Search SJML Archives! (Powered by Google)

Previous Message: Re: Back to Products of My Imagination (Dead Worlds & D&D 3e)
Next Message: Re: Dead Worlds & D&D 3e
Month Index: October, 2000


From:     Richard Gant <gantr@???.edu>
Date:     Mon, 2 Oct 2000 22:33:13 -0400
Subject:  Re: Complete Spacefarer's Handbook Conversions
On Mon, 2 Oct 2000, Marizhavashti Kali wrote:

> So, has anyone worked up any decent 3e conversions for Spelljammer? I'd
> like to incorporate it into my own games to some extent (hence why I'm
> on this list), but don't have much time to do it on my own. :-/

I haven't touched the monsters yet, because I'm waiting for the Monster
Manual to try them (I have Dragon #276, but I'd still like to see how the
existing monsters have changed...).  I haven't touched the ship
construction or combat systems, because I hate the official ones anyway.
But here's my rough notes for the PC races from the boxed set and the
Complete Spacefarer's Handbook.

DRACONS
     Dracon Racial Traits
     *+2 Strength, -2 Dexterity.  The Dracon are able to use their sheer
size to their benefit in anything which requires raw power.  However, that
size makes them less agile and slows their reaction speed.
     *Large size.  Dracon are large, nonhumanoid creatures with a reach
of 5 feet and a face of 5 ft. x 10 ft.  Their carrying capacity is
doubled, but they must pay 4 times as much for armor and some equipment
(this armor and equipment weighs twice as much as standard).
     *Dracon base speed is 45 feet.
     *+4 Natural Armor Bonus.
     *Dracons possess thumb claws which may be used as weapons (1d4
damage, x2 crit).  These claws are subject to the penalties associated
with two weapon combat, but a Dracon does not suffer an attack of
opportunity for using them.
     *+4 bonus to any Strength-related check in which the Dracon may use
size or mass to his advantage (smashing doors, dragging loads, and so
forth).
     *Automatic Languages:  Common and Dracon.  Bonus Languages:  Any.
     *Favored Class:  Ranger.

GIFF
     Giff Racial Traits
     *+4 Strength, -2 Intelligence, -2 Wisdom
     *Large size.  Giff are large humanoid creatures  with a reach of 10
feet and a face of 5 ft. x 5 ft.  Their carrying capacity is doubled, but
they must pay twice as much for armor and some equipment (the weight of
this armor and equipment is doubled).
     *Giff base speed is 20 feet.
     *+2 racial bonus on all saving throws versus spells;  this save must
be made against any spell, whether the Giff wishes to be affected or not.
     *Base 10% Arcane spell failure.
     *Giff may make a headbut attack, which inflicts 2d6 damage with a x2
crit.  This attack invites an attack of opportunity when used, and
replaces one of the Giff's normal attacks in a round.
     *+4 Natural Armor Bonus
     *Automatic Languages:  Common and Giff.  Bonus Languages:  Draconic,
Dwarven, Elven.
     *Favored Clas:  Fighter.

GROMMAM
     Grommam Racial Traits
     *Male Attribute Modifiers:  +4 Strength, +4 Dexterity, -2
Intelligence, -2 Wisdom.  Female Attribute Modifiers:  +4 Intelligence, +4
Wisdom, -2 Strength, -2 Dexterity.
     *Medium.  As Medium size creatures, Grommam gain no special benefits
or penalties.
     *Grommam base speed is 20 feet, but they may move at 45 feet in trees
or other areas where they may brachiate.
     *+5 racial bonus on Climb checks.
     *-8 racial penalty on Use Magic Device checks.
     *Grommam automaticaly receive the Ambidexterity feat.
     *Automatic Languages:  Grommish, Common.  Bonus Languages:  Elven,
Sylvan.
     *Favored Class:  Fighter (male) or Cleric (female).

HADOZEE
     Hadozee Racial Traits
     *+2 Dexterity, -2 Charisma.
     *Medium.  As Medium size creatures, Hadozee gain no special benefits
or penalties.
     *Hadozee base speed is 30 feet.  They may also glide (if unencumbered
and in no heavier than Light armor) at a 1:2 ratio (moving forward 2 feet
for every 1 foot lost);  this gliding has an effective speed of 45 feet.
     *+4 racial bonus on Climb checks.
     *Hadozee receive the Ambidexterity feat for free.
     *Hadozee may use their feet as hands.
     *Hadozee must pay twice as much for armor and clothing, in order to
accomidate their gliding membranes.
     *Automatic Languages:  Hadozee and Common.  Bonus Languages:
Dwarven, Elven, Gnome, Goblin, Orc.
     *Favored Class:  Barbarian.

HURWAETI
     Hurwaeti Racial Traits
     *+2 Wisdom, -2 Constitution.
     *Medium.  as Medium size creatures, Hurwaeti receive no bonuses or
penalties.
     *Hurwaet base speed is 20 feet, but they may swim at 30 feet.
     *+4 racial bonus on Swim and Jump checks.
     *Hurwaeti may cast Fog Cloud once per day as a 0 level caster.
     *+5 Natural Armor Bonus.
     *+1 racial bonus to hit when fighting neogi, illithid, or beholders.
     *Automatic Languages:  Hurwaeti and Common.  Bonus Languages:  Any.
     *Favored Class:  Fighter.

LIZARD MAN
     Lizard Man Racial Traits
     *No attribute modifiers.
     *Medium.  As Medium size creatures, Lizard Men recieve no bonuses or
penalties.
     *Lizard Man base speed is 30 feet, but they may swim at 20 feet.
     *+2 racial bonus on Swim checks.
     *+5 Natural Armor Bonus.
     *Low-light Vision:  Lizard Men can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of illumination.
     *Lizard Men may use their tails to attack with (1d6 damage, x2 crit),
but this counts as an attack and invites an attack of opportunity.  They
may also use their claws to inflict 1d2 (x2 crit) damage, but this also
invites an attack of opportunity.
     *Automatic Languages:  Draconic, Common.  Bonus Languages:  Any.
     *Favored Class:  Any.

RASTIPEDE
     Rastipede Racial Traits
     *+2 Constitution, -2 Dexterity.
     *Medium.  Rastipedes are Medium size non-humanoids.  They gain no
bonuses or penalties for their size, but must pay twice normal for their
armor and some equipment.
     *Rastipede base speed is 45 feet.
     *+2 racial bonus on Appraise, Bluff, and Sense Motive checks.
     *+7 Natural Armor Bonus.
     *Rastipedes may use their claws to inflict 1d2 damage per attack (x2
crit).  The damage increases to 1d4 at 4th level and 1d6 at 7th level.
Attacking with their claws invites an attack of opportunity.
     *Burrowing:  Rastipedes are natural tunnelers.  This aptitude grants
them a +2 racial bonus on any check to determine approximate depth
underground.  After 3rd level, they receive the same bonus on any check to
detect sloping passageways and unsafe construction.
     *Spelljamming Affinity.  Rastipede spellcasters may operate a
spelljamming helm as if they were 2 levels higher.
     *Automatic Languages:  Rastipede and Common.  Bonus Languages:  Any.
     *Favored Class:  Rogue.

SCRO
     Scro Racial Traits
     *+2 Strength
     *Medium size.  As Medium size creatures, Scro have no special bonuses
or penalties.
     *Scro base speed is 30 feet.
     *Low-light Vision:  Scro can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination.
     *Bite.  Scro may bite for 1d3 damage (x2 crit) instead of making a
standard attack.  Biting invites an attack of opportunity.
     *+2 racial bonus on Fortitude saves.
     *Automatic Languages:  Scro and Common.  Bonus Languages:  Elven,
Goblin, Orc.
     *Favored Class:  Fighter.

XIXCHIL
     Xixchil Racial Traits
     *+2 Dexterity, +2 Constitution, -4 Charisma
     *Medium size.  As Medium size nonhumanoid creatures, Xixchil have no
special bonuses or penalties due to their size.  Their nonhuman build
means that they must pay twice as much for armor and some equipment.
     *Xixchil base speed is 30 feet.
     *+5 Natural Armor Bonus
     *Forearm Blades.  The front two arms of a Xixchil are preying
mantis-like blades, which may be used to inflict 2d4 damage (crit x2,
19-20).  If these natural weapons are used exclusively, the Xixchil
attacks as if she has the Ambidexterity, Two-Weapon Fighting, and Improved
Unarmed Strike feats.  If another weapon is used, these benefits are
lost.
     *Enhancement.  Xixchil are masters of bodily augmentation.  A Xixchil
may go to a Xixchil Body Artist to improve her natural Armor bonus and to
graft new limbs on.  Armor bonus enhancement costs 1000 gp for an
additional +1 bonus, and doubles for each +1 thereafter (200 gp, 4000 gp,
and so on) to a maximum total Armor bonus of +14.
     A Xixchil may add up to two new limbs.  A manipulatory arm (one with
a hand) costs 200 gp.  A weapon arm costs five times as much as the weapon
type, but may be used one-handed regardless of the original weapon.  Using
these additional limbs along with the forearm blades penalizes the Xixchil
as if she were using two weapons.
     *No manipulators.  Xixchil do not naturally have hands, causing them
a -5 racial penalty with any tool designed for hands.  Furthermore,
Xixchil cannot wield weapons with their natural limbs.
     *Poison.  Xixchil may secrete 1 + CON bonus doses of paralytic and
anesthetic poison each day.  The posion is resisted with a Fortitude save
(DC 10 + CON bonus + Level), inflicts an initial damage of 1d6 + CON bonus
Intelligence and a secondary damage of 1d6 + CON bonus Intelligence
damage.
     *Automatic Languages:  Xixchil, Common.  Bonus Languages:  Any.
     *Preferred Class:  Rogue

SPECIAL NOTES:  Any race with a natural Armor bonus may wear armor (class
permitting), but only receives the benefits of the better armor.  Shields
will still improve Armor Class.

Anyway, that's where they stand now.  Body Manipulation still needs to be
written up, but that's later.  (A few of these races may need a level
modifier as well;  I'm not sure.)

Richard Gant
-------------------------------------------------------------------------------
Richard Gant's Gaming Ghetto:
     http://www.geocities.com/Area51/Dunes/4656/
The Returners Final Fantasy Role-Playing Game Site:
     http://returners.simplenet.com/
-------------------------------------------------------------------------------


Previous Message: Re: Back to Products of My Imagination (Dead Worlds & D&D 3e)
Next Message: Re: Dead Worlds & D&D 3e
Month Index: October, 2000

SubjectFromDate (UTC)
Complete Spacefarer's Handbook Conversions    Richard Gant    03 Oct 2000 02:33:13
Re: Complete Spacefarer's Handbook Conversions    Graf    03 Oct 2000 05:16:51
Re: Complete Spacefarer's Handbook Conversions    Richard Gant    03 Oct 2000 12:36:59
Re: Complete Spacefarer's Handbook Conversions    Sebastian Lucier    04 Oct 2000 00:11:37
Re: Complete Spacefarer's Handbook Conversions    Richard Gant    04 Oct 2000 12:13:43

[ SPJ-L@Cornell.edu ] [ Spelljammer@Leicester.ac.uk ] [ Spelljammer@MPGN.com ] [ Spelljammer-L@Oracle.Wizards.com ]