Dead. A resurrection returns the character to life - but choose a new class and return to 1st level. A character swearing a dark pact in-game to a devil or the like may dual-class to warlock, raising their Charisma to the minimum required and sacrificing the difference in Wisdom.
Warlocks cannot have henchmen or hirelings that are non-evil in nature, and they forfeit the normal bonuses on reactions and loyalty for their Charisma scores, should their actual nature be known.
Eldritch blast: the warlock can fire blasts of energy twice per round (equivalent to a ranged weapon with ROF 2), with range equivalent to a chakram, for 1-6 points of damage. Dexterity modifier applies to attack rolls (vs. the targets normal AC), and the warlock's Charisma modifier applies to damage (use the Strength table; a warlock with 18 Charisma may also roll d100 for extraordinary Charisma i.e. 18/01 to 18/00). Eldritch blast has a speed factor of 3 (if using 2E speed rules) and is susceptible to spell disruption and magic resistance normally. No save applies against the damage.
Hideous Blow: at 3rd level the characters blast gains a +1 to hit and damage, as if it were a +1 weapon. This increases by another +1 each 3 additional levels, to a maximum of +6 at 18th level. The warlock can also channel their blast through a melee weapon, granting it the equivalent enchantment bonus.
Deceive Item: a 10th level warlock can use scrolls as a thief can (including chance of item malfunction), as well as using the class-specific magical items of wizards, priests, and thieves.
Spell-like abilities: the warlock gains spell-like abilities at the usual 3E rate (1 each 2 levels) using the standard warlock spell list for 3E. Convert descriptions as needed. Secondary eldritch blast effects allow saves vs. spell to negate (or breath weapon, for area bursts).
I'd just like to say that I made a mistake in the monster entries. When I referred to "rounds," I meant "melee turns." I'm still used to a round being 6 seconds in newer terminology, so I accidentally did that. Now I changed references to melee turns. Sorry for the confusion!
I've long entertained the idea of reskinning the Sha'ir (genie-binder) class from AD&D 2e Al-Qadim as an OSR-friendly Warlock.
I'll post something if I can find my copy of AQ.
1st Edition AD&D: The Spellthief (Thief subclass) (http://www.wizards.com/default.asp?x=dnd/ex/20050107a)
"I stole your underling's magic when I stabbed him; that's why you can't complete the ritual now."
(http://i.imgur.com/hmuQRJ7.jpg)
*From 3rd Edition Complete Adventurer
Requirements: Dexterity 13+, Charisma 15+, and Intelligence 9+. A Spellthief with at least 15 in all three scores gains a +10% bonus to all earned experience.
Hit Points, Combat: As Thief.
Saving Throws: As Magic-User.
Experience Points: As Cleric.
Weapon Proficiency: As Thief.
Special Abilities:
Class Features:
1st: Backstab, Thief primary functions, Steal Spell
6th: Spellcasting
7th: Absorb Spell
15th: Steal Magic Resistance
A Spellthief gains Thief functions (Pick Pocket, Open Locks, etc) as a Thief of the same level, and Backstabs as a Thief 2 levels lower (double damage at 1-6, triple at 7-10, quadruple at 11-14, quintuple at 15+).
Steal Spell: Whenever a Spellthief is capable of doing a Backstab against his opponent, he can decrease the damage multiplier (to a minimum of x1) in exchange for the opportunity to steal a spell from the opponent. If the target is willing, all the spellthief has to do is merely touch the target to take a spell. The target loses one 1st-level spell from memory, or the ability to cast that spell for one minute if the target can use the spell an unlimited number of times (in the case of some monsters).
The Spellthief can choose which spell to steal if he knows the target has the spell, otherwise the DM chooses randomly. If the target has no spells prepared, then Steal Spell has no effect.
After stealing a spell, a spellthief can cast the spell himself on a subsequent melee turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining effects by level and so forth. The spellthief must supply the same components (material components, casting time, XP, and so forth) required for the stolen spell. A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.
As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).
At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level. For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.
Spellcasting: At 6th level, a spellthief learns how to cast spells as a Magic-User would. The spellthief can cast spells in any armor he can use with his Thief primary functions.
Level: Spells Per Day (1st, 2nd, 3rd, and 4th level spells)
6th-9th: 1/0/0/0
10th-11th:1/1/0/0
12th-13th:1/1/1/0
14th:2/1/1/0
15th:2/1/1/1
16th:2/2/1/1
17th:2/2/2/1
18th:3/2/2/1
19th:3/3/3/2
20th:3/3/3/3
Absorb Spell: At 7th level, if a spellthief successfully saves against any spell which targets him specifically (not area of effect spells), he can attempt to absorb the spell energy for later use. To absorb the spell, he must succeed on a percentile roll (50%, plus 5% for each level after 7th, maximum of 90%). Failure indicates that he fails to absorb the spell; success indicates that he absorbs the spell as though he took it with the Steal Spell ability. His normal limit of total spell levels stolen still applies.
Steal Magic Resistance: At 15th level, whenever an opponent would be subjected to a Backstab, a spellthief can lower the multiple by 2 to temporarily steal a creature's magic resistance. The magic resistance is lowered by 15%, while the spellthief gains magic resistance of 15%. If the creature is willing, all the spellthief must do is touch it. The magic resistance persists for 4 melee turns before returning to the original creature. A spellthief cannot lower the creature's magic resistance further with additional attacks, but he can steal it again once it returns.
Note: Does anybody know how to generate tables with this forum code? The ad hoc table for Spells above is fine, but it's something I'd like to know how to do in the future.
AD&D 1st Edition Conversion of Drow
"I'm only your ally for as long as it's advantageous to me. What, you asked for my honest opinion!"
(http://i.imgur.com/aHRmeep.jpg)
*From 4th Edition Monster Manual
I know that Drow PCs are an option in Unearthed Arcana, but they're too powerful for many players' tastes. In 3rd Edition, they had a crippling Level Adjustment which actually made them weak, fragile, and poor spellcasters. 4th Edition did the best job of balancing things out.
Classes: A character of the Drow Race can be a Cleric (7), Fighter (7), Magic-User (8), Illusionist (8), Thief (Unlimited), and Assassin (9).
Ability Score Bonuses and Minimums: A Drow gains +1 Dexterity and -1 Constitution. Their ability minimums are 8 in Dexterity and Charisma, 6 in Constitution, 3 in Strength and Wisdom, and 6 in Constitution.
Languages: Drow begin play speaking Common and Elven, and can learn Bugbear, Dwarven, Gnoll, Goblin, and Orc.
Traits:
Resistances: Drow have a 90% resistance to sleep and charm spells.
Weapons Training: Drow receive a +1 on to-hit rolls when using a dagger, sword (short), and crossbows of all kinds.
Infravision up to 60'.
Light Blindness: A Drow in conditions of natural daylight or equivalent illumination suffer a -1 penalty on to-hit rolls, Armor Class, and Saving Throws. This effect ends when they enter an area of sufficient darkness. In some campaign settings (such as Forgotten Realms), Drow who live on the surface world for a long enough time (usually months) can acclimate to the environment and lose this weakness. However, their infravision ability is reduced to 30' due to long-term adjustment to the lighting conditions.
Drow Magic: Once per day a Drow can cast Darkness 15' radius as the 2nd-level Magic-User spell of the same name, with an effective Magic-User level as his total levels in classes. The exception is that the Drow can cast this spell while wearing armor.
Once per day the Drow can cast Faerie Fire as the 1st level Druid spell of the same name, with an effective Druid level as his total levels in classes. The exception is that the Drow can cast this spell while wearing metal armor.
Racial Modifications for a Drow Thief: Hide in Shadows +5%, Move Silently +10%, Hear Noise +5%, and Climb Walls -5%. Everything else is unmodified.
Age: Drow age at the same rate as Elves.
Notes: The Cloud of Darkness and Darkfire abilities of the 4th Edition Drow are pretty much re-skinned Darkness and Faerie Fire spells, so I just let them keep them.
Quote from: Libertad;6229971st Edition AD&D Conversion, Warforged Race
Quote from: Libertad;6231101st Edition AD&D Conversion of Dragonborn Race
Quote from: Libertad;6231111st Edition AD&D Conversion of Tiefling Race
Quote from: Libertad;623291AD&D 1st Edition Conversion of Drow
...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'd have no objection to anyone else trying to do Warlock (feel free to steal any bits you want from my attempt, or not).
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.
1st Edition AD&D Conversion: Alchemist (http://www.d20pfsrd.com/classes/base-classes/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!"
(http://i.imgur.com/UL0AABk.jpg?1)
*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. (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries) In most cases Saving Throws should be Save versus Poison.
Format shamelessly yoinked:
AD&D 1st Edition Conversion of Kalashtar
(http://images2.wikia.nocookie.net/__cb20120203233929/eberron/images/c/ce/122710_CN_GL.jpg)
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.
AD&D 1st Edition Conversion of Shifters(http://www.wizards.com/dnd/images/roe_gallery/88255.jpg)
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.
AD&D 1st Edition Conversion of Changelings
(http://www.zhuoyou.com/att/articlefiles/image/article/2011/201104/20110415sgs/1/Burningsky_changeling.jpg)
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.
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) (http://www.d20pfsrd.com/classes/base-classes/summoner)
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!"
(http://i.imgur.com/QWnF2Un.jpg)
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.
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) (http://www.d20pfsrd.com/classes/base-classes/summoner)
Hm. I'll maybe try my hand at those, as soon as I've got my warlock and warlord out of the way.
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.
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?
All fine. Mine have been a bit slack, actually.
PS anyone seen the OP?
I hope we didn't scare him away.
Come back, Planet Algol!
BTW, Johnson, what happened to your avatar?
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.
(http://i1239.photobucket.com/albums/ff507/BSJ17/stuff_zps089d8584.jpg)
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)
Okay, here we go.
Warlock (4e-inspired)
(http://images.community.wizards.com/community.wizards.com/user/furious_kender/76f0e114a6449232dbd44c2b2045048a.jpg?v=265200)
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.
SpellsA 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
Quote from: Libertad;623714You 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?
A little, but not to excess, I wouldn't say. My warlock is long, but only 'cause I gave it a spell list.
Anyway, the Warlord, again using LL:
Requirements: Intelligence and Charisma 13+, Strength 9+; a Warlord with 15+ in all three scores gains a +10% bonus to all earned experience points.
Hit Points, Combat: As Cleric.
Saving Throws: As Fighter.
Experience Points: As Paladin.
Weapon Proficiency: Any.
Warlords are a subclass of fighter that excel as leaders and commanders of men. They have the following special abilities, all of which require that they are able to speak or shout clearly. For purposes of these abilities, only creatures whose intelligence is at least 3 and who can hear and understand the warlord qualify as "allies".
- Inspiring Word: The warlord can take a few moments (at least one round) before a battle to give a rousing speech to her troops, granting all allies within 50 feet of her a +1 bonus to attack, damage, and morale rolls and saves against fear effects for ten minutes. A warlord can use Inspiring Word as often as she likes, but it can only affect a given character once per day per the warlord's level.
- Commander's Strike: Once per round the Warlord can designate one ally within 50 feet of her and grant them an extra attack or move up to half speed. Beginning at 15th level, a warlord can do this twice per round, plus another time every five levels thereafter. No matter what an ally can only benefit from the additional move once per round.
- Warlords are only surprised on 1 in 1d6.
Reaching 9th Level: At level 9 a warlord may become a great leader, taking control of a parcel of land and a leadership rank in her society. A warlord will, assuming money is at hand, build a castle. She may ultimately control several villages and towns, but must be a good, strong leader and provide protection.
This doesn't feel like it's quite there yet. So... you know. PEACH, please?
Quote from: Libertad;623727I hope we didn't scare him away.
Come back, Planet Algol!
Haha, I'm around, and I'm jazzed on the developments in this thread :)
Um, I have a full courseload, and a band, and a ladyfriend, so my D&D-internet stuff is intermittent. (Because I'm lazy on top of all that!)
I'm itching to do a conversion of the 3E Warlock, because it really does a great job of the horror movie supernatural man antagonist. But I have to finish a scenario based on the awesome movie Roadhouse for this Sunday's game first...
Quote from: LibraryLass;623746This doesn't feel like it's quite there yet. So... you know. PEACH, please?
The base statistics look OK. Maybe a couple of more complex abilities, since they very much just sit there providing the same bonus all the time? And possibly the extra attack is a little bit powerful for an always on effect ( edit - maybe I'm misreading it, do they have to give up their attack to use it?).
Possibly reinventing the wheel (there's kits for it), but here's a conversion of the 3.5 Swashbuckler.
Swashbuckler is a sub-class of fighter, differing from the standard class as follows:
*no ability to specialize in weapons (if this is used)
*no followers automatically gained at 9th level.
*although higher level swashbucklers do gain multiple attacks per round as for fighters, they cannot make attacks equal to their level against multiple 1-1 HD opponents.
*Swashbucklers also do not roll for exceptional (18/xx) Strength, although they can gain the hit point bonus for exceptional constitution allowed to warriors.
Nonhumans can substitute Swashbuckler for fighter to determine permitted multiclass combinations, except that swashbuckler/cleric is disallowed due to clerical prohibitions against edged weapon use and general stodginess.
Weapons allowed: rapier (includes cutlass), dagger, dart, shortsword, shortbow, x-bow (any).
Experience progression: as fighter
Saves: as fighter
Hit dice: d10
Ability requirements: Dex 13+, Int 13+. If both are 16+ the character gains +10% to xp earned.
Races: any
Armour: leather, studded leather, or elven chain only.
NWP crossover: Warrior, Rogue, General
Special Abilities
1st level - Weapon Finesse, Acrobatics
3rd level - Insightful Strike
4th level - Savour Faire
5th level - Shield of Blades or Dodge (pick one)
8th level - Acrobatic Charge
Weapon Finesse: at 1st level, the swashbuckler knows how to place their attacks with great facility. They may opt to use their Dexterity reaction/attacking adjustment with melee weapon attacks, rather than the normal to-hit adjustment from Strength. This does not affect strength bonuses or penalties to damage.
Acrobatics: the swashbuckler can withdraw from combat at 1/2 normal movement (rather than 1/3), or full speed if a save. vs. breath weapon is made (adding bonus from Dex). Failing this save indicates that the attacker gets a free attack as normal. Using this ability purely for the purposes of running away is considered poor form.
Insightful Strike: a swashbuckler of 3rd level or better adds a +2 bonus to damage against living creatures with targetable weak points (i.e. an orc or deer could be targeted, an ooze or zombie could not). Creatures with exceptionally unfamiliar and bizarre anatomies, such as beholders, may require a successful Intelligence check to be targeted (GM discretion).
Savour-Faire: a swashbuckler of 4th level or higher adds a +2 bonus on reaction rolls vs. members of the opposite sex.
Dodge: on their turn, a swashbuckler selects an opponent and gains a +1 against all that foes' attacks. Unlike with shield of blades (see below), they can move freely when using this ability.
Shield of Blades: a swashbuckler of 5th level or better can parry with exceptional skill when using two weapons, allowing a +1 bonus against all frontal attacks as if using a shield.
A swashbuckler gives up shield of blades until their next turn if they opt to move. A character could however stand and defend, delaying and hoping to win initiative next round.
(In 3E shield of blades is a substitution feature in Player's Handbook II)
Acrobatic Charge: at 8th level, the swashbuckler can make an acrobatics roll (breath weapon save) to allow a charge through difficult terrain (e.g. down stairs).
Very cool to see a Warlock write-up LibraryLass. I have a warlock I converted about here for AD&D1. It is little different. It's about as long as the Paladin write-up in the Player's Handbook, mostly due too a few converted spell write-ups.
Warlocks don't use many area effect spells. The 4th edition terms define them as arcane strikers as I recall, making the spells they should use in a conversion tricky. I have them using the magic-user list and the cleric or druid spells of the conjuration/summoning sphere. They might be better limited to spells that target mostly individual targets, rather than that spell list range. I suppose I could just write up new spells for them, using the 4th edition write-ups as drafts. Actually, I would just use the way characters gain new spells through entities to define them. That would be the easy way. So, they would be made up as needed.
Really the pact part is the interesting part of warlocks. I think it would be good to include a choice of pacts in the class write up that the character must use as a source.
I'll include my warlock below. It is just a draft, with the usual caveats that entails. It's always good to see how others approach these things.
Warlock AD&D1
Ability Requirements:
Charisma 16, Constitution 15, Intelligence 10
Armor Allowed: Leather
Melee Weapons: Club, Dagger, Mace, Spear
Ranged Weapons: Javelin, Sling, Crossbow
Initial Weapon Proficiency: 2
Non-Proficiency Penalty: -4
Added Proficiency per level: 1/5
Save Throw: As Druid
Magic Items Allowed: rods, wands, general potions, non-class specific rings, non-class specific miscellaneous items
Races possibility and level limitations: Elven: 9, Half-Elven 11, Halfling 6, Human U
Hit Die Type: d6
Maximum Number of Hit Dice: 15
Level limit: 15 Warlocks do not gain a prime requisite bonus to experience points.
Warlock’s have the following features:
Warlock’s Curse
The warlock may place a hex curse upon any creature, which places a +1 damage bonus to the warlock’s damage rolls against the cursed creature. The cast time is instantaneous allowing further actions during a round, though only one creature may be hexed per round. The range is 3”. The duration of the curse is one full day. The warlock may place one hex per day per level.
Prime Shot
If a warlock is closer to a ranged target than any ally, the warlock gains a +1 to hit that target with a ranged weapon.
Shadow Walk
If the warlock moves out of melee, he or she will automatically gain hide in shadows lasting one round, after which the warlock will return to standard visibility.
Eldritch Pact
Warlocks forge pacts with mysterious entities that grant their spells. Each pact has limitations and advantages for the character. All warlocks are given Eldritch Blast as part of the initial acceptance of their pact.
Eldritch Blast:
Range 5”
Cast Time: 1 Segment
Components: V, S
Save Throw: as Spell
Area of Effect: One creature
Damage: 1d8. Eldritch Blast does +1 damage for a charisma of 16-17 and +2 for a charisma of 18. Damage becomes 2d8 at 11th level.
The Four Pacts
Warlocks are organized into four different pact sources. A warlock must select one of the following four pacts, which provide the given features.
Elemental (Fey) Pact
Misty Step: The warlock gains the ability to transform into a misty silver vapor once any warlock cursed enemy drops to 0 hit points. In this vapor form, the character may teleport 2”. The effect lasts one segment, and it does not use the characters action for the round.
Eye Bite:
Range 5”
Cast Time: 1 Segment
Components: V
Save Throw: None
Area of Effect: One creature
Damage: 1d4. 2d4 at 11th level.
The warlock becomes invisible to the target creature for one round.
At 7th level an elemental pact warlock may choose one of the following bestowed features.
1. When using Misty Step, the warlock gains an extra attack for the round while in vapor form. This attack receives +4 to hit causing 3 points damage.
2. Whenever a warlock rolls a natural 20 to hit an enemy, the warlock may slip into a shadow form that lasts a full round. This shadow form is equivalent to a successful hide in shadows. If the warlock scores any hit while in shadow form, the warlock becomes invisible for one full round. A natural 20 roll has no special effect while in shadow form.
Astral (Infernal) Pact
Dark One’s Blessing:
When a warlock’s cursed enemy falls to 0 hit points, the warlock gains 1 hit point per the warlock’s level up to his or her normal maximum.
Hellish Rebuke:
Range 5”
Cast Time: 1 Segment
Components: V
Save Throw: None
Area of Effect: One creature
Damage: 1d4. Hellish Rebuke does +1 damage for a constitution of 16-17 and +2 for a constitution of 18. Damage becomes 2d4 at 11th level.
If the warlock takes damage from any enemy’s attack within one round Hellish Rebuke was cast, the creature previously hit with Hellish Rebuke takes an additional 1d4 damage or 2d4 at 11th level.
At 7th level an astral pact warlock may choose one of the following bestowed features.
1. When a creature under a warlock’s curse falls to 0 hit points, the warlock gains a portion of the slain creature’s life energy, collecting a life spark. The life spark collected must be spent within 1 turn (10 rounds). The life spark may be directed toward an enemy, gaining a +2 to damage on the next successful attack. Also, the burning of the spark causes an additional 2 points of damage until the target makes a spell save throw.
2. Whenever a warlock rolls a natural 20 to hit an enemy, the enemy suffers an additional 2d6 points of damage from an engulfing fire. This fire’s intensity requires all within 1” of the engulfed to save versus dragons breath or suffer damage equal to ½ the damage suffered by the engulfed.
Ethereal (Star) Pact
Fate of the Void:
When a warlock’s cursed enemy falls to 0 hot points, the warlock gains +1 to any to hit roll, save throw or ability check. The Fate of the Void bonus must be used within one round of receiving it. The bonuses are cumulative, and, therefore, higher level warlocks that have more than one cursed enemy fall to 0 hit points in the same round have an equal sum of bonuses to spend.
Dire Radiance:
Range 5”
Cast Time: 1 Segment
Components: V
Save Throw: None
Area of Effect: One creature
Damage: 1d4. Dire Radiance does +1 damage for a constitution of 16-17 and +2 for a constitution of 18. Damage becomes 2d4 at 11th level.
If the target creature moves toward the warlock within one round, the creatures takes an additional 1d4 damage or 2d4 at 11th level.
At 7th level an Ethereal pact warlock may choose one of the following bestowed features.
1. Doomsayer’s Curse:
Whenever a warlock rolls a natural 20 to hit an enemy, all enemies under the influence of Warlocks curse suffer 1d4 damage or 2d4 damage at 11th level.
2. Maddening Rapture:
Once per day the warlock may perform a psionic blast directed at one mind. All creatures within 2” of the target must make a save versus charm. Those creatures that fail their save are under the effect of charm for 1 full day. All other standard rules for charm apply.
Vestige (Spirits) Pact
Vestige of Khæleth:
When a warlock’s cursed enemy falls to 0 hit points, all allies within 3” of the warlock gain 2 hit points up to their normal maximum.
Eyes of the Vestige:
Range 5”
Cast Time: 1 Segment
Components: V
Save Throw: None
Area of Effect: One creature
Damage: 1d6 damage.
The warlock’s pact vestige momentarily possesses the target. If the target is under the warlocks curse, the Eyes of the Vestige deal an additional 1d4 damage.
At 11th level the attack does 2d6 damage and the additional curse damage does 2d4 damage.
At 7th level a vestige pact warlock may choose one of the following bestowed features.
1. Damning Curse:
Damning Curse replaces the common warlock’s curse to include a -2 penalty to the targets attack rolls for 1 full round. All damage the warlock inflicts upon a cursed target does an additional 1d6 damage for the duration of the curse, and the range of the warlock’s curse increases to 6”. The duration of the curse remains one full day, and the warlock may still only place one hex per day per level.
2. Vestige’s Vision
Whenever a warlock rolls a natural 20 for an attack, save throw or ability score check, the warlock gains an extra segment in the round that may be used for any full action that would otherwise require an additional round, whether the action is an attack, spell or any other action.
Experience
1: 0 – 2,250
2: 2,251 – 4,750
3: 4,751 – 10,000
4: 10,001 – 22,500
5: 22,501 - 47,500
6: 47,501 – 98,000
7: 98,001 – 200,000
8: 200-001 - 350,000
9: 350,001 – 500,000
10: 500,001 – 700,000
11: 700,001 – 950,000
12: 950,001 - 1,250,000
13: 1,250,001 – 1,750,000
14: 1,750,001 - 2,250,000
15: 2,250,001 & +
Warlock Spells
Level N 1st/2nd/3rd/4th/5th/6th/7th/8th/9th
Level I 2/0/0/0/0/0/0/0/0
Level II 2/1/0/0/0/0/0/0/0
Level III 3/1/0/0/0/0/0/0/0
Level IV 3/2/1/0/0/0/0/0/0
Level V 4/2/1/0/0/0/0/0/0
Level VI 4/2/2/0/0/0/0/0/0
Level VII 4/2/2/1/0/0/0/0/0
Level VIII 4/3/3/1/0/0/0/0/0
Level IX 4/3/3/2/1/0/0/0/0
Level X 4/4/3/2/2/0/0/0/0
Level XI 4/4/4/3/3/0/0/0/0
Level XII 4/4/4/4/4/1/0/0/0
Level XIII 5/5/5/4/4/2/0/0/0
Level XIV 5/5/5/4/4/2/1/0/0
Level XV 5/5/5/5/5/2/1/0/0
Warlocks apply the spell allocations to the magic-user list. Warlocks may also learn cleric or druid spells of the conjuration/summoning sphere.
Eldritch Blast and the appropriate pact spell (Eye Bite, Hellish Rebuke, Dire Radiance, Eyes of the Vestige) count as the warlock’s first two first level spells, though they may learn other first level spells to memorize instead through game play. Any feature that is listed in spell formate acts in every way as a spell, with memorization, daily use and all other spell rules and guidelines.
Warlocks gain new spells in a similar manner as clerics, but they are acquired through negotiating with entities of the pact. The features bestowed at 7th level are in addition to the spells allocated per level.
At 11th level all warlocks may entice entities of their pact to create magic items, which always requires significant consideration and/or sacrifice to the entity.
Quote from: Bloody Stupid Johnson;623763The base statistics look OK. Maybe a couple of more complex abilities, since they very much just sit there providing the same bonus all the time? And possibly the extra attack is a little bit powerful for an always on effect ( edit - maybe I'm misreading it, do they have to give up their attack to use it?).
Hm. I think you're spot on about that. I'll work on a second draft of it later today.
Kuroth, I like your warlock very much, I might use some elements of it if I ever have someone who wants a warlock. You definitely did a great job making the pact matter, I like that.
I do have a question though about your eldritch blast. Ranged attack? Save? Auto-hit like magic missile? It seems like a lot of damage...
Okay... Warlord take 2, again using LL.
(http://img411.imageshack.us/img411/4926/adric.jpg)
Requirements: Intelligence and Charisma 13+, Strength 9+; a Warlord with 15+ in all three scores gains a +10% bonus to all earned experience points.
Hit Points, Combat: As Cleric.
Saving Throws: As Fighter.
Experience Points: As Paladin.
Weapon Proficiency: Any.
Warlords are a subclass of fighter that excel as leaders and commanders of men. They have the following special abilities, all of which require that they are able to speak or shout clearly. For purposes of these abilities, only creatures whose intelligence is at least 3 and who can hear and understand the warlord qualify as "allies".
- Inspiring Word: The warlord can take a few moments (at least one round) before a battle to give a rousing speech to her troops, granting all allies within 50 feet of her a +1 bonus to attack, damage, and morale rolls and saves against fear effects for ten minutes. A warlord can use Inspiring Word as often as she likes, but it can only affect a given character once per day per the warlord's level. This bonus increases to +2 at 10th level.
- Heroic Surge: Once per day, a Warlord may sacrifice her action in combat to grant an extra action to any allies within 50 feet. At fourth level she can do this twice per day, but only once per ten minutes.
- Tactical Presence: Warlords and their allies are only surprised on 1 in 1d6.
- Leadership: A warlord can hire one more retainer than her CHA would normally permit, and her allies' morale is 2 higher than it normally would be.
Reaching 9th Level: At level 9 a warlord may become a great leader, taking control of a parcel of land and a leadership rank in her society. A warlord will, assuming money is at hand, build a castle. She may ultimately control several villages and towns, but must be a good, strong leader and provide protection.
Reaching 15th level: At 15th level a warlord begins to gain extra attacks like a fighter. Unlike a fighter, however, the warlord's extra attacks can be granted to an ally within 50 feet instead of herself if she desires.
Quote from: LibraryLass;623906Kuroth, I like your warlock very much, I might use some elements of it if I ever have someone who wants a warlock. You definitely did a great job making the pact matter, I like that.
I do have a question though about your eldritch blast. Ranged attack? Save? Auto-hit like magic missile? It seems like a lot of damage...
Thanks. Ya, it's just a draft so there are things to push this way and that. The way magic works without to hit rolls in AD&D makes some conversion a little different between the two editions. You're totally welcome to abscond anything you like. I mostly think the pact part of warlocks needs to be a part of a warlock, being what really sets the character apart. The pacts have sort of an AD&D 1 feel to them too. So, one could just graft that part onto a magic-user and say that's a AD&D warlock. QED
Ya, I have Eldritch Blast in the conversion as auto-hit with a chance to save. Magic missile is auto hit without the chance to save and Magic Missle's range is better than Eldritch Blast. So, I don't think the damage is that far off, but it perhaps could be lowered to 1d6.
I should say that anything that is written up as a spell is treated as a spell in the write-up. So, Eldritch Blast may be used once a day unless the Warlock has the spell memorize more than once. At first level a warlock could memorize Eldritch Blast twice, rather than memorizing Eldritch Blast and their Pact spell (Eye Bite, Hellish Rebuke, Dire Radiance, Eyes of the Vestige).
Alternatively, one could make Eldritch Blast act once a round, as an at-will in AD&D similar to a sling or bow, but there would have to be set with the usual ranged weapon elements. Maybe something like damage S/M 2-5 L 2-7, Range 3/4/5 and an armor adjustment break down. Then it would just be a to hit +0 magic weapon without a save.
One thing when using 4th edition things with AD&D or the other way around AD&D things with 4th, I usually just use the equivalent element of the two editions. So, if an npc is a 20th level fighter in 4th edition, I will make him a 10th level fighter in AD&D. I don't usually make literal conversions as the warlock here, which is one of the reasons it is a draft. I don't usually make literal conversions for most inter-system use either. Just want to mention that there are easier ways to using content between everything than this approach.
Cool write up of the Warlord. I actually think Warlord is the trickiest of the 4th edition ones to complete a direct conversion, since they use so many of the special tactical aspects of the 4th edition. They are usually the character that I suggest new players to 4th do not play until they get a really good handle on the edition.
Quote from: Kuroth;624005Ya, I have Eldritch Blast in the conversion as auto-hit with a chance to save. Magic missile is auto hit without the chance to save and Magic Missle's range is better than Eldritch Blast. So, I don't think the damage is that far off, but it perhaps could be lowered to 1d6.
Well, just keep in mind that 1d8 damage is enough that it's got a good chance of knocking a first-level fighter on his ass in one blow, and it's rather better than most weapons.
QuoteI should say that anything that is written up as a spell is treated as a spell in the write-up. So, Eldritch Blast may be used once a day unless the Warlock has the spell memorize more than once. At first level a warlock could memorize Eldritch Blast twice, rather than memorizing Eldritch Blast and their Pact spell (Eye Bite, Hellish Rebuke, Dire Radiance, Eyes of the Vestige).
Ah, that definitely mitigates matters some.
QuoteCool write up of the Warlord. I actually think Warlord is the trickiest of the 4th edition ones to complete a direct conversion, since they use so many of the special tactical aspects of the 4th edition. They are usually the character that I suggest new players to 4th do not play until they get a really good handle on the edition.
Yeah, I waffled a bit about whether to give them a specific healing ability of some kind. I chose not to codify the common "can bind wounds for 1d3 HP 1/day" house rule I've seen around because it seemed to me that calling that out in text would imply it was something unique to Warlords, but if you use a rule like that I'd give them a bonus of some kind to it.
You know the effort being put into this is just fantastic, and its certainly a worthwhile thread... and yet I can't help but feel like in some of the cases (not all, but a few) the crapulence still shines through.
RPGPundit
Quote from: RPGPundit;624156You know the effort being put into this is just fantastic, and its certainly a worthwhile thread... and yet I can't help but feel like in some of the cases (not all, but a few) the crapulence still shines through.
RPGPundit
Please, go on. Criticism is always my greatest asset.
Quote from: RPGPundit;624156You know the effort being put into this is just fantastic, and its certainly a worthwhile thread... and yet I can't help but feel like in some of the cases (not all, but a few) the crapulence still shines through.
This reminds me that I didn't include the very AD&D level titles with the Warlock conversion above. So, these are the level titles for the Warlock class that I posted, which should add additional AD&D 1 to the conversion. For added weirdness to the character class incorporate the Insanity Tables into the class, probably using them during the negotiation with the mysterious entity portion of game play.
Warlock
Level Title
I. Devotee
II. Freak
III. Activist
IV. Militant
V. Obsessive
VI. Fanatic
VII. Zealot
VIII. Maniac
IX. Deviate
X. Hysteric
XI. Neurotic
XII. Lunatic
XIII. The Lost
XIV. The Condemned
XV. The Damned
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) (http://www.d20pfsrd.com/classes/base-classes/summoner)
I have a Shardmind about, but I'll have to clean it up first to be something anyone else could use. I'll take a look over it.
Quote from: Libertad;6231111st Edition AD&D Conversion of Tiefling Race
Fire Resistance: A Tiefling subtracts (5 + Hit Dice) points of damage from fire-based attacks dealt against him, to a minimum of 0 points (unaffected).
So at first level I can win bar bets by extinguishing torches on my crotch.
Sweet.
Quote from: VectorSigma;624285So at first level I can win bar bets by extinguishing torches on my crotch.
Sweet.
Ya, Tieflings really are pretty much invulnerable to small normal fires like torches, camp fires, etcetera. So, it isn't really off for a conversion. As I recall, normal fire damage is usually 1d6 in AD&D 1, though that was for a momentary exposure. So, perhaps 3 would be a better base invulnerability than 5 in AD&D, adding further invulnerability as level progress, as Library Lass has set. After all, a full devil of any type in the Monster Manual for AD&D 1 is completely invulnerable to all types of fire both magical or natural. So, even a base of 5 might be ok.
Yeah, it's probably an "adjust to milieu" sort of power in the first place.
I think my initial reaction says way more about my playstyle than it does about any perceived weaknesses in the conversion. ;)
I was wondering if jamming it in your groin would count as "critical" damage. Not that criticals are really part of the rules anyway.
Quote from: VectorSigma;624319Yeah, it's probably an "adjust to milieu" sort of power in the first place.
I think my initial reaction says way more about my playstyle than it does about any perceived weaknesses in the conversion. ;)
I got the humor side of it. ha Ya, they are campaign specific characters that's for sure. It would be a critical hit against skin/hair parasites from the Parasitic Infestation Table, of course.
Just 'cause it won't damage you doesn't mean it won't hurt like a bitch, you'd be surprised what you can live through.
Shardmind AD&D1
Often perceived as crystal humanoids, shardminds are fragments of the astral plane assembled and formed by pure psionic energy. Many that befriend a shardmind wonder if shardminds truly are living, since they do not need to eat, sleep, breath, age, procreate or any other function that occupies the day and night of prime material plane inhabitants. Reinforcing this perplexing impression, shardminds tend to be emotionally distant, which is magnified by their apparent naivety toward prime material plane society. However, this superficial impression of dispassionate innocence or cerebral aloofness is quickly wiped away by the explosion of powerful energy they exhibit when angered or anxious.
The forms shardminds take are often an attempt to allay the anxiety other races feel in the presence of their psionicly formed cosmic embodiment. Shardminds will usually choose a more masculine or feminine appearance, and they tend to select other features similar to the dominate people of a realm, which is often close to human. Though their form is similar to humans, their crystalline form composed of millions of cosmic fragments that subtly shift and flash in shimmering breath like movements always reminds everyone of their truly aberrant nature. The crystalline fragments of the shardmind tend to share their personality hues, and their eyes usually shine brightly with their emotions.
Shardminds tend to be extremely individualistic, with no known nation. It is said in legends told by priests and kings that heroic shardminds are building a heavenly temple high in the astral plane to safe guard creation from the darkest horrors beyond. Others say that shardminds care only for personal gain, often in the form of vast personal hordes of knowledge or other sagely greed. Yet, many have said that they are lone holy pilgrims that spread the light, though what this means is elusive.
Ability Score Minimum/Maximum
Strength: 3/15
Intelligence: 16/19
Wisdom: 16/19
Dexterity: 3/17
Constitution: 5/18
Charisma: 16/18
Shardmind characters gain +1 to intelligence and a +1 to wisdom, but they also lose -3 from their strength and a -1 from their dexterity. These modifiers may be used to meet the ability score requirements.
Acceptability of Racial Type
Dwarves: Goodwill
Elves: Neutral
Gnomes: Preferred
Half-Elves: Neutral
Halflings: Antipathy
Half-Orcs: Hatred
Humans: Tolerance
Class Limitations
Cleric 4
Druid 7
Fighter no
Paladin no
Ranger no
Magic-user 11
Illusionist U
Thief 7
Assassin no
Monk no
Languages
Spoken language by the shardmind includes the common tongue of the land. Due too their exotic background, a shardmind’s initial spoken languages may also include the most exotic languages in use. The dungeon master should approve reasonable player suggested languages that would be inappropriate for most 1st level characters.
Telepathy
Shardminds may speak by telepathy to any creature that has a language. This ability operates as the psionic discipline described in the Player’s Handbook with a psionic strength point cost of 0.
Psionics
Shardminds are psionic. All shardmind characters must establish their psionic strength, psionic ability and psionic disciplines as described in the player’s handbook. All shardminds have the telepathy discipline by default, and it does not count as one of the shardmind’s acquired psionic disciplines.
Shardminds acquire their disciplines differently than the standard psionic. Rather than roll once upon the Number of Disciplines Table, shardminds gain disciplines as they rise in level. The progression per level is set in the following table.
Psionic Disciplines per Level
1st Minor Discipline 1 - Major Discipline 0
2nd Minor Discipline 2 - Major Discipline 0
3rd Minor Discipline 2 - Major Discipline 0
4th Minor Discipline 2 - Major Discipline 1
5th Minor Discipline 3 - Major Discipline 1
6th Minor Discipline 3 - Major Discipline 1
7th Minor Discipline 3 - Major Discipline 2
8th Minor Discipline 4 - Major Discipline 2
9th Minor Discipline 4 - Major Discipline 2
10th Minor Discipline 5 - Major Discipline 2
Quote from: LibraryLass;624370Just 'cause it won't damage you doesn't mean it won't hurt like a bitch, you'd be surprised what you can live through.
The joking around about criticals reminds me that some times folks dislike having effects switched on by a natural 20, though it isn't a critical, also known as the commonly used double damage rule incorporated into AD&D 2 or similar in later editions.
I included some natural 20 activated features in the warlock write-up, since it was a direct conversion and all. However, features that state the following phrase, ‘Whenever a warlock rolls a natural 20 for an attack…”, could simply state, ‘Three times per day…’. So, a little alternative for the warlock write-up for those that don’t like such things made an option by the dice.
Oh, that Shardmind write-up isn't for wimpy DMs or those worried about trying to find the point of balance in AD&D 1.
Just to say it, I'm sure that there are a fair number of these type of conversions over on Dragonsfoot and elsewhere. therpgsite is the only one I goto these days, and I just didn't bother to look too. I make stuff tailored to my own use anyway, as always, but it's good to offer some things others might pull ideas.
1st Edition AD&D Conversion of Warforged Titan
"As you can see, Cannith Model 064 specializes in peacekeeping operations where a large number of belligerents must be incapacitated in a short amount of time. Watch as I demonstrate it against this platoon of hobgoblins."
(http://i.imgur.com/oGdf8YA.jpgg)
*From Eberron Campaign Setting
Frequency: Rare (Uncommon in war zones)
No. Appearing: 1
Armor Class: 1
Move: 10"
Hit Dice: 54 hit points (12 Hit Dice)
% In Lair: -
Treasure Type: None
No. of Attacks: 2 (axe and maul)
Damage/Attack: 4-24/4-24
Special Attack: Trample
Special Defenses: Immunities
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Size: L (15' tall)
Psionic Ability: Nil
Attack/Defense Mode: Nil
The Warforged Titan is one of House Cannith's most feared creations. A step up from mindless war golems, the Titan has some adaptability and intelligence, although they usually need to be controlled and monitored by a skilled spellcaster.
A Warforged Titan can be created by means of access to House Cannith forges, the oversight of a magic-user of at least 12th level, and the polymorph any object, geas, and strength spells. The cost is 1,000 gold pieces per hit point of the Titan (54,000 typically) and 1 month of construction time.
Trample: A Warforged Titan can move through spaces occupied by medium and smaller creatures. If the Titan is capable of hitting them (not incorporeal, not immune to weapon damage, etc), it deals an automatic 2-12 damage as it crushes them beneath its feet.
Immunities: A Warforged Titan is a construct, and thus is immune to disease, poison, and other effects which only work on living creatures.
Quote from: LibraryLass;624200Please, go on. Criticism is always my greatest asset.
That's just it, its not a criticism of the effort. The effort is awesome; the problem is with the source material. Some of it can be cool as old-school stuff, but I think some of it is just irredeemable.
RPGPundit
Quote from: Libertad;6244731st Edition AD&D Conversion of Warforged Titan
I really like your Eberron AD&D 1 conversions Lebertad. Very useful.
Here are some alternative aspects for the shardmind write-up. It is a very AD&D 1 specific conversion. So, I provide some alternatives that do not rely on the psionics rules in AD&D 1. When reading the AD&D 1 Drow level power of Shardminds, recall how strict the ability requirements are for the racial option, and they are pretty extreme even in 4th edition. The alternatives below make the race weaker than the AD&D 1 version, for example no psionic blast or psionic combat speed, and it is perhaps a little less than a direct conversion.
TelepathyThe shardmind may communicate mind-to-mind with any creature of 5 intelligence or greater that is in sight, though the creature must be on the same plane of existence. The shardmind does not need to know the language of the creature to communicate by telepathy. Sardminds may communicate with other mentally well known shardminds (close friend, intimate, master, apprentice, comrade-in-arms, fraternal brother or sister, etcetera) by telepathy within one light second without regard to sight.
PsionicsShardminds are psionic. As shardminds progress in level, they attain higher psionic ability. Shardminds may use the following spell like abilities once per day.
Level 1: ESP
Level 2: ESP, Phantasmal Forces
Level 3: ESP, Phantasmal Forces
Level 4: ESP, Phantasmal Forces, Telekinesis
Level 5: ESP, Phantasmal Forces, Clairvoyance, Telekinesis
Level 6: ESP, Phantasmal Forces, Clairvoyance, Telekinesis
Level 7: ESP, Phantasmal Forces, Clairvoyance, Telekinesis, Feeblemind
Level 8: ESP, Phantasmal Forces, Clairvoyance, Telekinesis, Feeblemind, Suggestion
Level 9: ESP, Phantasmal Forces, Clairvoyance, Telekinesis, Feeblemind, Suggestion
Level 10: ESP, Phantasmal Forces, Clairvoyance, Telekinesis, Feeblemind, Suggestion, Confusion
Quote from: RPGPundit;624637That's just it, its not a criticism of the effort. The effort is awesome; the problem is with the source material. Some of it can be cool as old-school stuff, but I think some of it is just irredeemable.
RPGPundit
Well, like what? I think with a little stretching and squeezing it can be done.
1st Edition AD&D Conversion of Vigilante (Thief subclass)
"You'll just hire more goons? I don't think you understand how things work here. If I kill you, some other schmuck will take your place; Every time your profit off of the city's misery, I'll hit you right in the pocket book. Your hidden gold reserves, under the Harridan's Folly district? Yeah, all your minions, coins, and jewelry are taking an acid bath right now."
(http://i.imgur.com/Sg44eX1.jpg?1)
*From 3rd Edition Complete Adventurer
Requirements: Any non-evil, Dexterity 15+, Strength 8+, Constitution 6+, Intelligence and Wisdom 9+, Charisma 10+. A Vigilante with 15+ in Dexterity and Charisma receives a +10% bonus for all experience earned.
Hit Points: As Thief (d6).
Combat: As Thief
Saving Throws: As Cleric
Experience Points: As Ranger
Weapon Proficiency: 3 initial (-2 non-proficiency penalty), new proficiency every 4 levels (unrestricted in choices); leather armor.
Special Abilities:
Primary Functions: A Vigilante gains a Thief's primary functions (open locks, pick pockets, etc) as a thief equal to his levels in Vigilante.
Detect Evil: A Vigilante can Detect evil up to 60' distance, as often as desired, but only when concentrating on determining the presence of evil and seeking it in the right general direction.
Smite the Guilty: A Vigilante's strikes are deadly against those who he witnessed breaking the law in the city he watches over. For 72 hours, against said lawbreaker(s), a Vigilante gains a +2 on his to-hit rolls and deals additional hit point damage equal to his Vigilante level. Additionally, once per day per level in the Vigilante class, a Vigilante can use the Speak With Dead spell (with an effective Cleric level equal to his Vigilante level) on the corpse of someone who perished due to a crime.
Improved Stealth: A Vigilante does not need to be in a shadowy area to Hide In Shadows. His body must be otherwise obscured from sight (cover behind a large object, camouflage, etc) or otherwise well-concealed from casual observation.
Spellcasting: At 7th level, a Vigilante can cast spells as a Magic-User would, except he substitutes his Charisma instead of his Intelligence for the purposes of chances to know spells and minimum and maximum number of spells/level.
Vigilante Level: Spells Per Day
7th: 1/0/0/0
8th: 2/0/0/0
9th: 3/1/0/0
10th: 3/2/0/0
11th: 3/3/1/0
12th: 3/3/2/0
13th: 3/3/3/1
14th: 3/3/3/2
15th*: 3/3/3/3
*Maximum spell ability
Streetwise: At 9th level, a Vigilante attracts 2-24 followers and can build a hidden stronghold in the city he watches over. The followers can be of the Vigilante, Thief, or Fighter classes. They're willing to forge contacts among the criminal underworld and will pass information on to their leader, help the Vigilante strop crime, and maintain the stronghold and otherwise work to improve the standard of living in the city. Assassin's Guilds and Thieves' Guilds look upon Vigilante organizations with enmity, and will work to eradicate them from the city if discovered.
Notes: Although I tried remaining faithful to the Vigilante, I took some liberty with Streetwise. The original ability gives bonuses on skills (think non-weapon proficiencies), representing contacts. I decided to go for a 9th-level leadership type of ability for the class in line with the traditional classes.
I'm also concerned that without Backstab or the superior to-hit of martial classes, the Vigilante will not have good offensive potential. This was a problem in the original class as well, but I'd want the class to have some "oomph" when fighting enemies.
1st Edition AD&D Conversion of Suel Arcanamach (Fighter subclass) (http://www.wizards.com/default.asp?x=dnd/prc/20070829)
"I believe you're mistaken. Our empire never fell, for our secrets and traditions still thrive in the four corners of Oerth. Here, let me show you their thousand years of accumulated knowledge and magical might."
(http://i.imgur.com/XnPL00z.jpg?1)
*From 3rd Edition Complete Arcane
Requirements: Human with Suloise Ancestry, must speak Ancient Suloise, Strength 13+, Dexterity 6+, Constitution 10+, Intelligence 15+, Wisdom 6+, Charisma 6+. A Suel Arcanamach with 15+ in both Strength and Intelligence adds a 10% bonus on all earned experience points.
Hit Points: d8
Combat: As Fighter (A Suel Arcanamach gains additional attacks per melee round as per the Fighter/Paladin/Ranger table pg. 25)
Saving Throws: As Fighter
Experience Points: As Ranger
Weapon Proficiency: As Fighter.
Special Abilities:
Battle Casting: A Suel Arcanamach can cast spells, even while encumbered in armor. He can do so normally in padded, leather, and studded leather at 1st level; ring mail, scale mail, and chain mail at 6th level; and splint mail, banded mail, and plate mail at 10th level. The Arcanamach also needs only one hand free to cast a spell (can wield a one-handed weapon while he does so).
Dispelling Strike: At 8th level, once per day, a Suel Arcanamach can channel his magical power into his next strike and destroy ongoing spell effects. An object or creature successfully hit with the Arcanamach's attack is affected as though affected by the Dispel Magic spell.
Extended Spellstrength: At 9th level, any non-harmful spell with a duration other than Permanent the Suel Arcanamach casts upon himself has its duration doubled.
Spellcasting: A Suel Arcanamach can cast spells in the same manner as a magic-user, except the dedication to his martial training limits his maximum magical potential.
Level: Spells Per Day (1st/2nd/3rd/4th/5th level spells)
1st: 1/0/0/0/0
2nd: 1/0/0/0/0
3rd: 2/1/0/0/0
4th: 2/2/0/0/0
5th: 3/2/1/0/0
6th: 3/3/2/0/0
7th: 3/3/2/1/0
8th: 4/3/3/2/0
9th: 4/4/3/2/1
10th*: 4/4/3/3/2
* Maximum spell ability
Notes: For all you Greyhawk fans out there. I was surprised to see this in 3rd Edition at all, given the otherwise complete lack of support Greyhawk received during this era.
1st Edition AD&D Conversion of Blighter (Cleric Subclass)
"I seek not destruction of the natural world, only to reshape it into something greater. If you cannot understand this, then you're as blind as the Druids."
(http://i.imgur.com/X2HEyb7.jpg?1)
*From 3rd Edition Complete Divine
Requirements: Any non-good, Wisdom 12+, Charisma 15+
Hit Points: d8
Combat: As Cleric
Saving Throws: As Cleric
Experience Points: As Druid
Weapon Proficiency: As Druid, except can use metal armor and shields
Special Abilities:
Deforestation: A Blighter can fuel his spells by drawing upon the life energy of plant life around him. Once per day he can kill off all plants in a 20 foot radius per Blighter level in order to halve the casting time of spells which take longer than 1 melee turn to cast. All nonmagical plants within an affected area remain vibrant for several hours before turning brown and withering. The blighter cannot use this ability in terrain with sparse vegetation (tundra, desert, etc).
Druid Secrets: The original Blighters were former Druids who turned their backs on nature, and as such passed on their secrets to their proteges. Blighters can speak Druidic, and can identify animal and plant types and the purity of water at 3rd level. However, they cannot pass harmlessly through overgrown areas, as nature itself rejects their presence.
Undead Wild Shape: At 7th level, a Blighter can change form as per a Druid, except that the animal is treated as undead for the purposes of spells and special abilities.
Plague Spreader: At 10th level, once per day, a Blighter can afflict one creature or object he touches with an insidious, contagious disease. If placed on a creature, it must save versus poison or die in 6 hours. The creature (or object) can infect others it comes into physical contact with, and must save as usual. This ability is treated as a disease for the purposes of spells and immunities.
At 14th level, the Blighter can spread it over a larger area, and can choose to infect all objects and creatures within a 20 foot radius of himself with a use.
Spellcasting:
A Blighter's spells, much like a Cleric's and Druid's, are bestowed upon him by his patron deity and his servants, and require levels of devotion as per typical of a faithful spellcaster.
The Blighter has his own spell list.
Level/Spells per day (1st/2nd/3rd/4th/5th/6th/7th):
1st: 2/0/0/0/0/0/0
2nd: 2/1/0/0/0/0/0
3rd: 3/2/1/0/0/0/0
4th: 4/2/2/0/0/0/0
5th: 4/3/2/0/0/0/0
6th: 4/3/2/1/0/0/0
7th: 4/4/3/1/0/0/0
8th: 4/4/3/2/0/0/0
9th: 5/4/3/2/1/0/0
10th: 5/4/3/3/2/0/0
11th: 5/5/3/3/2/1/0
12th: 5/5/4/4/3/2/1
13th: 6/5/5/5/4/3/2
14th: 6/6/6/6/5/4/3
Spell List:
1st: Affect Normal Fires, Burning Hands, Dancing Lights, Detect Magic, Detect Snares & Pits, Invisibility to Animals, Message, Speak With Animals, Sleep, Spider Climb, Unseen Servant, Ventriloquism
2nd: Continual Light, Darkness 15' Radius, Feign Death, Fire Trap, Heat Metal, Locate Plants, Obscurement, Pyrotechnics, Resist Fire, Stinking Cloud, Trip, Warp Wood
3rd: Animate Dead, Call Lightning, Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Gust of Wind, Infravision, Invisibility 10' Radius, Hold Animal, Slow, Summon Insects
4th: Confusion, Fear, Extension, Fire Shield, Fumble, Hallucinatory Forest, Hold Plant, Ice Storm, Produce Fire, Repel Insects, Sticks to Snakes, Wall of Ice
5th: Anti-Plant Shell, Cloudkill, Commune, Flame Strike, Hold Monster, Insect Plague, Magic Jar, Pass Plant, Raise Dead, Stone Shape, Transmute Rock to Mud, Wall of Fire
6th: Anti-Animal Shell, Conjure Fire Elemental, Control Weather, Death Spell, Find the Path, Fire Seeds, Repulsion, Speak With Monsters, Spiritwrack, Stone Tell, Stone to Flesh, Turn Wood
7th: Cacodemon, Charm Plants, Delayed Blast Fireball, Earthquake, Finger of Death, Fire Storm, Power Word Stun, Unholy Word, Wind Walk
Notes: In spite of being an overall very weak class, the Blighter was a 3rd Edition favorite for the concept and flavor alone. As Anti-Paladins are to Paladins, so is the Blighter to the Druid. The Blighter seeks to disrupt the natural order, spreading decay, undeath, and scarring the land wherever he walks.
1st Edition AD&D Conversion of Ur-Priest (Cleric Subclass)
"Why should I prostrate myself to these so-called Gods? They demand enslavement of the body, mind, and soul, all for power they can take away at a whim!" No, true self-empowerment, where you succeed and fail by your own merits, is the only sane option in this world!
(http://i.imgur.com/zNZSlmW.jpg?1)
*From 3rd Edition Complete Divine
Ur-Priests are, for all intents and purposes, Clerics, with exceptions listed below.
Requirements: Any Evil, Wisdom 15+, must not worship any deity.
Preparing Spells: An Ur-Priest must spend a few hours of mediation each day to gain his spells, much like a Cleric or Druid. The difference is that the Ur-Priest does not pray for his spells, he just takes them.
Divine Magic Resistance: An Ur-Priest trains himself to resist the effects of the magic of the gods. At 4th level, he has Magic Resistance of 15% (as per a monster) against divine spells (Clerics, Druids, Paladins). It increases to 40% 8th level, 65% at 12th level, and 90% at 16th level (the maximum amount possible for the Ur-Priest). This comes at a cost, however. An Ur-Priest can never be the recipient of a helpful divine spell cast by a Cleric, Druid, Paladin, Anti-Paladin, or anybody whose spells come from a deity or his servants. The spell fails to affect him.
Siphon Spell Power: Once per day, an Ur-Priest of 11th level can sacrifice two spells of a certain level to cast a spell one level higher, without using up that higher level spell. For example, an 11th level Ur-Priest prepared Detect Evil and Detect Magic as 1st-level spells, and Resist Fire as a 2nd-level spell. An Ur-Priest can sacrifice his Detect Evil and Detect Magic spells to cast Resist Fire while retaining the ability to cast it again later that day.
Steal Spell-like Ability: Once per day, an Ur-Priest of 15th level can steal a creature's special attack, provided that special attack takes the form of a spell. The creature must be within 50 feet of the Ur-Priest to be affected, and the Ur-Priest can use the special ability as many times as the creature can, or three times per day, whichever is less. Stolen spells remain in the Ur-Priest's possession for 24 hours, after which they are lost. The creature does not lose the ability to use the special attack once the Ur-Priest steals it (it's less stealing the spell and more stealing the power to use it).
Notes: The Ur-Priest is a divine spellcaster who mastered secret techniques dedicated to stealing magical power from the Gods. Whether due to selfish gain or ideological reasons, Ur-Priests find it preferable to gain divine magic without the faith and servitude required of traditional Clerics.
The Ur-Priest is loathed by all deities and their minions, and as such he can never gain their assistance, reflecting their inability of receiving helpful spells.
Quote from: Libertad;624950Notes: For all you Greyhawk fans out there. I was surprised to see this in 3rd Edition at all, given the otherwise complete lack of support Greyhawk received during this era.
You'd be surprised. The RPGA was running Living Greyhawk the whole time, and lots of little reminders like that are sprinkled throughout it.
On the ur-priest, I believe "standard" magic resistance translates to 'monster gets a saving throw, no particular percentage resistance to magic?'
I'd suggest making it come in at 0% base at some level, perhaps higher than 1st. (IIRC 0% at 1st level would adjust up to 50% against a 1st-level cleric, since each level under 11th adds 5%).
In 3rd Edition a 4th-level Ur-Priest (9th level total) has Spell Resistance 15. An 11th-level spellcaster needs to roll a 4 or better to bypass it, meaning 85% chance of success.
At 8th level, it increases to 20, bumping the succcess rate down to 60%.
So Divine Magic Resistance would translate to 15% and 40%, respectively.
Since this is kind of a staple ability for the Ur-Priest, perhaps I'll give it to him at 4th level as 15%, then increase it by 25% every 4 levels thereafter.
Edit: Implemented this change.
In the original 3rd Edition, the Ur-Priest was stupidly powerful to the point that many DMs banned it from their games. The primary offender is the class feature Steal Spell-Like Ability, which allowed the Ur-Priest to steal uses of spells from monsters. There is no equivalent I know of to spell-like abilities in AD&D 1E, so I didn't convert it (and wouldn't if it was similarly abuseable).
Even then, the converted Ur-Priest gets some good stuff in comparison to a Cleric. The only restrictions are that he can't be affected by helpful divine spells from non-Ur-Priests (which may not be much of a loss if he's the party Cleric).
What restrictions would be good? More stringent ability score requirements? Inability to gain stronghold and followers (due to his disconnection from any deity or church)?
Quote from: Libertad;6249381st Edition AD&D Conversion of Vigilante (Thief subclass)I'm also concerned that without Backstab or the superior to-hit of martial classes, the Vigilante will not have good offensive potential. This was a problem in the original class as well, but I'd want the class to have some "oomph" when fighting enemies.[/B]
When I wrote up an Avenger class back in the day for AD&D 1, way way before even 3rd edition, I incorporated a restricted use of the Assassin's Assassination table. This could be a way to give the Vigilante some addition killing power, but it would still be within AD&D 1. It might fit some of the features of the Vigilante of 3rd. I'm not sure I would include it in a direct conversion of the 4th edition Avenger or not. I will have to take another look at that write-up.
Quote from: Libertad;624967The primary offender is the class feature Steal Spell-Like Ability, which allowed the Ur-Priest to steal uses of spells from monsters. There is no equivalent I know of to spell-like abilities in AD&D 1E, so I didn't convert it (and wouldn't if it was similarly abuseable).
Actually, it would be pretty clear that one means special attacks that are described in the form of a spell. For example, all devils have the following: Charm Person, Suggestion, Illusion, Infravision, Teleportation, Know Alignment, Cause Fear, Animate. These are spell like abilities, since one references the spell description for further information about each. So, the distinction is clear. The usage didn't spring out of no where after all. So, it doesn't seem out side AD&D 1 to use the phrase spell like ability to restrict the Ur's superpower.
Quote from: Kuroth;624975Actually, it would be pretty clear that one means special attacks that are described in the form of a spell. For example, all devils have the following: Charm Person, Suggestion, Illusion, Infravision, Teleportation, Know Alignment, Cause Fear, Animate. These are spell like abilities, since one references the spell description for further information about each. So, the distinction is clear. The usage didn't spring out of no where after all. So, it doesn't seem out side AD&D 1 to use the phrase spell like ability to restrict the Ur's superpower.
Okay, that's good. In 3rd Edition, spell-like abilities weren't as restricted as their "true" counterparts: they coul ignore experience, gold, and material component requirements. Since it sounds like they have the same restrictions in 1st Edition, I'll put it in, then!
Quote from: Libertad;624984Okay, that's good. In 3rd Edition, spell-like abilities weren't as restricted as their "true" counterparts: they coul ignore experience, gold, and material component requirements. Since it sounds like they have the same restrictions in 1st Edition, I'll put it in, then!
Ok, now there is a slight gray area in AD&D 1 concerning these spell like special attacks/defenses. Let's switch to a different example than devils, since they are crazy powerful in AD&D 1 when they are played by the book. Take the Lamia, it has the following which it can cast once per day:
charm person, mirror image, suggestion. They also cast
illusion as the wand rather than the standard spell. Now, an Ur could definitely steal those once a day abilities, but might not be able to steal the illusion, DM's discretion on that one. Does the Lamia have components to cast these? No. These are spell like abilities and not actual memorized spells, but the cast time, duration, range and other descriptive content are the same. However, I have seen the cast time for these inherent spells adjudicated as always 1 segment, rather than the listed cast time. The Lamia's illusion is definitely cast in one segment, since it is as the wand.
There isn't as many creatures with spell like abilities in AD&D 1 as one might imagine. Spell like abilities are always in italics in AD&D 1 monster write-ups, making it easy to spot them. So, the rust monster's rust attack isn't a spell like ability, of course. Confusing? A little bit, but that's AD&D 1 for ya.
The Brownie is another monster that is more common than the Lamia that has a fair number of spell like abilities. So, an Ur could steal
protection from evil, ventriloquism, dancing lights, continual light, mirror image, confusion or
dimension door to cast that round. The Ur would not be able to steal the brownie's ability to blend into the environment. The Nymphs
dimension door is another spell like ability that springs to mind.
Can anyone point out an exact rule in the core AD&D 1 books or even elsewhere concerning these type of spell defined monster abilities? No component for them is how I have always seen them played, being inherent abilities that are defined by a spell. I have also seen them sometimes played like wands with always one segment cast times.
Edit: After taking another look into this, I’m reminded it is one of those unclear areas from back in the day that helped prompt folks to drop components. I recall more of that now that I spoke to a friend about it. Looking over old Dragon magazines that covered devils' spell described attacks/defenses, Ed Greenwood in his AD&D 1 game didn’t require components of any sort or cast times, basically they were treated as instantaneous effects. That was specific to devils. Monster Manual II actually uses the phrase ‘spell like ability’ in descriptions, if anyone is wondering. This is one of those areas that must be covered by house rules. I can’t see a Lamia using components, but it might take her a bit to cast her abilities. Perhaps Brownies use components. Alternatively, one could rule that none of these need any cast time or components. A friend said he always considered this type of ability instantaneous effects. You could bind, gag and lock in a box a brownie, and they still would be able to do their spell like abilities under that ruling. So…as to the Ur, haha, it isn’t really complex, since one will be using one’s table rule for this, and the Ur’s steal ability will conform to that rule.
Quote from: LibraryLass;624667Well, like what? I think with a little stretching and squeezing it can be done.
I don't think I'll ever like warforged, for example. And the very name and concept doesn't feel old-school to me. If they were old-school, they'd be "robots" or "automata" or something like that. And of course they wouldn't be a standard race; they'd be a monster.
RPGPundit
1st Edition AD&D Conversion of Kensai (Fighter subclass)
"My honor is not my life. Rather, it is my strength, and thus gives me meaning in the face of conflict."
(http://i.imgur.com/A0qWYah.jpg?1)
*From 3rd Edition Complete Warrior
Requirements: Any Lawful, Strength 15+, Dexterity 6+, Constitution 10+, Charisma 12+. A Kensai with 15+ in both Strength and Charisma gains a +10% bonus on all experience earned.
Hit Points: As Fighter.
Combat: As Fighter with Signature Weapon, Cleric for all others.
Saving Throws: As Fighter.
Experience Points: As Paladin
Weapon Proficiency: As Fighter, can use all shields and all armor.
Special Abilities:
Exceptional Strength: A Kensai with an 18 Strength can roll percentiles for Exceptional Strength as though he were a Fighter.
Oath: All Kensai swear an Oath of Service in front of several witness. It must be upheld in order for the Kensai to retain his abilities and continue advancing in levels in the class. The Oath can be sworn to a powerful lord, an organization, a deity, or even an ideal or principle.
A Kensai who breaks his Oath finds that his Signature Weapon becomes but a normal weapon in his hands, and he cannot use the Power Surge, Ki Projection, or Instill abilities. If he's a Ki Warlord, he is stripped of title and rank and his men-at-arms leave his service.
If a Kensai fulfill an Oath of service, or the terms of the Oath no longer apply, then the Kensai must reflect and swear a new Oath. He has a "grace period" of one week per level in the Kensai class, and if he does not swear a new oath in this time frame, he is treated as though he broke an Oath for the purposes of class features and followers.
Ideally, Oaths should be difficult, yet not extreme and/or impossible to live up to. Kensai who swear Oaths which are incredibly broad or deliberately easy to fulfill will be treated with scorn and cannot qualify for Kensai abilities and advancement. Work with you Dungeon Master to create Oaths which fit into the campaign.
Signature Weapon: A Kensai chooses one specific type of weapon (hammer, scimitar, spear, etc). This is his signature weapon. He gains free proficiency in that type of weapon and begins play with one in his inventory at no cost. The signature weapon is treated as a magic weapon for the purposes of overcoming monster special defenses, and the Kensai gains a +2 bonus on to-hit rolls when wielding it. These abilities only work for the Kensai, and the signature weapon becomes a normal weapon in the hands on others.
A signature weapon is powered by the Kensai's own life force and spiritual energy, increasing in power as the Kensai gains levels. At 4th level, the Signature Weapon is treated as a +1 magic weapon, +2 at 7th level, and an additional +1 every 3 levels thereafter (to a maximum of +5 at level at 16th level). A Kensai of 7th level choose to forgo the additional +1 bonus on his signature weapon to instead gain a special ability (DMG pg. 124-125, 165,-169. The choices are:
Melee:
+2 vs. magic-using and enchanted creatures
+3 vs. lycanthropes and shape-changers
+3 vs. regenerating creatures
+4 vs. reptiles
+4 vs. undead
*Enemies which qualify for multiple categories only suffer from the highest bonus (they do not stack).
Ranged:
Throwing (as per throwing axe, for thrown weapons only)
Accuracy (as per crossbow of accuracy)
Distance (as per crossbow of distance)
The Kensai can stack multiple effects. For example, a 10th level Kensai can have a +1 Hammer which has the +4 vs. undead and +2 vs. magic-using and enchanted creatures.
A Kensai must pay for experience and gold pieces as though he were crafting the magic item himself. The Kensai pays 400 experience and 2,000 gold for the 1st +1 bonus, an additional 400 experience and 2,000 gold for to upgrade to +2 (or a special ability), 600 experience and 3,000 gold for +3 and again for the subsequent +4 upgrade, and 1,000 experience and 5,000 gold for the +5 bonus.
In addition to normal craftsmanship, the Kensai must spend 24 hours in peaceful and quiet mediation and prayer. The Kensai cannot imbue special abilities or upgrade the bonus if doing so will cause him to lose a level from spent experience points.
If a Signature Weapon breaks, only the Kensai can repair it. Reforging the weapon and re-imbuing his life force into it typically takes 24 hours, combining typical craftsmanship with meditation.
Should nothing remain of the weapon, the Kensai must begin anew with a non-magic weapon of the same type.
Power Surge: By spending 1 melee turn doing nothing but concentrating, a Kensai can focus his inner energy. For a number of melee turns equal to 1/2 his Kensai levels (minimum 1 melee turn), his Strength score is treated though it were 18 (1-50). If his Strength score is this or higher, he treats his Exceptional Strength as though it were one increment higher on the Strength Table II.I (from 18/1-50 to 18/51-75, 18/76-90, etc). A Kensai with a natural 18/00 Strength score further increases the numeric adjustments granted to him (+6 hit probability, +12 damage, +6,000 weight, Open Doors 1-6 [2], Bend Bars/Lift Gates 80%).
Ki Projection: A Kensai treats his Charisma as 4 points higher for the purposes of determining the attitude adjustments of NPCs.
Instill: Once per day, a Kensai of 8th level can transfer some of his own natural talent into an adjacent, willing ally by spending 1 melee turn doing nothing but maintaining physical contact with the ally. The Kensai can take a penalty on his to-hit rolls or a specific saving throw equal to his Kensai levels (maximum of -10), and transfer an equivalent bonus to the ally. For saving throws, the Kensai cannot transfer his ability if he'd only be able to resist on a 21 or better (effectively making it impossible to save against the effect). The Kensai regains his ability in 1 hour, where it transfers out of the ally and back to the Kensai. If the ally dies within this time frame, the Kensai must save versus spell or die as well. If the save is successful, he survives and regains his transferred ability.
Ki Warlord: At 10th level, a Kensai gains some notoriety as a Ki Warlord. Kensai of the same alignment revere him, and those of other alignments assign him a degree of respect. If the Kensai has an NPC master, he likely saddles the Kensai with more responsibility and authority within his domain.
A Ki Warlord who establishes a stronghold of at least 2,500 square feet attracts 5-50 men-at-arms (roll 5 ten-sided dice) with fanatic loyalty to the Kensai, provided that he never breaks his Oath.
Notes: The Kensai is sort of a generic Knight/Paladin/Samurai concept. He gains strength from pledging his life to another, and with that strength he is capable of great feats and earns respect from all around him. He also forges a bond with a signature weapon, which is a spiritual extension of his own power.
Um. This is awkward...
Kensai were actually first published for AD&D 1e in the Oriental Adventures campaign setting. But hey, your take is good too.
:o
Added some home-made quotes to my entries, below the titles and above the pictures.
Quote from: Kuroth;625002Ok, now there is a slight gray area in AD&D 1 concerning these spell like special attacks/defenses. Let's switch to a different example than devils, since they are crazy powerful in AD&D 1 when they are played by the book. Take the Lamia, it has the following which it can cast once per day: charm person, mirror image, suggestion. They also cast illusion as the wand rather than the standard spell. Now, an Ur could definitely steal those once a day abilities, but might not be able to steal the illusion, DM's discretion on that one. Does the Lamia have components to cast these? No. These are spell like abilities and not actual memorized spells, but the cast time, duration, range and other descriptive content are the same. However, I have seen the cast time for these inherent spells adjudicated as always 1 segment, rather than the listed cast time. The Lamia's illusion is definitely cast in one segment, since it is as the wand.
There isn't as many creatures with spell like abilities in AD&D 1 as one might imagine. Spell like abilities are always in italics in AD&D 1 monster write-ups, making it easy to spot them. So, the rust monster's rust attack isn't a spell like ability, of course. Confusing? A little bit, but that's AD&D 1 for ya.
I tried to find rules for this and couldn't find anything particularly relevant. Tangent though - one thing I did notice when I looked at some 0D&D stuff as well was that I found one ability that functioned as a spell, but which wasn't magical at all; the Hundred Handed One (Hecantoncheire) in the 0D&D deities book throws 50 boulders at a target and that's treated as equivalent to a
meteor swarm (which IMHO much beats the 3E Epic Level book's version of them where you're apparently supposed to roll 50 attack rolls, one per boulder). I am wondering now though if there are any other similar 'spell-like' abilities in AD&D (or 0D&D), where they're used the spell description as a shortcut to describe the effect, but without the monster having magic
per se at all.
Quote from: Bloody Stupid Johnson;625271I tried to find rules for this and couldn't find anything particularly relevant. Tangent though - one thing I did notice when I looked at some 0D&D stuff as well was that I found one ability that functioned as a spell, but which wasn't magical at all; the Hundred Handed One (Hecantoncheire) in the 0D&D deities book throws 50 boulders at a target and that's treated as equivalent to a meteor swarm (which IMHO much beats the 3E Epic Level book's version of them where you're apparently supposed to roll 50 attack rolls, one per boulder). I am wondering now though if there are any other similar 'spell-like' abilities in AD&D (or 0D&D), where they're used the spell description as a shortcut to describe the effect, but without the monster having magic per se at all.
Ya, I played AD&D 1 so much back in the day I don't know when I settled upon the way usually adjudicate them. I imagine there are other monsters with their effect described as portions of spells, as you mention. I do that sometimes, explaining that something works somewhat like the effect of a spell, though the actual ability is fairly different in appearance and some definitions. When I was talking about these spell like abilities it was one of those AD&D 1 moments where one goes, "Wait, now where did I pull that rule?" ha
Quote from: RPGPundit;625204I don't think I'll ever like warforged, for example. And the very name and concept doesn't feel old-school to me. If they were old-school, they'd be "robots" or "automata" or something like that. And of course they wouldn't be a standard race; they'd be a monster.
RPGPundit
This reminds me of a good friend's main campaign set in the Forgotten Realms in the 80s, which he had Gond create a race of 'psychoborgs'. They were pretty common in the larger cities. Pretty much constant trouble. The whole point of Elves, Hobbits and Dwarves in the Original D&D was the chance to play a 'monster'. It seems an excessively restrictive position from your usual one on these things Pundit, but I know you are set in your ways. There is no need to convince me that you have a clear point of view on what you like and don't. That's fine. I probably wouldn't put cyborgs in Forgotten Realms myself. I did include enchanted automata in Greyhawk, among the court of the Great Kingdom, though.
Quote from: RPGPundit;625204I don't think I'll ever like warforged, for example. And the very name and concept doesn't feel old-school to me. If they were old-school, they'd be "robots" or "automata" or something like that. And of course they wouldn't be a standard race; they'd be a monster.
RPGPundit
This reminds me of a good friend's main campaign set in the Forgotten Realms in the 80s, which he had Gond create a race of 'psychoborgs'. They were pretty common in the larger cities. Pretty much constant trouble. The whole point of Elves, Hobbits and Dwarves in the Original D&D was the chance to play a 'monster'. It seems an excessively restrictive position from your usual one on these things Pundit, but I know you are set in your ways. There is no need to convince me that you have a clear point of view on what you like and don't. That's fine. I probably wouldn't put cyborgs in Forgotten Realms myself. I did include enchanted automata in Greyhawk, among the court of the Great Kingdom, though.
Yeah, name aside I can see them being pretty old-school, especially in a setting with more gonzo, scifi elements in its history like Wilderlands.
Quote from: LibraryLass;625359Yeah, name aside I can see them being pretty old-school, especially in a setting with more gonzo, scifi elements in its history like Wilderlands.
Yeah, well that's the thing: in a lot of cases its not a question of mechanics, but of presentation.
RPGPundit
Maybe slightly off topic, but I've found what's basically a feat system for 1E in Dragon #165. Someone took the special manuevers system in Oriental Adventures and made it generic i.e. non-oriental; it lets fighters (and if the DM permits, other fighter subclasses) burn weapon proficiencies to buy special abilities, which live in a 'tree' structure much like 3E's feats (for each type you had to learn each in order). Each also requires 1-4 weeks of training (cost as per level training, or more for higher up manuevers; all ability score boosting manuevers are noted as taking double training time).
The categories & abilities for each were:
Balance: Fall, Instant Stand, Prone Fighting, Dexterity
Grappling: Dodge, Evasion, Slam, Clinch
Movement: Feint, Parting Blow, Drive, Speed, Missile Deflection
Mental Training: All-around Sight, Mental Resistance, Blind Fighting, Intelligence
Defense: Parry, Weapon's Length, Shield, Riposte, Weapon Catch
Physical Training: Ironskin, Resist Unconsciousness, Perception, Health & Fitness, Strength
Strike: Pummel, Crushing Blow, Vital Area, Stun/Incapacitate
Weapon Skill: Entangle/Fast Draw, Stun, Weapon Breaker, Hit Location, Secondary Weapon
Space probably doesn't permit listing what all of these do of course, but I thought it was interesting.
Quote from: Bloody Stupid Johnson;625765Maybe slightly off topic, but I've found what's basically a feat system for 1E in Dragon #165. Someone took the special manuevers system in Oriental Adventures and made it generic i.e. non-oriental; it lets fighters (and if the DM permits, other fighter subclasses) burn weapon proficiencies to buy special abilities, which live in a 'tree' structure much like 3E's feats (for each type you had to learn each in order). Each also requires 1-4 weeks of training (cost as per level training, or more for higher up manuevers; all ability score boosting manuevers are noted as taking double training time).
The categories & abilities for each were:
Balance: Fall, Instant Stand, Prone Fighting, Dexterity
Grappling: Dodge, Evasion, Slam, Clinch
Movement: Feint, Parting Blow, Drive, Speed, Missile Deflection
Mental Training: All-around Sight, Mental Resistance, Blind Fighting, Intelligence
Defense: Parry, Weapon's Length, Shield, Riposte, Weapon Catch
Physical Training: Ironskin, Resist Unconsciousness, Perception, Health & Fitness, Strength
Strike: Pummel, Crushing Blow, Vital Area, Stun/Incapacitate
Weapon Skill: Entangle/Fast Draw, Stun, Weapon Breaker, Hit Location, Secondary Weapon
Space probably doesn't permit listing what all of these do of course, but I thought it was interesting.
Maneuvering for Victory by Cory S. Krammer. Thanks for pointing it out. It is designed to be used with AD&D 1 too, rather than AD&D 2, though he does provide some ideas for AD&D 2. It is an interesting way to add some abilities that fighters may use to bring them on par with magic using characters in some campaigns. Cory incorporates the training rules into his concept, which is a good touch. I noticed that he provides advice on which monsters might know some of these, which brought to mind interesting masters that the character might need to seek out for certain maneuvers. That the supplementary rules are restricted to fighter classes is a good way to go for these particular maneuvers.
There is an Osric supplement about by Malcolm Sheppard, First Edition Feats. He provided a trade of weapon proficiency slots for feats, which Cory also required, with class and ability score perquisites for the feats. So, Malcolm opened the scheme up to all classes. Both approaches have their benefits, but I like the depth Cory puts into his article. I think the training rules would bring some over that would never normally consider such a thing in AD&D 1.
First Edition Feats by Malcolm Sheppard (http://www.rpgnow.com/product/20871/First-Edition-Feats?it=1)
Maneuvering for Victory sure is a late AD&D 1 article in Dragon, 1991. It even has the subtitle 'Special maneuvers for AD&D 1st Edition game fighters', and the content is certainly geared toward AD&D 1. I wonder if it was sitting on the shelf for 3 years waiting to be published.
Quote from: Bloody Stupid Johnson;625765Maybe slightly off topic, but I've found what's basically a feat system for 1E in Dragon #165. Someone took the special manuevers system in Oriental Adventures and made it generic i.e. non-oriental; it lets fighters (and if the DM permits, other fighter subclasses) burn weapon proficiencies to buy special abilities, which live in a 'tree' structure much like 3E's feats (for each type you had to learn each in order). Each also requires 1-4 weeks of training (cost as per level training, or more for higher up manuevers; all ability score boosting manuevers are noted as taking double training time).
How interesting. Feats are the thing I hate most about modern D&D, but that's still an interesting find.
Fine effort all!
All we need now is for someone to incorporate some of these things in their old-school game and report on how it went!
Quote from: Kuroth;625809Maneuvering for Victory sure is a late AD&D 1 article in Dragon, 1991. It even has the subtitle 'Special maneuvers for AD&D 1st Edition game fighters', and the content is certainly geared toward AD&D 1. I wonder if it was sitting on the shelf for 3 years waiting to be published.
NP. Ah...I hadn't realized that it was a 1991 issue [2E era] when I read it, actually, since most of the content in that Dragon isn't specifically D&D. Hard to say. I think with Dragon they did sometimes hold onto articles for awhile so they could have a theme for the article - 165s being 'the sea' this one looks a bit off-topic but perhaps they needed the filler.
Quote from: LibraryLass;625890How interesting. Feats are the thing I hate most about modern D&D, but that's still an interesting find.
They definitely have a downside. Though perhaps the stuff here could perhaps be useful in the other conversion work here too? i.e. stuff like bonus Iron Will feat from a class ---> Mental Resistance manuever [+2 bonus on mental attacks including charms, illusions and
hold spells]. (shrug).
Worry not, I would be hesitant to include feats in AD&D 1 too. ha I could almost hear the shutters from here of folks reading those ideas. ha Really though, I might include them as leverage for players that simply would not play AD&D without some of the elements specific to 3/4 D&D.
One thing that Mallcolm mentions in his approach was that with the modest feats he wrote the DM should reduce the encounter chance of magic items even further. It is a way to see the D&D scale from the most magic items (Orginal D&D) to the least (D&D 4).
Quote from: Kuroth;626174Worry not, I would be hesitant to include feats in AD&D 1 too. ha I could almost hear the shutters from here of folks reading those ideas. ha Really though, I might include them as leverage for players that simply would not play AD&D without some of the elements specific to 3/4 D&D.
One thing that Mallcolm mentions in his approach was that with the modest feats he wrote the DM should reduce the encounter chance of magic items even further. It is a way to see the D&D scale from the most magic items (Orginal D&D) to the least (D&D 4).
I don't know that I'd call an edition where the math assumes the PCs will have access to magic items for their attacks, AC, and NAD at all times the system with the least magic items.
As to most... that's definitely 3e, the edition of magic item shops.
Quote from: LibraryLass;626178I don't know that I'd call an edition where the math assumes the PCs will have access to magic items for their attacks, AC, and NAD at all times the system with the least magic items.
As to most... that's definitely 3e, the edition of magic item shops.
Meh, Monty Hall campaigns have been around since forever, with magic stores in the Overlord’s city, etc. What Mallcolm, though I understand he isn't the most popular guy about here, is alluding to is that magic items become less and less a feature of leveling from non-proficiencies to powers. It has been to the point in my 4th edition campaign that players don’t really notice when they never get
any magic items. I only include one or two unique artifacts that don't have any combat use in a whole 4th edition campaign now.
Edit:Talking about how magic items scale in player perceived significance through the various D&D editions and variants makes me consider items that are quintessential edition items that could be converted.
1st Edition AD&D Conversion of Harrow Elf
"I don't wear this mask because I'm ashamed of myself. I wear it because bigoted fools like you keep giving me shit over my heritage."
No Picture Available
*From Ptolus: City by the Spire
Classes: A Harrow Elf can be a Fighter (7th), Magic-User (9th), Illusionist (8th) Assassin (8th), Monk (Unlimited), or Thief (Unlimited).
Ability Score Bonuses and Minimums: A Harrow Elf has +1 Dexterity, -1 Constitution, and -1 Charisma. They must have a minimum of 10 Dexterity, 8 Intelligence, 8 Wisdom, and 3 in all other ability scores.
Languages: Harrow Elves speak Common and Elven, and are capable of learning Dwarven, Elder Elven, Gnome, and Halfling.
Traits:
Infravision up to 30'.
Bad Reputation: Harrow Elves treat their Charisma score as 2 points lower when determining initial attitude adjustments of others, and 4 points lower when dealing with other elves (including drow).
Innate Magic: Harrow Elves can cast Audible Glamour, Detect Magic, and Push once per day each with an effective Magic-User level equal to his total levels in classes. He can cast these spells even while wearing armor.
Additionally, Harrow Elves can also cast another Magic-User spell, either 1st-level spell or 2nd-level, determined by the Dungeon Master.
Racial Modifications for a Harrow Elf Thief: +5% to Pick Pockets, +5 to Hide in Shadows, +10% to Move Silently.
Age: Harrow Elves age at the same rate as Elves.
1st Edition AD&D Conversion of Litorian
"It says much about the arrogance of your civilization, to associate technologically advanced societies with 'civilized people.'"
(http://i.imgur.com/Wn3gKGb.png?1)
*From Ptolus: City by the Spire
Classes: Litorians can be Fighters (9th), Rangers (Unlimited), Druids (7th), or Thieves (Unlimited).
Ability Score Bonuses and Minimums: Litorians gain a +1 to Strength, Dexterity, or Constitution (roll 1d3, randomly determined). Litorians must have a minimum of 9 in Strength, Dexterity, and Constitution.
Languages: A Litorian speaks Common and his own language, Litorian. He can learn Gnoll, Goblin, and Orc.
Traits:
Infravision up to 30 feet.
Scent: A Litorian can pinpoint the location of creatures up to 30 feet away by sense of smell. The Litorian can pinpoin the square/hex grid they are in on a battlemat, but they still suffer penalties to hit if the enemy is invisible or behind cover. A Litorian who has been around certain individual for a long enough time (period of days for continuous exposure, weeks for casual acquaintances) can identify their unique scent and recognize them by smell alone.
Naturally incorporeal creatures do not have a scent.
Racial Modifications for a Litorian Thief: +5% to Hear Noise, +5% to Find/Remove Traps, unmodified to everything else.
Age: Litorians mature much faster than humans (age 12 at young adulthood), but otherwise age at the same rate as humans.
Not technically a New School race, but Lizardfolk are a PC option in Ptolus (they call themselves the Asserai), so...
1st Edition AD&D Conversion of Lizardfolk
"We don't need your pity or your charity. We've survived and thrived in far worse conditions than you'll ever know."
(http://i.imgur.com/wY91KXu.png?1)
Classes: Lizardfolk can be Fighters (9th), Rangers (8th), Druids (Unlimited), Thieves (Unlimited), and Assassins (7th).
Ability Score Bonuses and Minimums: Lizardfolk gain +1 to Strength, but -1 to Intelligence. Their Strength and Constitution scores must be at least 12 and 10, while their other ability scores must be at least 3.
Languages: Lizardfolk speak Common and their own language (Lizardfolk). They can learn the languages of Dragons, Goblins, Gnolls, and Orcs.
Traits:
Natural Armor: Lizardfolk have thick hides, and are treated as wearing scale mail for the purposes of determining armor class, but not for the purposes of determining spell-casting and encumbrance. If a Lizardfolk chooses to wear manufactured armor, he uses whichever value is higher for armor class bonuses instead of stacking protection.
Natural Weapons: A Lizardfolk has two claws and a bite attack. They deal 1d4 points of damage to Medium and Large creatures alike. If you're using Weapon Speed rules, treat them as daggers.
Hold Breath: A Lizardfolk is adept at underwater exploration, and can hold his breath four times as long as a human can before drowning.
Racial Modifications for a Lizardfolk Thief: +10% Climb Walls, +5% Hide in Shadows, unmodified for everything else.
Age: TBD.
1st Edition AD&D Version of Archivist (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3)
(http://i.imgur.com/PivVQvU.jpg?1)
"You can either sell me the cursed stele, or you can wait for its original owner to come for it. The choice is yours."
-- Anselmo Durod, proctor abbot of the Hallowed Doctrine
*From 3rd Edition Heroes of Horror
Requirements: Intelligence 14+, Wisdom 10+. An Archivist with 15+ in both scores gains a +10% bonus on all experience earned.
Hit Points: As Magic-User.
Combat: As Magic-User.
Saving Throws: As Cleric.
Experience Points: As Magic-User.
Weapon Proficiency: As Cleric, except can only wear Leather Armor and cannot use shields.
Special Abilities:
Spellcasting: Archivists copy and learn spells as a Magic-User, except he draws from the list of Cleric spells. Archivists refer to their spellbooks as prayerbooks.
Dark Knowledge: Archivists have an expansive knowledge of monsters and other fell creatures, knowledge which can help his allies thwart, fight, and outsmart said creatures.
Three times per day, as part of a melee turn (or a segment out of combat, 6 seconds either way), an Archivist can roll a percentile roll pertaining to one monster within 60 feet of him. The base success rate is 50%, plus 5% for every two Archivist levels beyond 1st level (to a maximum of 95% at 19th level). If successful, the Archivist grants beneficial effects to his allies pertaining to that monster (or race of monsters) for 1 minute. The Archivist can use Dark Knowledge multiple times to stack abilities.
Dark Knowledge Benefits:
Tactics: A successful check grants a +1 bonus on to-hit rolls against the affected creature. The bonus increases to +2 at 5th level, +3 at 10th level.
Puissance: Starting at 5th level, an Archivist can grant a +1 bonus on all saving throws against the affected creature's attacks. This bonus increases to +2 at 10th level, +3 at 15th level.
Foe: Starting at 8th level, an Archivist can grant an additional 1d6 points of damage on successful weapon attacks. This increases to 2d6 at 13th level, 3d6 at 18th level.
Dread Secret: Starting at 11th level, an Archivist can utter the dread secret of a single creature and leave him in shock for 1 melee turn. The creature suffers a -1 penalty on to-hit rolls and saving throws. At 16th level, the Archivist can instead choose to make the monster be unable to take any offensive actions for one melee turn instead.
Foreknowledge: Starting at 14th level, the Archivist can grant his allies a +1 bonus to Armor Class against the target creature. This bonus increases to +2 at 19th level, +3 at 24th level.
Well damn. I was gonna do Archivist. But I don't think I could beat that.
Ya, got to say again you do good work on these Libertad.
I notice that my thread is not on the front page. This situation must be rectified!
1st Edition AD&D Conversion of Boneclaw
"Many people assume that I'm an unintelligent undead brute who lives only to consume. They never live long enough to regret their error of judgment.
(http://www.wizards.com/dnd/images/ex_boneclaw.jpg)
*From 3rd Edition Monster Manual III
Frequency: Rare
No. Appearing: 1-12
Armor Class: 7
Move: 16"
Hit Dice: 5+4
% In Lair: 50%
Treasure Type: C
No. of Attacks: 2 (claws)
Damage/Attack: 2-12/2-12
Special Attacks: Reaching Claws
Special Defenses: Cold Immunity
Magic Resistance: Standard
Intelligence: High
Alignment: Chaotic Evil
Size: L (10' tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Named for their extendable claw-fingers, Boneclaws are foul undead of unknown origin. Some say they were created by the Night Hags, the secrets of their creation bestowed upon mortal necromancers for future favors. Others say that they belonged to a tribe of giants who animated their fallen brethren during times of war. Regardless of the methods of their creation, Boneclaws are a popular, if hard to find, intelligent undead minion for many liches.
Boneclaws speak Common and Chaotic Evil.
Reacing Claws: A Boneclaw can make attacks with its claw on creatures up to 4" away.
Cold Immunity: Ice and cold-based attacks never deal any damage to a Boneclaw.
And now for some conversions from D&D-related media:
1st Edition AD&D Conversion of Ariel Val'Sarghress
(http://i.imgur.com/RJCGiYW.jpg)
*From Drowtales Webcomic
Neutral Female Drow Magic-User 9 (Sorceress title)
Abilities: Strength 8 Intelligence 16 Wisdom 10 Dexterity 10 Constitution 12 Charisma 12
Hit Points: 18
Armor Class: 10
Spells Per Day: 4/3/3/2/1
Prepared Spells:
1st- Burning hands, Detect Magic, Magic Missile, Spider Climb
2nd- Pyrotechnics, Strength, Web
3rd- Fireball, Gust Of Wind, Phantasmal Force
4th- Minor Globe of Invulnerability, Polymorph Self
5th- Telekinesis
Equipment: Sorcerer's Robes, week's worth of trail rations, spellbook (contains spells listed above, plus 1st- Enlarge, Friends, Message, Push, Read Magic, 2nd-Levitate, 3rd- Fly, 4th- Extension 1)
Unique Abilities:
Alteration Specialty: When casting spells with the (Alteration) description, Ariel reduces the casting time by half. Additionally, she can sacrifice 5 of her own hit points to cast Polymorph Self an additional time per day.
Blood Aversion: Magic employing the use of blood, bones, and/or have the (necromantic) descriptor is incredibly hazardous to Ariel. Not only can she never use spells or magic items utilizing these descriptors, she saves against such spells at a -3 penalty.
Notes:My first NPC statblock. I'm honestly surprised at how quickly I managed to knock this thing out. If I'm missing anything of importance, please tell me. Also, needs relevant quote.
1st Edition AD&D Conversion of Roy Greenhilt
"We're trained professionals. Well, we're semi-trained quasi-professionals, at any rate."
(http://i.imgur.com/GPlSh8a.gif?1)
*From Order of the Stick Webcomic
Lawful Good Male Human Fighter 13 (Lord Title)
Abilities: Strength 18/65, Intelligence 16, Wisdom 12, Dexterity 13, Constitution 15, Charisma 15
Hit Points: 70
Armor Class: 1 (-9 +3 Banded Mail)
Attacks: Family Greatsword (1-10+5 vs. M creatures, 3-18+5 vs. L creatures, +4 vs. undead)
Equipment: +3 Banded Mail, Family Greatsword (Two-handed Sword, +3 enhancement, glows with green energy [+4 vs. undead]), Banded Mail, Bag of Tricks, Girdle of Masculinity/Femininity, 4 Potions of Heroism
1st Edition AD&D Conversion of Haley Starshine
"Anyway, I've got good news and bad news. The bad news is, I won initiative, so you guys get a sneak attack each. The good news is, I don't have to bother thinking up a second half to that joke, 'cause you're all dead now."
(http://i.imgur.com/gL7hmG4.jpg?1)
*From Order of the Stick Webcomic
Chaotic Good Female Human Thief 12 (Master Thief)
Abilities: Strength 10 Intelligence 14 Wisdom 10 Dexterity 18 Constitution 10 Charisma 15
Hit Points: 37
Armor Class: 0 (-6 +2 Studded Leather armor, -4 Dexterity)
Attacks: +2 Composite Short Bow (Fire Rate 2, 5/10/18 s/m/l range, 1d6+2 damage)
Equipment: 3 Potions of Heroism, +2 Composite Short Bow, +2 Studded Leather Armor, Dagger, Thieves' Picks and Tools, 50' Rope
Thief Primary Functions: Pick Pocket 110%, Open Locks 92%, Locate/Remove Traps 80%, Move Silently 104%, Hide in Shadows 87%, Hear Noise 35%, Climb Walls 99.2%, Read Languages 60% [Quadruple Backstab Damage)
1st Edition Conversion of Belkar Bitterleaf
(http://i.imgur.com/tgJxqps.jpg)
Chaotic Evil* Male Halfling Ranger 8/Barbarian 5 (Unearthed Arcana) (Pathfinder title)
Abilities**: Strength 17 Intelligence 13 Wisdom 5 Dexterity 16 Constitution 15 Charisma 8
Hit Points: 76
Armor Class: 5(-2 Dexterity, -3 +2 Leather Armor)
Attacks: 2 +1 Daggers (two-weapon fighting, 1-4+1 vs. M creatures, 1-3+1 vs. L creatures)
Equipment: +2 Leather Armor, 2 +1 Daggers, Ball of string, Ring of Jumping (can jump 4 times normal distance)
Spells Per Day (Druid): 1
Spells Prepared: Animal Friendship
Special Abilities: +8 bonus on saving throws versus poison; +7 wands, staves, rods; +4 vs. spells.
+8 damage vs. "giants"
*: Belkar ignores the alignment restriction on Rangers
**: Belkar ignores the ability score requirements for Rangers.
Notes: No quote is necessary, given the picture. Since t's a staple trope that Belkar is a Chaotic Evil Ranger who suffers from low Wisdom, certain liberties had to be taken when converting him.
1st Edition AD&D Conversion of Elan
(http://i.imgur.com/7UGmfFU.png?1)
"Hi, Haley. Look, I found all these free swords. They were in my spleen."
Chaotic Good Male Human Fighter 5/Thief 3/Bard* 5 (Joungleur)
Abilities: Strength 15 Intelligence 8 Wisdom 15 Dexterity 16 Constitution 12 Charisma 15
Hit Points: 46
Armor Class: 3 (-6 Elven Chainmail, -1 Dexterity)
Attacks: +2 Rapier (1-6+2 vs. M creatures, 1-8+2 vs. L creatures)
Spells Per Day (Druid): 3/2
Spells Prepared:
1st- Detect Magic, Faerie Fire, Pass Without Trace
2nd- Charm Person, Cure Light Wounds
Equipment: Elven Chainmail (As +2 Chainmail +1, except treated as Leather for Thief Primary Functions), +2 Rapier (treat as short sword), Lute
Thief Primary Functions: Pick Pocket 40%, Open Locks 38%, Find/Remove Traps 30%, Move Silently 27%, Hide in Shadows 20%, Hear Noise 15%, Climb Walls 87%, Read Languages -%
Special Abilities:
Bardic Music- 30% Charm Percentage
13% Legend Lore and Item Knowledge Percentage
* Elan ignores the prerequisites on Intelligence for Bard qualification
Dashing Swordsman Training- If Elan delivers a witty one-liner pertaining to a combat action, he gains a +2 bonus on the related roll.
Notes: Once again, Elan's stupidity is a major aspect of his personality, and I eliminated traditional restrictions on Bard Intelligence for him.
1st Edition AD&D Conversion of Durkon Thundershield
(http://i.imgur.com/mr6SHe6.gif?1)
Lawful Good Male Dwarf Cleric 16 (High Priest)
Abilities: Strength 13 Intelligence 11 Wisdom 18 Dexterity 8 Constitution 14 Charisma 8
Hit Points: 61
Armor Class: 1 (-9 +2 Plate Mail)
Attacks: +2 Hammer (2-5+2 vs. M creatures, 1-4+2 vs. L creatures)
Spells Per Day: 7/7/7/7/5/3/1 (one bonus 4th level spell included)
Spells Prepared:
1st- Bless, Detect Evil, Cure Light Wounds x2, Detect Magic, Purify Food & Drink, Remove Fear
2nd- Augury, Hold Person, Know Alignment, Slow Poison, Resist Fire, Spiritual Hammer x2
3rd- Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding, Locate Object, Prayer, Speak With Dead
4th- Cure Serious Wounds x3, Divination, Exorcise, Neutralize Poison, Protection from Evil 10' Radius
5th- Cure Critical Wounds x3, Raise Dead, True Seeing
6th- Find the Path, Heal, Word of Recall
7th- Resurrection
Equipment: +2 Plate Mail, +2 Hammer, Holy Symbol of Thor, 12 Potions of Cure Light Wounds, 3 Potions of Heroism, 8 vials of holy water.
Notes: Normally I'd make Durkon 13th level, but in 1st Edition Clerics had to be at least 16th level in order to cast Resurrection. So I bumped him up a bit.
Quote from: Libertad;627341I notice that my thread is not on the front page. This situation must be rectified!
1st Edition AD&D Conversion of Boneclaw
"Many people assume that I'm an unintelligent undead brute who lives only to consume. They never live long enough to regret their error of judgment.
(http://www.wizards.com/dnd/images/ex_boneclaw.jpg)
*From 3rd Edition Monster Manual III
Frequency: Rare
No. Appearing: 1-12
Armor Class: 7
Move: 16"
Hit Dice: 5+4
% In Lair: 50%
Treasure Type: C
No. of Attacks: 2 (claws)
Damage/Attack: 2-12/2-12
Special Attacks: Reaching Claws
Special Defenses: Cold Immunity
Magic Resistance: Standard
Intelligence: High
Alignment: Chaotic Evil
Size: L (10' tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Named for their extendable claw-fingers, Boneclaws are foul undead of unknown origin. Some say they were created by the Night Hags, the secrets of their creation bestowed upon mortal necromancers for future favors. Others say that they belonged to a tribe of giants who animated their fallen brethren during times of war. Regardless of the methods of their creation, Boneclaws are a popular, if hard to find, intelligent undead minion for many liches.
Boneclaws speak Common and Chaotic Evil.
Reacing Claws: A Boneclaw can make attacks with its claw on creatures up to 4" away.
Cold Immunity: Ice and cold-based attacks never deal any damage to a Boneclaw.
Nice. I'm a big fan of these fellas.
1st Edition AD&D Conversion of Gunslinger Class (http://www.d20pfsrd.com/classes/base-classes/gunslinger)
I do not aim with my hand;
He who aims with his hand has forgotten the face of his father.
I aim with my eye.
I do not shoot with my hand;
He who shoots with his hand has forgotten the face of his father.
I shoot with my mind.
I do not kill with my gun;
He who kills with his gun has forgotten the face of his father.
I kill with my heart.
(http://i.imgur.com/CiGZB9T.jpg?1)
*From Pathfinder Advanced Player's Guide (Quote and picture from Stephen King's Dark Tower series)
Ability Score Minimums: Dexterity 16, Wisdom 12.
Hit Points: d10 (up to 9th level, then gains 3 hit points every level after that)
Combat: As Fighter for missile and thrown weapons, Cleric for melee
Experience Points: As Monk
Saving Throws: As Fighter
Proficiencies: 3 initial (-2 non-proficiency penalty), new proficiency every 4 levels (unrestricted in choices); leather armor. Has a single type of firearm as free proficiency (not included in initial 3).
Special Abilities:
Gunsmith: At 1st level, a gunslinger begins play with a firearm of his choice: blunderbluss, musket, or pistol, along with 20 rounds of ammunition and black powder to fire it. The starting weapon is battered, and only that PC knows how to use it properly. Others treat the gun as though it were broken and unusable. This firearm is of special significance to the gunslinger, who can upgrade the gun in the same manner as a Kensai upgrades his weapon. (http://www.therpgsite.com/showpost.php?p=625209&postcount=85)
True Grit: At 1st level, a Gunslinger is skilled at performing daring deeds and display nigh-supernatural feats of quick reflexes. A Gunslinger can gain and store "Grit Points" by performing certain actions during combat. He has a maximum number of Grit Points equal to 1/2 his Gunslinger level (rounded up). He gains a Grit Point by successful killing an opponent in combat who is not helpless or otherwise poses no threat whatsoever to the party.
Keen Senses: At 3rd level, a Gunslinger is only surprised 33% of the time (surprised on a roll of 5-6 made by opponents).
Deeds: Deeds are special actions a Gunslinger can perform by spending a Grit Point. He can only perform one Deed per melee turn.
Gunslinger's Dodge: A Gunslinger can move 1" (one square or hex on a battlemat), even if it's not the Gunslinger's turn.
Hawkeye: A Gunslinger doubles the Short/Medium/Long range on all missile weapons for 1 combat round (1 minute).
Disarming Shot: A Gunslinger who successfully hits an opponent can choose to automatically disarm him of a held object (such as a weapon or spell component).
Nimble: At 5th level, a Gunslinger treats his Dexterity score as 4 points higher for the purposes of determining adjustments to his Armor Class.
Greater Deeds: At 7th level, a Gunslinger's options of Deeds increases.
Dead Shot: A Gunslinger unloads all his shots into a single creature. His rate of fire increases by 2, and if a single successful attack roll is made, all shots are considered to have hit (For example a gunslinger rolls 3 times and misses on the first 2 rolls, but hits on the 3rd. The first 2 rolls are treated as successful hits despite failing on the die roll).
Startling Shot: A creature successfully hit must save versus paralysis or be unable to take any actions for his next turn.
Legendary Deeds: At 15th level, a Gunslinger's exploits are the kinds of things which inspire generations of bards' tales.
Slinger's Luck: A Gunslinger can re-roll a failed to-hit roll or saving throw. He must abide by the results of the second roll, even if it's worse than the first roll. Not all luck is good luck.
Cheat Death: If a Gunslinger would be reduced to 0 or fewer hit points, he is instead reduced to 1 hit point.
Death's Shot: A creature successfully hit by gunslinger's bullet must save vs. paralysis or die.
Note: Here it is, the Pathfinder Gunslinger. A lot of the "Grit" abilities were more suited to utility things which would better suit DM Fiat in 1st Edition (such as the Utility Shot). I decided to transfer over some of the cooler Deeds. I'll post firearm stats later.
If he has like 20 magic/special powers, shouldn't he use a higher XP table than the Fighter, who basically has none?
I'll do that.
Would a Magic-User Experience Progression be reasonable?
Quote from: Libertad;628677I'll do that.
Would a Magic-User Experience Progression be reasonable?
Paladins have the slowest level progression. Monks are second slowest. I used the Monk's progression for the Warlord write-up.
Here is an averaged to around 15th level progression list from fastest to slowest. The bard is often thought of as slower, but it is in fact faster over all. Roger E. Moore wrote a really well done critical article comparing the core classes, including the Dragon magazine version of the barbarian class, in Dragon #69. I worked from his numbers and easy layout to supplement my own perspective of the class comparison. If one caps level progression for comparison at a lower level the list would adjust some classes up or down the list, since the values are fairly variable for some classes.
Bard
Thief
Druid
Illusionist
Assassin
Cleric
Fighter
Magic-user
Ranger
Monk
Paladin
Thanks for the list! I chose Monk.
1st Edition AD&D Conversion of Shadowdancer (Thief subclass) (http://www.d20srd.org/srd/prestigeClasses/shadowdancer.htm)
"The only thing preventing you from accepting the darkness are your lying eyes."
(http://i.imgur.com/ZJVd9w0.jpg?1)
*From 3rd Edition Dungeon Master's Guide
Ability Score Minimums: Dexterity 14, Intelligence 13.
Hit Points: d6 (up to 9th level, after which 2 hit points are gained for every additional level)
Combat: As Thief
Experience Points: As Assassin
Saving Throws: As Thief
Proficiencies: As Thief
Special Abilities
A Shadowdancer gains the Primary functions as a Thief equivalent to his level, except that he applies a -10% to Find/Remove Traps (to a minimum of 0%), and adds +10% to Hide in Shadows. He can Backstab as a Thief 2 levels lower (but can still deal double damage at 1st and 2nd level).
Infravision: A Shadowdancer gains Infravision up to 30' if his race does not have the ability. If it does, his Infravision increases by an additional 30'.
Shadow Illusion: Oce per day, a Shadowdancer can cast one of these Illusionist spells: Phantasmal Force or Darkness 15' Radius. He treats his Shadowdancer level as his Illusionist level for spell effects, and he can cast these spells normally in armor. He gains an additional use per day at 3rd level, 6th level, and every 3 levels thereafter.
Shadow Jump: A Shadowdancer can disappear into a shadow other than his own, and reappear at another. The shadows can be a maximum of 20 feet in distance from each other. A 1st level Shadowdancer can only move up to a maximum of 20 feet per day, but this distance doubles for two levels higher than 2nd (40 feet at 4th, 80 feet at 6th, 160 feet, etc). A Shadowdancer can carry any non-living equipment on his person, but he cannot take passengers with him on these jumps. Areas of complete darkness count as a single shadow for the purposes of shadow jumps.
Summon Shadow: At 3rd level, a Shadowdancer can have his own shadow separate from him and animate as an undead creature of the same name. The statistics for a shadow from the 1st Edition Monster Manual are used, except that it has the same Alignment, Intelligence, and languages of the Shadowdancer, and the creature has enough self-control that it does not automatically attack living creatures without hesitation. Additionally, the creature gains 2 Hit Dice for every 3 levels a Shadowdancer takes in his class.
If the Shadow is destroyed (such as being reduced to 0 hit points or destroyed via a turning attempt), the Shadowdancer must save versus spell or lose 200 experience points per Shadowdancer level. A successful save reduces the loss by half (100 experience points per level). The Shadowdancer can gain a new Shadow companion in 30 days.
Notes: This is pretty much the Shadowdancer as is, but minus the Uncanny Dodge and similar 3rd Edition Rogue Special Abilities (which I don't know a 1st Edition equivalent for). Since 3rd Edition Shadowdancers mostly have Rogue levels, I decided to give this conversion some reduced Backstab progression.
While reading the Shadowdancer, I kept getting a little laugh that masculine pronouns were used while I had the image of the Cirque du Soleil woman character art. Just amusing nothing you need to change.
With the bonus spell-like ability at first level, it seems the ability score requirements might be higher. I like this one otherwise, though.
How about Dexterity 14, Intelligence 13?
The way I'd do the Shadowdancer would be as a prestige class for Thieves.
Once a thief has hit 8th level they can choose to prestige class into Shadowdancer; they lose any progression past 7th level thief abilities in backstabbing, climb, pick locks, and remove traps; they do not gain the ability to use scrolls; and they lose any future stronghold or follower benefits. They keep the same hit dice, attacks and saving throws, and gain the following benefits at the following levels (as per the 3E Shadowdancer Prestige Class):
8th level - Hide in Plain Sight
9th level - Infravision
10th level - Shadow Illusion, Summon Shadow
11th level - Shadow Jump
12th level - Defensive Roll
14th level - Slippery Mind
Prerequisite: WHen a seventh level thief has gained enough experience points to advance to 8th level, and they wish to become a Shadowdancer, they must unabashedly perform The Dance of Shadows for the other players and the DM in order to qualify for this class.
Or, if your game uses them, the character must blow a non-weapon proficiency or skill on Dancing.
Quote from: Libertad;628937How about Dexterity 14, Intelligence 13?
Better. It is one of those things that one would have to take a look at other classes that would be in a campaign. I would find this new requirement fine, with the addition of Wisdom 10 for the intuitive aspects of working with one's shadow. Just suggestions, though.
Quote from: Planet Algol;628940The way I'd do the Shadowdancer would be as a prestige class for Thieves.
Once a thief has hit 8th level they can choose to prestige class into Shadowdancer; they lose any progression past 7th level thief abilities in backstabbing, climb, pick locks, and remove traps; they do not gain the ability to use scrolls; and they lose any future stronghold or follower benefits. They keep the same hit dice, attacks and saving throws, and gain the following benefits at the following levels (as per the 3E Shadowdancer Prestige Class):
8th level - Hide in Plain Sight
9th level - Infravision
10th level - Shadow Illusion, Summon Shadow
11th level - Shadow Jump
12th level - Defensive Roll
14th level - Slippery Mind
Prerequisite: WHen a seventh level thief has gained enough experience points to advance to 8th level, and they wish to become a Shadowdancer, they must unabashedly perform The Dance of Shadows for the other players and the DM in order to qualify for this class.
Or, if your game uses them, the character must blow a non-weapon proficiency or skill on Dancing.
If you had others in mind to implement, what other prestige class options for AD&D 1 thieves might you set as options?
I dunno, I guess I'd let someone use the Thief-Acrobat from UA, which was one of the "old tyme" prestige classes.
Not many prestige classes grab me, but a magic shadow thief works for me. I can see it having a lot of utility for certain elements a DM might use in a campaign, such as darkness cults or "the shadow world" as a power source.
EDIT: And I run OD&D with supplements, which is 75% AD&D, not AD&D :)
Quote from: Planet Algol;628947I dunno, I guess I'd let someone use the Thief-Acrobat from UA, which was one of the "old tyme" prestige classes.
Not many prestige classes grab me, but a magic shadow thief works for me. I can see it having a lot of utility for certain elements a DM might use in a campaign, such as darkness cults or "the shadow world" as a power source.
EDIT: And I run OD&D with supplements, which is 75% AD&D, not AD&D :)
Ya, I can see using this set-up to leverage the thief-acrobat. AD&D 1 is pretty much a compiled version of the full Original D&D as Gygax saw it. Like the back of the Dungeon Masters Guide reads, "You now have a compilation of the most valuable material for your refereeing." I use things from all over too.
As a stealthy character type, I'd be inclined to drop back Shadowdancer Hit Die to d6 (assassins only get d6). The shadow jump looks powerful, though they don't get access to Assassination/Death attack or all weapon proficiencies so the class as a whole isn't too overpowering.
If using the Assassin XP table is being used, is it the intention to limit the class to no higher than 15th level ?
Quote from: Libertad;628857Notes: This is pretty much the Shadowdancer as is, but minus the Uncanny Dodge and similar 3rd Edition Rogue Special Abilities (which I don't know a 1st Edition equivalent for). Since 3rd Edition Shadowdancers mostly have Rogue levels, I decided to give this conversion some reduced Backstab progression.
On back-conversions of Rogue special abilities: AFAIK 'flat footedness' doesn't exist in 1E - very occasionally something (like large boulder attacks) deny a character their Dex adjustment but thieves have nothing that helps against that i.e. that's directly equivalent to Uncanny Dodge.
1E Unearthed Arcana Barbarians do have 'Back Protection' - 'any
attempt to attack a barbarian from behind, including such attacks by assassins or thieves, has a 5% chance per level of being detected and countered. The back attack becomes a normal attack; the barbarian is also entitled to attack the former 'back attacker' even though they may have have already engaged in what would otherwise have been his or her full normal combat for that round.'
Evasion also does exist in 1E as an unnamed monk special ability - not possessed by thieves, though.
'If a monk makes a saving throw against an attack form, they will sustain no damage from the attack, even if the attack form was a fireball, for instance. At 9th level a monk who fails will still sustain but 1/2 damage."
Someone commented on my blog and brought another oldschool shadowdancer to my attention:
http://matt-landofnod.blogspot.ca/2012/03/b-lost-classes-shadowdancer.html (http://matt-landofnod.blogspot.ca/2012/03/b-lost-classes-shadowdancer.html)
Quote from: Bloody Stupid Johnson;628950As a stealthy character type, I'd be inclined to drop back Shadowdancer Hit Die to d6 (assassins only get d6). The shadow jump looks powerful, though they don't get access to Assassination/Death attack or all weapon proficiencies so the class as a whole isn't too overpowering.
If using the Assassin XP table is being used, is it the intention to limit the class to no higher than 15th level ?
On back-conversions of Rogue special abilities
Putting the Hit Die down sounds reasonable.
It wasn't my intention to limit the class, but on second thought it works quite well. The maximum Shadow Jump would be 1,280 feet at 14th level, the summoned Shadow gets +8 Hit Dice, and Shadow Illusion 6 times per day. Along with Thief Primary functions, this is a lot of stuff already!
Thanks for the back conversions: I don't think I'll implement them in the Shadowdancer, though.
Yeah, most of the other rogue abilities don't work great as Shadowdancer abilities anyway, since they're not thief abilities in 1E - the thief didn't manage to steal them until 3E =P
Still, glad the info is at least vaguely of interest & keep up the good work.
Dragonborn for B/X D&D
(http://fc01.deviantart.net/fs38/f/2008/364/1/3/Dragonborn_by_cwgabriel.jpg)
Art by Gabe
Prime requisite: STR
Requirements: STR 9, CHA 7
Hit Dice: 1d8
Attack as: Fighter
Save as: Fighter
Advance as: Magic-Users
Maximum level: 11
Dragonborn are scaly, quasi-reptilian humanoids that claim descent from dragons-- a claim corroborated by the fact that they are found in the same colors (though usually more muted, earthy shades) as the various known species of dragon, and by the fact that many of them share a breath weapon with the dragons they closely resemble. Dragonborn tend to be about six feet tall and weigh over 200 lbs. Dragonborn are often very proud, serious and humorless, but exude a predatory confidence.
Restrictions: Dragonborn use 8-sided dice (d8) to determine their hit points. They may advance to a maximum of the 11th level of experience. Dragonborn may use any type of weapon or armor and may use shields. A Dragonborn character must have a minimum Strength of 9 and a minimum Charisma of 7.
Special Abilities: Dragonborn are covered in thick but flexible scales that give them a -2(+2) bonus to their AC. All dragonborn have a breath weapon similar to that of a dragon, usable three times per day but no more than once per hour, which deals 1d4 points of damage per level, to a maximum of 5d4 damage, along either a cone 40 feet long and 20 feet wide at its far end (if fire or cold), a 20-foot diameter cloud (if toxic gas), or a 60-foot line (if lightning or acid). A successful saving throw against Dragon Breath reduces the damage by half. A dragonborn gains a +2 bonus to any saving throws against damage of the same type as their breath weapon. Dragonborn speak the languages of dragons, kobolds, orcs, and goblins.
And as a monster...
Dragonborn
AC: 4 (15)
HD: 1+1
Move: 120' (40')
Attacks: 1 weapon plus breath weapon
Damage: 1d8 or by weapon
# Appearing: 1d4 (2d10)
Save as: F1
Morale: 9
Treasure Type: E
Alignment: Neutral
Dragonborn are reptilian humanoids that bear a resemblance to dragons. Like dragons, they have a breath attack (See above for details). All closely-related dragonborn will have the same type of breath attack. If a group of 15 or more Dragonborn appear, one will be a leader of level 2-9 (1d8+1). To check for magic items the leader may own, multiply the leader's level by 5. The result is the percentage chance for that leader to have a magic item from any subtable. Roll separately for every subtable. So long as the leader is alive morale is 11 rather than 9.
I think that some of the prestige classes, etc of 3e (and 4e classes, too, probably, as well as some Pathfinder stuff) might work better as 2e kits than as 1e classes...