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Oldschool Conversions of Post-Oldschool Material

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

Previous topic - Next topic

LibraryLass

#45
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?
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.

Planet Algol

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...
Yeah, but who gives a fuck? You? Jibba?

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

Bloody Stupid Johnson

#47
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?).

Bloody Stupid Johnson

#48
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).

Kuroth

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.

Kuroth

#50
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.

LibraryLass

#51
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...
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

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

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

Currently panhandling for my transition/medical bills.

LibraryLass

#52
Okay... Warlord take 2, 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. 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.
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.

Kuroth

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.

LibraryLass

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.
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.

RPGPundit

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
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LibraryLass

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.
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.

Kuroth

#57
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

Kuroth

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)

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.

VectorSigma

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.
Wampus Country - Whimsical tales on the fantasy frontier

"Describing Erik Jensen\'s Wampus Country setting is difficult"  -- Grognardia

"Well worth reading."  -- Steve Winter

"...seriously nifty stuff..." -- Bruce Baugh

"[Erik is] the Carrot-Top of role-playing games." -- Jared Sorensen, who probably meant it as an insult, but screw that guy.

"Next con I\'m playing in Wampus."  -- Harley Stroh