SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
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.

Oldschool Conversions of Post-Oldschool Material

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

Previous topic - Next topic

Kuroth

Ya, got to say again you do good work on these Libertad.

Libertad

#106
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.



*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.

Libertad

#107
And now for some conversions from D&D-related media:

1st Edition AD&D Conversion of Ariel Val'Sarghress



*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.

Libertad

#108
1st Edition AD&D Conversion of Roy Greenhilt

"We're trained professionals.  Well, we're semi-trained quasi-professionals, at any rate."



*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

Libertad

#109
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."



*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)

Libertad

#110
1st Edition Conversion of Belkar Bitterleaf



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.

Libertad

#111
1st Edition AD&D Conversion of Elan



"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.

Libertad

#112
1st Edition AD&D Conversion of Durkon Thundershield



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.

LibraryLass

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.



*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.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

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

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

Currently panhandling for my transition/medical bills.

Libertad

#114
1st Edition AD&D Conversion of Gunslinger Class

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.




*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.

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.

JeremyR

If he has like 20 magic/special powers, shouldn't he use a higher XP table than the Fighter, who basically has none?

Libertad

I'll do that.

Would a Magic-User Experience Progression be reasonable?

Kuroth

#117
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

Libertad


Libertad

#119
1st Edition AD&D Conversion of Shadowdancer (Thief subclass)

"The only thing preventing you from accepting the darkness are your lying eyes."



*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.