More Conversion Stuff: D&D => Star Wars d20

DnDChick

Demon Queen of Templates
Star Wars d20

Monsters to Creatures
Aberrations, Animals, Dragons, Magical Beasts, Oozes, Plants, and Vermin with Intelligence scores of 6 or lower and with mostly Extraordinary special abilities are the best candidates for conversions as creatures in Star Wars d20. Constructs, Elementals, Fey, Giants, Humanoids, Monstrous Humanoids, Outsiders, Undead and any monster of any other type that has an Intelligence score of 7 or greater and with mostly Supernatural or Spell-Like special abilities are not convertible using these rules.

1. Convert monster type to Star Wars d20 creature type. Use the description of what the monster eats and/or how it hunts as the basis for its Star Wars d20 creature type.

2. Convert D&D monster hit dice to Star Wars d20 creature levels. Change the monster’s hit die type based on the creature type you selected for it in step 1.

3. Convert Armor Class to Defense. This is a direct conversion, and needs no math. Also, take a look at the *type* of natural armor the monster has, if any. If it has hard plates or an exoskeleton or something similar, give it half its natural armor bonus and give it half its natural armor bonus as DR (i.e. a +4 natural armor bonus that comes from hard armor plating would give a +2 armor bonus to defense and DR 2).

4. Convert Speed in feet to Speed in meters. For simplicity’s sake, just divide the Speed in feet by 3 and round all fractions to the nearest whole number.

5. Convert hit points to VP/WP. You will have to calculate the creature’s vitality points since the hit die type most likely changed in step 1. Its wound points are equal to its Constitution score (or more, or less, depending on its size — see the Star Wars d20 core rulebook).

6. Convert base attack bonus. When you converted monster type to creature type in Step 1, the creature’s base attack bonus may have changed. Recalculate the creature’s attack bonuses using its creature type from the Star Wars d20 core rulebook.

7. Convert Special Attacks and Special Qualities to Species Qualities. This is best done on a case by case basis. If the monster has mostly supernatural or spell-like abilities, you should probably either drop them or find some way to explain them scientifically. The only “magic” of the Star Wars universe is the Force, and it isn’t often found in creatures other than sentient beings. (I know — there are exceptions). Remember that there are no “special materials” or magic weapons in Star Wars d20. If a creature has DR, halve the DR value when converting a monster.

8. Convert D&D saves to Star Wars d20 saves. Although the calculations and base statistics for saving throws are the same in both games, which saves are high and which are low may have changed when you converted the monster type to a creature type. Double check to be sure, and re-calculate its saves if they changed.

9. Convert skills. Creatures in Star Wars d20 get a set number of skill points, so the skill ranks of the D&D monster may change. The easiest way to do this is to simply recalculate the number of skill points using the Star Wars d20 method, and re-distribute them amongst the creature’s suggested skills for its creature type.

10. Convert feats. Except for predators, a Star Wars d20 creature has a number of feats equal to 1/3 its level (Hit Dice). For monsters created in D&D 3.5, this means that most of them will have one more feat than they “should” have for a Star Wars d20 creature. There are two ways you can handle this. First, you can simply declare that one of the feats is a bonus feat for the creature. This is the easiest way to handle the feat discrepancy. They other way is to simply drop one feat — but if you do this be sure to take into consideration any changes that might make elsewhere in the creature’s statistics block.

11. Determine the creature’s challenge code. Use the rules in the Star Wars d20 core rulebook.


Example: The heroes have crash-landed their air speeder on a routine exploration mission on Yavin IV. I need a good creature to threaten them with. I like the D&D owlbear, so that’s what I will use.

1. Convert monster type to Star Wars d20 creature type.
The owlbear is most certainly a predator.

2. Convert D&D monster hit dice to Star Wars d20 creature levels.
Predators have d8 for Hit Dice, so I note that I will have to re-calculate the owlbear’s vitality using d8 instead of d10.

3. Convert Armor Class to Defense.
This is a direct conversion, and needs no math.

4. Convert Speed in feet to Speed in meters.
The owlbear’s speed in meters is 10.

5. Convert hit points to VP/WP.
The owlbear as a Star Wars d20 predator has 5d8+25 vitality points, with an average of 47.

6. Convert base attack bonus.
The owlbear’s base attack bonus doesn’t change, since magical beasts and predators both have the same calculation for this (BAB = HD or LEVELS).

7. Convert Special Attacks and Special Qualities to Species Qualities.
The owlbear has no supernatural or spell-like abilities, so that makes my job easier. Both its Scent and its Improved Grab abilities can port over directly.

8. Convert D&D saves to Star Wars d20 saves.
A predator’s high saves are Fortitude and Reflexes, and its low save is Will — the same as for a magical beast. The owl bear’s saving throws need no conversion, so they remain as they are.

9. Convert skills.
Since an owlbear has 5 Hit Dice, it receives 20 skill points as a Star Wars d20 predator. Looking at the skill list for predators, I give it Climb, Hide, Intimidate, Listen, and Spot, each at 4 ranks.

10. Convert feats. Star Wars d20 creatures get only 1 feat every 3 levels, but predators get an extra feat at 1st level.
Since the owlbear already has 2 feats, I don’t have to add or remove any; it has the correct number of feats for a predator with 5 Hit Dice.

11. Determine the creature’s challenge code.
Since the owlbear is a CR 4 creature, it is supposed to be a challenge for 4th level heroes. This makes it a Challenge Code C creature. I could tweak it down to B, though.




Here is the Star Wars d20 version of the owlbear. It’s now ready to tear into some stranded heroes in the jungles of Yavin IV.

Yavin Owlbear: Predator 5; Init +1 (Dex); Defense 15 (−1 size, +1 Dex, +5 natural); Spd 10 m; VP/WP 47/21; Atk +9 melee (1d6+5, [x2] claws); SQ improved grab, scent; SV Fort +9, Ref +5, Will +2; SZ L; Face/Reach 2 m by 2 m/2 m; Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10. Challenge Code C.
Skills: Climb +9, Hide +1, Intimidate +4, Listen +7, Spot +7.
Feats: Alertness, Track.
 
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DnDChick

Demon Queen of Templates
Monsters to Species
You can convert intelligent Humanoids and and Monstrous Humanoids of Small to Large size with 2 HD or less as alien species.

1. Ignore racial hit dice. The hit die of an alien species is always determined by its class. Star Wars d20 has no rules for species with racial hit dice, and no means such as Level Adjustment to balance out more powerful species. Even species that *could* be made tougher by the use of higher racial hit dice (such as Charons and Wookies) do not have such a benefit in Star Wars d20. To help keep things balanced with the other species, ignore all the race's D&D racial Hit Dice and any benefit it gains from them — base attack bonus, base saves, racial skills, and racial feats. Higher Hit Dice monsters often have higher ability scores and more powerful special abilities. Because of this, it’s generally best to only convert monsters with 2 HD or less to alien species.

2. Convert Armor Class to Defense. If the monster has a natural armor bonus, it retains it as a Star Wars d20 alien species.

3. Convert Speed in feet to Speed in meters. For simplicity’s sake, just divide the Speed in feet by 3 and round all fractions to the nearest whole number.

4. Convert Special Attacks and Special Qualities to Species Qualities. This is best done on a case by case basis. If the race has mostly supernatural or spell-like abilities, you should probably either drop them or find some way to explain them scientifically. Certain psionic or spell-like abilities could be explained as innate Force skills or feats, but you should be wary about handing out such abilities freely.

5. Convert ability scores. You need to convert the race’s ability scores into ability bonuses. Subtract 10 from each even-numbered ability score, and subtract 11 from each odd-numbered ability score. The result is the ability score bonus.

6. Converted races. What follows are the D&D races and monsters that are most suited to be alien species in Star Wars d20.

Aldar (Elf)
— +2 Dexterity, −2 Constitution.
—Medium size.
—An aldar’s base land speed is 10 meters.
—Immunity to sleep and sleep effects, and a +2 species saving throw bonus against mind-affecting Force effects.
—Low-light vision.
— +2 species bonus on Listen, Search, and Spot checks. An aldar who merely passes within 2 meters of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
—Automatic Languages: Aldar, Basic.

Gazzad (Dwarf)
— +2 Constitution, −2 Charisma.
—Medium size.
—A Gazzad’s base land speed is 6 meters. However, Gazzads can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
—Darkvision out to to 20 meters.
—Stonecunning: This ability grants a Gazzad a +2 species 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 Gazzad who merely comes within 3 meters of unusual stonework can make a Search check as if he were actively searching, and a Gazzad can use the Search skill to find stonework traps. A Gazzad can also intuit depth, sensing his approximate depth underground as naturally as other species can sense which way is up. Gazzads have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
—Stability: Gazzads are exceptionally stable on their feet. A Gazzad has a +4 bonus on ability checks made to resist being bantha rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
— +2 species bonus on saving throws against poison.
— +2 species bonus on saving throws against Force effects.
— +1 species bonus on attack rolls against Orgs, Golbins, and High Golbins.
— +4 dodge bonus to Defenze against creatures of Large size or larger.
— +2 species bonus on Appraise checks that are related to stone or metal items.
— +2 species bonus on Craft checks that are related to stone or metal.
—Automatic Languages: Basic, Gazzad.

Golbin (Goblin)
— −2 Strength, +2 Dexterity, −2 Charisma.
—Small size: +1 bonus to Defense, +1 bonus on attack rolls, +4 bonus on Hide checks, −4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A Golbin’s base land speed is 10 meters.
—Darkvision out to 20 meters.
— +4 species bonus on Move Silently and Ride checks.
—Automatic Languages: Basic, Golbin.

Grimlock
— +4 Strength, +2 Dexterity, +2 Constitution, −2 Wisdom, −4 Charisma.
—Medium size.
—A grimlock’s base land speed is 10 meters.
—Weapon Proficiency: A grimlock is automatically proficient with the battleaxe.
— +4 natural armor bonus.
— Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground settings.
—Special Qualities (see above): Blindsight 40 ft., immunities, scent.
—Automatic Languages: Basic, Grimlock.

Blindsight (Ex): Grimlocks can sense all foes within 13 meters as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic effects and overpowering odors. Negating a Grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a Grimlock is effectively blinded.
Immunities: Grimlocks are immune to visual effects, illusions, and other attack forms that rely on sight.

Hanyah (Gnoll)
—Strength +4, Constitution +2, Intelligence −2, Charisma −2.
—Size Medium.
—A Hanyah’s base land speed is 10 meters.
—Darkvision out to 20 meters.
— +1 natural armor bonus.
—Automatic Languages: Basic and Hanyah.

High Golbin (Hobgoblin)
— +2 Dexterity, +2 Constitution.
—A High Golbin’s base land speed is 10 meters.
—Darkvision out to 20 meters.
— +4 species bonus on Move Silently checks.
—Automatic Languages: Basic, Golbin.

Holbet (Halfling)
— +2 Dexterity, −2 Strength.
—Small size. +1 bonus to Defense, +1 bonus on attack rolls, +4 bonus on Hide checks, −4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A Holbet’s base land speed is 6 meters.
— +2 species bonus on Climb, Jump, and Move Silently checks.
— +1 species bonus on all saving throws.
— +2 morale bonus on saving throws against fear. This bonus stacks with the Holbet’s +1 bonus on saving throws in general.
— +1 species bonus on attack rolls with thrown weapons and slings.
— +2 species bonus on Listen checks.
—Automatic Languages: Basic, Holbet.

Khohb’ld (Kobold)
— −4 Strength, +2 Dexterity, −2 Constitution.
—Small size: +1 bonus to Defense, +1 bonus on attack rolls, +4 bonus on Hide checks, −4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A Khohb’ld’s base land speed is 10 meters.
—Darkvision out to 20 meters.
—A Khohb’ld character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
— +1 natural armor bonus.
— Khohb’ld are dazzled in bright light.
—Automatic Languages: Basic and Khohb’ld.

Lizardfolk
— +2 Strength, +2 Constitution, −2 Intelligence.
—Medium size.
—A Liiz’s base land speed is 10 meters.
— Liiz have a +4 racial bonus on Balance, Jump, and Swim checks.
— +5 natural armor bonus.
—Natural Weapons: 2 claws (1d4) and bite (1d4).
— Hold Breath: A Liiz can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
—Automatic Languages: Common, Liiz.

Nohm (Gnome)
— +2 Constitution, -2 Strength.
— Small size: +1 bonus to Defense, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
— A Nohm’s base land speed is 6 meters.
— Low-Light Vision.
— +2 species bonus on saving throws against Force Illusions.
— Add +1 to the Difficulty Class for all saving throws against illusions generated by nohms. This adjustment stacks with those from similar effects.
— +1 racial bonus on attack rolls against Khohb’lds and Golbins.
— +4 dodge bonus to Defense against creatures of Large size or larger.
— +2 species bonus on Listen checks.
— +2 species bonus on Craft (chemical) checks.
— Automatic Languages: Basic and Nohm.
— 1/day — A Nohm can comprehend and communicate with burrowing creatures native to its home planet. The Nohm can ask questions of and receive answers from burrowing creatures, although this ability doesn’t make them any more friendly or cooperative than normal. The duration of this ability is 1 minute.

Minor Force Illusions: A Nohm with a Charisma score of at least 10 can generate audio-visual figments through an innate ability to manipulate the perceptions of other. Jedi scholars have speculated that Nohms have are Force Sensitive in a way unknown even to them. This ability functions exactly like the Illusion Force skill except the Nohm can use it untrained and while it has no Vitality cost the Nohm can only use each ability twice in 24 hours. Additionally, a Nohm can only generate the following effects:

Dancing Lights: A Nohm create up to four lights that resemble lanterns (and cast that amount of light), or up to four glowing spheres of light, or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 3-meter-radius area in relation to each other but otherwise move as the Nohm desires (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 30 meters per round. A light winks out if the distance between the Nohm and it exceeds the maximum range.

Ghost Sound: This ability allows the Nohm to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. The Nohm chooses what type of sound ghost sound creates when he uses it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on the Nohm’s character level. The Nohm can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound produces can be virtually any type of sound within the volume limit. A horde of wamp rats running and squeaking is about the same volume as eight humans running and shouting. A roaring nexu is equal to the noise from sixteen humans, while a roaring rancor is equal to the noise from twenty humans. The sound is centered on the Nohm, and travels about as far as the actual sound generated would travel depending on the volume.

Org (Orc)
— +4 Strength, −2 Intelligence, −2 Wisdom, −2 Charisma.
—An Org’s base land speed is 10 meters.
—Darkvision out to 20 meters.
—Light Sensitivity: Orgs are dazzled in bright light.
—Automatic Languages: Basic, Org.

Trog (Troglodyte)
— −2 Dexterity, +4 Constitution, −2 Intelligence.
—Medium size.
—A Trog’s base land speed is 10 meters.
—Darkvision out to 30 meters.
—Trog have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).
—A Trog receives Multiattack as a bonus feat.
— +6 natural armor bonus.
—Natural Weapons: 2 claws (1d4) and bite (1d4).
—Special Attacks (see above): Stench.
—Automatic Languages: Basic and Trog.

Stench (Ex): When a Trog is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except Trogs) within 30 feet of a Trog must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based and is equal to 10 + 1/2 the Trog’s level + the Trog’s Constitution modifier. Creatures that successfully save cannot be affected by the same Trog’s stench for 24 hours. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
 
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DnDChick

Demon Queen of Templates
I finally figured out how to handle gnomes (Nohms ;)) and their spell-like abilities.

I couldn't figure out how to give the "Nohm" the prestidigitation spell, since some of the spell effects were a little *too* supernatural even for the Star Wars universe. In light of that, I just dropped the presti spell in favor of letting the Nohm use its dancing lights and ghost sound Force-like illusions 2x per day instead of just 1x.
 
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AmorphousBlob

First Post
Wonderful work. It's something I could've figured out on my own, but you've made that task a lot easier (and more likely for me to do, as I'm pretty lazy ;)
 

DnDChick

Demon Queen of Templates
Got a D&D monster => Star Wars request? Post it here and I'll convert it. :) I want to see if my conversion ideas work on more than just owlbears. lol


Edit: I tinkered with the illusion ability of the "Nohm" a little after a careful reading of the Illusion Force skill.
 
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DnDChick

Demon Queen of Templates
Most dragons have too much sheer magic power to be easily worked in to the Star Wars universe. But, having said that, which dragon in particular where you thinking about?
 

Kanegrundar

Explorer
It's almost scary how closely I did the same thing when SWD20 first came out. The major difference is how I handled the spell-like abilities: I had them cost vitality to use as if they were Force powers. I then added Force Sensitivity to a few of the races. I actually converted over quite a few. When I get home I'll try and post them if anyone is interested. (The "book" with conversions of Alternity species may need to be tweaked now that there are official conversion rules out.)

Kane
 

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