I worked on some different Me d20 conversion since 2002 and the last one seems good (it's not ended, anyway). Excuse my grammar if it isn't good (I'm Italian and young).
My conversion is much based one the ones found in this site (mainly Wolfspider's one). I did the races: Elves (silvan, sindar and falathrim, noldor), dwarves, men (common, dunedain and wild) and hobbits.
MEN
Common men
Common men racial traits:
• Medium
• Man base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Culture bonus (optional).
• Automatic Language: Westron and possibly a culture language.
Dunedain
Dunedain racial traits:
• +2 Charisma.
• Medium
• Man base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Culture bonus (optional).
• Automatic Language: Adunaic and Westron.
Wild men (Druedain and Lossoth)
Wild men racial traits:
• +2 Constitution, -2 Charisma.
• Medium
• Man base land speed is 30 feet.
• Low-Light Vision
• Primitive: wild men never start with the feat Martial Weapon Proficiency (except in bows) and Armor Proficiency (light, medium and heavy). Wild men always suffer armor check penalties to attack rolls and skills which require movement. The penalties are doubled if they don’t have the feat.
• Scent.
• Druedain have a +2 racial bonus on Hide and Move Silently checks.
• Lossoth receive the Endurance bonus feat.
• Culture bonus (optional).
• Automatic Language: Westron and possibly a culture language.
ELVES
Noldor
Noldor racial traits:
• +2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom, +4 Charisma.
• Medium
• Elves base land speed is 30 feet.
• Immunity to sleep effects and fear created by undead.
• Low-Light Vision
• Light of Aman: Noldor can see and interact with creatures of the Spirit World (ethereal plane).
• +2 racial bonus on saving throws against bad weather.
• +2 racial bonus on Listen, Search and Spot.
• +2 racial bonus on Handle Animal and Ride checks.
• +4 racial bonus on three skills chosen among Knowledge (any one), Craft (any one) or Appraise.
• Automatic Languages: Quenya, Sindarin and Westron.
• Level Adjustment: +3.
Sindar and Falathrim
Sindar and Falathrim racial traits:
• +2 Dexterity, +2 Intelligence, +4 Wisdom, +2 Charisma.
• Medium
• Elves base land speed is 30 feet.
• Immunity to sleep effects and fear created by undead.
• Low-Light Vision
• +2 racial bonus on saving throws against bad weather.
• +2 racial bonus on Listen, Search and Spot.
• +2 racial bonus on Handle Animal and Ride checks.
• Sindar receive a +4 racial bonus on Perform (sing) and Knowledge (nature) checks and +2 bonus on Survival checks.
• Falathrim receive a +4 racial bonus on Craft (shipwright) and Profession (mariner) checks and +2 bonus on Swim checks.
• Automatic Languages: Silvan, Sindarin and Westron.
• Level Adjustment: +2.
Silvan elves
Silvan elves racial traits:
• +2 Dexterity, +2 Wisdom.
• Medium
• Elves base land speed is 30 feet.
• Immunity to sleep effects and fear created by undead.
• Low-Light Vision
• +2 racial bonus on saving throws against bad weather.
• +2 racial bonus on Listen, Search and Spot.
• +2 racial bonus on Handle Animal and Ride checks.
• +2 racial bonus on Survival, Knowledge (nature) and Perform (sing) checks.
• Automatic Languages: Silvan, Sindarin and Westron.
• Level Adjustment: +1.
DWARVES
Dwarven racial traits:
• +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma.
• Medium
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• -2 racial bonus on Handle Animal and Ride checks.
• Bonus feat: Endurance.
• Automatic Languages: Khuzdul and Westron.
• Level Adjustment: +1.
HOBBIT
Hobbit racial traits:
• +2 Dexterity, +2 Wisdom, –2 Strength.
• Small: As a Small creature, a hobbit gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Hobbit base land speed is 20 feet.
• +2 racial bonus on Hide and Move Silently checks.
• +1 racial bonus on all saving throws.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Listen checks.
• 1 extra feat at 1st level.
• Automatic Languages: Westron.
Culture bonus: culture skills are always class skills and if they are also because of 1st level class, you receive a +1 culture bonus. Dunedain have Knowledge and Heal, Beornings Survival and Handle Animal and so on.
The classes are: fighter, rogue and barbarian (PHB), loremaster, magician, conjurer, noble (new), maybe bard (but changed) and scout/woodman.
The conjurer can be of any race, the magician only Dunedain or Elf, but it's more powerful. I would give Lore (as bardic knowledge) to this two, as to the loremaster (who will also receive skill focus, skill mastery and a bonus to some skills' max ranks).
I'm working on the scout/woodman, but I don't have Wheel of Time. Has somebody got some ideas on how to make that class?
And also on some "talents" as in Arcana Unhearted, some feats which represent innate abilities and which must be taken at 1st level? I would like to have a list of them.
My conversion is much based one the ones found in this site (mainly Wolfspider's one). I did the races: Elves (silvan, sindar and falathrim, noldor), dwarves, men (common, dunedain and wild) and hobbits.
MEN
Common men
Common men racial traits:
• Medium
• Man base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Culture bonus (optional).
• Automatic Language: Westron and possibly a culture language.
Dunedain
Dunedain racial traits:
• +2 Charisma.
• Medium
• Man base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Culture bonus (optional).
• Automatic Language: Adunaic and Westron.
Wild men (Druedain and Lossoth)
Wild men racial traits:
• +2 Constitution, -2 Charisma.
• Medium
• Man base land speed is 30 feet.
• Low-Light Vision
• Primitive: wild men never start with the feat Martial Weapon Proficiency (except in bows) and Armor Proficiency (light, medium and heavy). Wild men always suffer armor check penalties to attack rolls and skills which require movement. The penalties are doubled if they don’t have the feat.
• Scent.
• Druedain have a +2 racial bonus on Hide and Move Silently checks.
• Lossoth receive the Endurance bonus feat.
• Culture bonus (optional).
• Automatic Language: Westron and possibly a culture language.
ELVES
Noldor
Noldor racial traits:
• +2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom, +4 Charisma.
• Medium
• Elves base land speed is 30 feet.
• Immunity to sleep effects and fear created by undead.
• Low-Light Vision
• Light of Aman: Noldor can see and interact with creatures of the Spirit World (ethereal plane).
• +2 racial bonus on saving throws against bad weather.
• +2 racial bonus on Listen, Search and Spot.
• +2 racial bonus on Handle Animal and Ride checks.
• +4 racial bonus on three skills chosen among Knowledge (any one), Craft (any one) or Appraise.
• Automatic Languages: Quenya, Sindarin and Westron.
• Level Adjustment: +3.
Sindar and Falathrim
Sindar and Falathrim racial traits:
• +2 Dexterity, +2 Intelligence, +4 Wisdom, +2 Charisma.
• Medium
• Elves base land speed is 30 feet.
• Immunity to sleep effects and fear created by undead.
• Low-Light Vision
• +2 racial bonus on saving throws against bad weather.
• +2 racial bonus on Listen, Search and Spot.
• +2 racial bonus on Handle Animal and Ride checks.
• Sindar receive a +4 racial bonus on Perform (sing) and Knowledge (nature) checks and +2 bonus on Survival checks.
• Falathrim receive a +4 racial bonus on Craft (shipwright) and Profession (mariner) checks and +2 bonus on Swim checks.
• Automatic Languages: Silvan, Sindarin and Westron.
• Level Adjustment: +2.
Silvan elves
Silvan elves racial traits:
• +2 Dexterity, +2 Wisdom.
• Medium
• Elves base land speed is 30 feet.
• Immunity to sleep effects and fear created by undead.
• Low-Light Vision
• +2 racial bonus on saving throws against bad weather.
• +2 racial bonus on Listen, Search and Spot.
• +2 racial bonus on Handle Animal and Ride checks.
• +2 racial bonus on Survival, Knowledge (nature) and Perform (sing) checks.
• Automatic Languages: Silvan, Sindarin and Westron.
• Level Adjustment: +1.
DWARVES
Dwarven racial traits:
• +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma.
• Medium
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• -2 racial bonus on Handle Animal and Ride checks.
• Bonus feat: Endurance.
• Automatic Languages: Khuzdul and Westron.
• Level Adjustment: +1.
HOBBIT
Hobbit racial traits:
• +2 Dexterity, +2 Wisdom, –2 Strength.
• Small: As a Small creature, a hobbit gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Hobbit base land speed is 20 feet.
• +2 racial bonus on Hide and Move Silently checks.
• +1 racial bonus on all saving throws.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Listen checks.
• 1 extra feat at 1st level.
• Automatic Languages: Westron.
Culture bonus: culture skills are always class skills and if they are also because of 1st level class, you receive a +1 culture bonus. Dunedain have Knowledge and Heal, Beornings Survival and Handle Animal and so on.
The classes are: fighter, rogue and barbarian (PHB), loremaster, magician, conjurer, noble (new), maybe bard (but changed) and scout/woodman.
The conjurer can be of any race, the magician only Dunedain or Elf, but it's more powerful. I would give Lore (as bardic knowledge) to this two, as to the loremaster (who will also receive skill focus, skill mastery and a bonus to some skills' max ranks).
I'm working on the scout/woodman, but I don't have Wheel of Time. Has somebody got some ideas on how to make that class?
And also on some "talents" as in Arcana Unhearted, some feats which represent innate abilities and which must be taken at 1st level? I would like to have a list of them.