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New classes and Races?

Posted: Mon Apr 30, 2007 9:24 am
by Professor Phobos
Has anyone converted some of the old AD&D kits, or some of the newer 3.5 base classes to C&C? For example, the Warlock or Swashbuckler.

Or, heck, come up with new classes of their own? Or Races, for that matter.

I like the 13 classes and 7 races already, but for some reason I'm looking to bump it up to 20 and 10. This appeals to my inner love of nice, even numbers.

I've seen the Cloistered Cleric floating around this forum and liked it, so I guess I'm looking for six more classes to round things out.

As for races, has anyone converted the Aasimaar or Tieflings?

Re: New classes and Races?

Posted: Mon Apr 30, 2007 9:50 am
by DangerDwarf
Professor Phobos wrote:
I like the 13 classes and 7 races already, but for some reason I'm looking to bump it up to 20 and 10. This appeals to my inner love of nice, even numbers.

But 13 & 7 are perfect numbers! One is bad luck and one is good luck. They cancel out eachother's mojo.

In serious though, I think there are more than a few classes found in this forum, buried somewhere. I did a write up on channelers, originally a conversion for Midnight, done for C&C but now I've since placed them in a homebrew of mine, along with some adjustments. They are for more low magic settings however and use a spell point system. Link to the thread is HERE

I also had a thread on a new race of shape shifting fey, that thread is HERE

Originally done up for an Aihrde campaign but now dropped in my homebrew, along with some changes.

Can't really help with any WotC conversions. I don't buy their stuff.

Oh, and welcome to the boards.

Posted: Mon Apr 30, 2007 10:11 am
by Professor Phobos
Thanks!

That reminds me; I very much like the Changelings from Eberron. Has anyone done a conversion?

Posted: Mon Apr 30, 2007 10:53 am
by Stuie
Go to http://www.cncplayer.net/ and look for the Colin_sez.pdf link. That has a lot of races/classes in it. There's other good stuff to be found there as well.
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Posted: Mon Apr 30, 2007 12:10 pm
by Nelzie
I have tweaked the races to fit my gameworld and have also created a handful of classes, which if one files of the campaign specific components, could be used for other campaigns.
www.nelzie.net

My goal is to create at least one "flavor" class for each Race/Culture, as appropriate.

Currently, I have the following classes available:

Elven Archer

Elven Arcane Blade

Hesponian Swashbuckler

Rovani Horseman

Fighting Arcanist (Still under Construction)

I have concepts for the following:

Mountain Dwarven Engineer/Machinist

Dracaran Pistoleer/Rifleman
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Posted: Mon Apr 30, 2007 1:02 pm
by Tank
That's a great .pdf. It's nice to include the option to play a sorceror, for those of us who are coming from dnd 3.x. Hopefully, that will help to entice my dnd group to switch over.

Very nice art too. One of my favorite things about C&C is the throw-back style of art.

Posted: Mon Apr 30, 2007 1:14 pm
by anglefish
Professor Phobos wrote:
Thanks!

That reminds me; I very much like the Changelings from Eberron. Has anyone done a conversion?

Not to be a tease, but I have a few pages of notes on how to Crusade In Eberron, including Changelings.

The most original parts are my "Advanced Race Abilities" that kick in for each race when certain XP benchmarks are hit. It seemed the only way to give Shifters and DragonMarked justice.

The least orginal are my modifications of UA spell system into C&C as a psionic substitute along with my cut n' paste of Action Points from the SRD.

If someone can offer up a home for the document, I'd give it one more pass and put it up, but I never got an email back from http://www.cncplayer.net/ to see if they were interested.

Posted: Mon Apr 30, 2007 2:02 pm
by Nifelhein
There are classes in jason Vey's website as well: http://www.grey-elf.com/candc/

I remember him having a duelist there that may fit the swashbuckling niche well.
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Posted: Mon Apr 30, 2007 2:27 pm
by serleran
I did a write up for races as classes, as fits my World of The Doldrums, but no new classes, as of yet, since I don't need them.

Posted: Tue May 01, 2007 10:27 pm
by Maliki
I've adapted the Bladesinger, Dwarven Champion, and Beserker kits from 2E.
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Re: New classes and Races?

Posted: Wed May 02, 2007 1:13 am
by Tadhg
Professor Phobos wrote:
Has anyone converted some of the old AD&D kits, or some of the newer 3.5 base classes to C&C? For example, the Warlock or Swashbuckler.

Or, heck, come up with new classes of their own? Or Races, for that matter.

I like the 13 classes and 7 races already, but for some reason I'm looking to bump it up to 20 and 10. This appeals to my inner love of nice, even numbers.

I've seen the Cloistered Cleric floating around this forum and liked it, so I guess I'm looking for six more classes to round things out.

As for races, has anyone converted the Aasimaar or Tieflings?

Haha, yes, yes and yes, methinks.

Welcome Professor!
Hmm, for some reason, I'm thinking Turinil did something with a C&C Tiefling conversion. I'll poke around and look through my folders.

Enjoy the game.
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Posted: Wed May 02, 2007 4:22 am
by baran_i_kanu
good to see you over here Professor.

Here's some I've pulled off of Dragonsfoot and here the last couple of years.

I don't remember who did some of these, so if you see your work, please chime in!

ACROBAT

The Acrobat is identical to the baseline Rogue in all regards, except as noted below:

New Abilities:

* Great Leap (Str): With this ability the character may make tremendous jumps, leaps beyond the bounds possible to others. Jumps as high as 9', or as long as 21' (with a run-up of at least 20'), can be made, and jumps up to 4' high or 8' across may not

* Pole Vault (Dex): Using a pole at least 4' taller than them, and a run-up of at least 30', the character can use this ability to propel themselves great heights. Heights up to 9' can be cleared in most cases with no check required, though a successful check can permit the character to clear heights up to 18'.

* Slow Fall: As per Monk ability, gained at 4th level.

* Tightrope Walk (Dex): This ability permits the character to balance on the slimmest of beams or taught ropes, even walking on such precarious platforms when they ascend or descend at angles up to 45 degrees. The character may not exceed normal walking speed when tightrope walking, and should have their hands free. The greater the angle of the beam or rope, the more difficult the check. Additionally, stiff winds, and other inclement weather that buffets or effects the rope or character also make any checks more difficult. The use of s balancing pole provides the character with a +2 bonus to their check. A short walk across a level rope on a dry, bright, windless day, may not require a check.

* Tumbling Evasion: If presented with enough space, the character may use his acrobatic prowess to help evade attack, gaining a +4 AC bonus for using the Dodge combat maneuver rather than +2.

Removed Abilities:

* Decipher Script

* Pick Pocket

* Sneak Attack

SWASHBUCKLER

The Swashbuckler is identical to the baseline Fighter in all regards, except as noted below:

Prime Attribute: Dexterity (not Strength)

Hit Dice: d8 (not d10)

Weapons and Armor Allowed: Dagger, Rapier, Cloth, Padded, Leather, Buckler.

Modified Abilities:

* Weapon Specialization: See C&C Fighter, but applies to rapier only.

* Combat Dominance: See C&C Fighter, but applies to rapier only.

* Extra Attack: As per C&C Fighter, but obtained at 8th level and applies to rapier (or rapier and dagger combination) only.

New Abilities:

* Elegant Blade: At 1st level, the swashbuckler learns how to use speed, precision, and a deft hand when fighting, using their Dexterity modifier for attack and damage modifiers when fighting with a rapier or dagger, instead of their Strength modifier. They also add their Dexterity modifier to their Initiative when fighting with a rapier.

* Armor Optimization: Swashbucklers learn to compensate for their lack of superior armor, dodging and moving in such a way that opponents are confounded. When wearing no armor, or the light armor available to his class, his AC is increased by 1. At 4th level this bonus increases to +2, at 8th level it increases to +3, and at 12th level it increases to +4.

WITCH HUNTER

Prime Attributes: Charisma

Hit Dice: d8

Races: any

Starting Gold: 3d4x10 (30-120)

Armor and Weapons: Studded leather or less, no shields-dagger, any sword, hammer, flail, mace, sling

Alignment: Lawful

Abilities:

Listen (same as thief of equal level)

Decipher Script (same as thief of equal level)

Case Target (as Assassin of equal level)

Legend Lore (as Bard of equal level)

Turn Undead (at 3rd level-gains ability, equal to 1st level cleric. This ability increases with each level gained-same as paladin)

Demoralize (At 5th level, causes fear and dread in enemies-same as knight)

Witch Hunter Level Table

Experience Points Level BtH HD Level Title

0-1,800 1 0 d8 The Ear

1,801 2 +1 d8 The Eye

3,601 3 +1 d8 The Whisper

7,201 4 +1 d8 The Hand

14,401 5 +2 d8 The Accuser

28,001 6 +2 d8 The Hunter

50,001 7 +2 d8 Witch Hunter

100,001 8 +3 d8 Sacred Hunter

175,001 9 +3 d8 Judge

300,001 10 +3 d8 Sacred Judge

425,001+ 11 +4 d8 Exorcist

The Following are Variants for My Own Games:

BARBARIAN, Dave's Variant

CHANGES:

Combat Sense Changed to a +2 bonus to AC in Barbarian Armor.

Primal Force As is.

Primal Fury Recovery changed to 10 minutes per round used.

Primal Might As is.

Primal Will As is.

ADD:

Conceal (as Ranger)

Move Silently (as Ranger)

Scale (as Ranger)

Exp: upping Xp to Ranger Table to help compensate for the increased abilities.

Since i let my players begin at 3rd level they can multiclass with Ranger, Fighter, Thief, etc. to gain other abilities. although as a player i would want to stay on track to recieve Primal Fury at Barb-3.

SCHOLARLY CLERIC

Exp: As Druid.

HD: d6

BtH: As Rogue.

Wpns: As Cleric.

Armor: Leather Armor, Leather Coat, Padded Armor, Any Shield.

Abilities:

Spells: As Cleric.

Decipher Script (Int) As Bard.

Turn Undead (Wis) As Cleric.

Legend Lore (Int) As Bard.

Bonus Languages: 3 bonus languages at 1st level. These are in addition to Bonus Languages from Int.

Prime: Int

The Prime is Int to reflect their more scholarly leanings. I retained full Clerical spell use and Turning Undead because they are still Clerics, this is a function of their Faith.

Basic combat training showing in lower BtH, easy to use nontrained Armor. Weapons of their religion remain the same as Cleric. They just aren't as good at using it, ie. the lower BtH again.

Decipher Script, Legend Lore, and 3 Bonus Languages were chosen to reflect their education and common cloistered activities such as translating and recopying manuscripts.

SCHOLARLY WIZARD

Exp: as wizard

HD: d4

BtH: as wizard

Armor: as wizard

Weapons: as wizard

Class abilities: Bonus Languages (3 bonus languages at 1st level. These are in addition to Bonus Languages from Int), Decipher Script (Int), Legend Lore (Int), Spells (Illusionist - can find and copy spells from Wizards lists.)

Prime: Intelligence

Casting Spells:

Scholarly wizards do not need to prepare spells ahead of time. They may cast from any spells known, using the spell tables for how many times per day they can cast a spell of each spell level.

HOWEVER, to successfully cast a spell, the wizard must make an Int check (+level) with a challenge level = +1 per spell level.

If the wizard is casting from a scroll or his spell book there is no +1 per spell level penalty, it is a straight Int check (+level).

Reading, Learning, and Copying Spells from scrolls and other spellbooks.

Reading Written Spells: Standard Read Magic rules as in PHB.

Learning Written Spells: Int check to learn the spell after number of days studying outlined in PHB.

Copying Written Spells: Int check required. Failure means the spell is beyond the wizard's current ability and must wait to gain a new level to try again.
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Posted: Wed May 02, 2007 10:28 am
by Rigon
I have a Bladesinger class and a 2e style half-dragon write-up.

R-
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Posted: Wed May 02, 2007 4:12 pm
by yell0w_lantern
I have versions of the Armiger and Harrier from Iron Heroes and skill-based magic user but I have not play-tested them. I'd be happy to send them to you to try out.

Posted: Wed May 02, 2007 6:09 pm
by Rigon
yell0w_lantern wrote:
skill-based magic user

I'd be interested in taking a look at this. Would you email it to me? My email is in my profile. Thanks

R-
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Posted: Sun May 06, 2007 6:52 am
by BASH MAN
I see no reason you cannot use the kits as written from 2nd ed for the most part. They did not tend to give any HUGE bonuses the way that prestige classes do in 3.5. The most powerful kits I recall from Complete Bard were +1 to all d20 rolls essentially granted by the Jester Kit or the Riddlemaster Kit.

In 3.5, you can buy a magic item that does that at the corner magic item store, or at least make a trip to the magic item district of a major city, or visit the local magic item factory. [Seriously, why do people have so many darn magic items in 3rd ed?]

Most of the Bard kits would not really work, I think because they were designed for spellcasting bards, however, the Blade Bard works great with the Bard as written for C&C-- since the C&C bard gets the same attack bonus as a ranger!
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Posted: Tue Nov 04, 2008 12:40 am
by Julian Grimm
I don't know of any place that does have that. For races I have discovered that if you look at the stats for monsters in the 3.5 Monster Manual that you can convert them rather easily. I have done that in the past for Teiflings and Aasimar as well as hobgoblins and such.
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Posted: Tue Nov 04, 2008 1:10 am
by Maliki
Here are some.
http://www.dragonsfoot.org/php4/archive ... fileid=169
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Posted: Tue Nov 04, 2008 4:25 am
by jaguar451
Also 'The Netbook of Classes' from the same site -- one of many files available from http://www.dragonsfoot.org/cc/index.shtml

And then various other houserules, some on peoples sites (such as http://www.grey-elf.com/candc/), as well as custom / added classes on these forums.....

Posted: Tue Nov 04, 2008 1:45 pm
by The Pugilist
Thanks for all the great links! I have lots of good stuff to go through.

Now that I have skimmed the forums, however, it doesn't look like a lot of Oriental Adventures or Races have been converted.

Posted: Tue Nov 04, 2008 2:57 pm
by Buttmonkey
There's really not that much to a conversion from 1E classes to C&C. You can pretty much run them as-is if you want. Just pick a Prime for the class and you're off.

Posted: Tue Nov 04, 2008 3:08 pm
by Luther
The Pugilist wrote:
Thanks for all the great links! I have lots of good stuff to go through.

Now that I have skimmed the forums, however, it doesn't look like a lot of Oriental Adventures or Races have been converted.

I've started doing that about 8 threads down from this one. Feel free to join in...
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Posted: Tue Nov 04, 2008 3:16 pm
by Lord Dynel
I made a witch class that may supplement any new classes you want.

Posted: Wed Nov 05, 2008 2:51 am
by zacharythefirst
I'm working on 3 classes: a Sorcerer variant (with a bit of Wild Mage thrown in), a Scholar, and a Swashbuckler. I don't have them typed up yet (should be done soon), but here's the notes on what they should look like:
http://www.rpgblog2.com/2008/11/new-cas ... rking.html
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Posted: Wed Nov 05, 2008 2:18 pm
by The Pugilist
Watching your thread eagerly, Luther, downloaded your Witch, Lord Dynel, and anticipating your new classes, zacharythefirst.

Posted: Wed Nov 05, 2008 4:08 pm
by Lord Dynel
Hope you enjoy, sir!