This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Author Topic: Oldschool Conversions of Post-Oldschool Material  (Read 22869 times)

Planet Algol

  • Hero Member
  • *****
  • Posts: 1465
Oldschool Conversions of Post-Oldschool Material
« on: January 25, 2013, 03:16:17 AM »
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
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

Kaiu Keiichi

  • Swine In Training
  • Hero Member
  • *****
  • Posts: 773
Oldschool Conversions of Post-Oldschool Material
« Reply #1 on: January 25, 2013, 12:08:56 PM »
Good stuff. But didn't the Warlord first see light in D&D 3.5?
Rules and design matter
The players are in charge
Simulation is narrative
Storygames are RPGs

Drohem

  • RPG Diversifier
  • Hero Member
  • *****
  • Posts: 4460
Oldschool Conversions of Post-Oldschool Material
« Reply #2 on: January 25, 2013, 12:17:12 PM »
Quote from: Kaiu Keiichi;621861
Good 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.

RPGPundit

  • Administrator - The Final Boss of Internet Shitlords
  • Administrator
  • Hero Member
  • *****
  • Posts: 48855
    • http://therpgpundit.blogspot.com
Oldschool Conversions of Post-Oldschool Material
« Reply #3 on: January 27, 2013, 01:27:01 AM »
Well, this is an interesting experiment.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you've played 'medieval fantasy' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Planet Algol

  • Hero Member
  • *****
  • Posts: 1465
Oldschool Conversions of Post-Oldschool Material
« Reply #4 on: January 27, 2013, 12:43:59 PM »
Quote from: Kaiu Keiichi;621861
Good 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.
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

Planet Algol

  • Hero Member
  • *****
  • Posts: 1465
Oldschool Conversions of Post-Oldschool Material
« Reply #5 on: January 28, 2013, 12:34:30 AM »
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.
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

Planet Algol

  • Hero Member
  • *****
  • Posts: 1465
Oldschool Conversions of Post-Oldschool Material
« Reply #6 on: January 28, 2013, 12:35:10 AM »
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.
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

Libertad

  • Hero Member
  • *****
  • Posts: 520
Oldschool Conversions of Post-Oldschool Material
« Reply #7 on: January 28, 2013, 01:00:09 AM »
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.

Planet Algol

  • Hero Member
  • *****
  • Posts: 1465
Oldschool Conversions of Post-Oldschool Material
« Reply #8 on: January 28, 2013, 01:31:20 AM »
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!
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

Planet Algol

  • Hero Member
  • *****
  • Posts: 1465
Oldschool Conversions of Post-Oldschool Material
« Reply #9 on: January 28, 2013, 01:44:58 AM »
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.
« Last Edit: January 28, 2013, 01:52:41 AM by Planet Algol »
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

vytzka

  • ^_______________________^
  • Hero Member
  • *****
  • Posts: 872
Oldschool Conversions of Post-Oldschool Material
« Reply #10 on: January 28, 2013, 01:57:50 AM »
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.)

Planet Algol

  • Hero Member
  • *****
  • Posts: 1465
Oldschool Conversions of Post-Oldschool Material
« Reply #11 on: January 28, 2013, 02:16:55 AM »
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.
« Last Edit: January 28, 2013, 03:51:51 AM by Planet Algol »
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

Libertad

  • Hero Member
  • *****
  • Posts: 520
Oldschool Conversions of Post-Oldschool Material
« Reply #12 on: January 29, 2013, 03:00:17 PM »
1st Edition AD&D Conversion, Warforged Race

"You only call it peace because the conflict has not reached your hometown yet."



*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.
« Last Edit: February 06, 2013, 02:24:09 PM by Libertad »

Libertad

  • Hero Member
  • *****
  • Posts: 520
Oldschool Conversions of Post-Oldschool Material
« Reply #13 on: January 29, 2013, 04:23:19 PM »
1st Edition AD&D Conversion of Arcadian Avenger Monster

"Out of order comes unity, out of unity, harmony."



*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.
« Last Edit: February 05, 2013, 05:31:17 PM by Libertad »

Melan

  • Creeped out by the \'Net
  • Hero Member
  • *****
  • Posts: 3757
Oldschool Conversions of Post-Oldschool Material
« Reply #14 on: January 29, 2013, 04:33:26 PM »
Quote from: Planet Algol;622548
Ape, Giant, Carnivorous

How does this differ from Ape, Carnivorous from the 1e MM (except for size and damage)?
Now with a Zine!
ⓘ This post is disputed by official sources