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More Conversion Stuff: D&D => Star Wars d20
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<blockquote data-quote="DnDChick" data-source="post: 2198437" data-attributes="member: 54"><p>Monsters to Species</p><p>You can convert intelligent Humanoids and and Monstrous Humanoids of Small to Large size with 2 HD or less as alien species.</p><p></p><p>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.</p><p></p><p>2. Convert Armor Class to Defense. If the monster has a natural armor bonus, it retains it as a Star Wars d20 alien species.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>6. Converted races. What follows are the D&D races and monsters that are most suited to be alien species in Star Wars d20.</p><p></p><p>Aldar (Elf)</p><p>— +2 Dexterity, −2 Constitution.</p><p>—Medium size.</p><p>—An aldar’s base land speed is 10 meters.</p><p>—Immunity to sleep and sleep effects, and a +2 species saving throw bonus against mind-affecting Force effects.</p><p>—Low-light vision.</p><p>— +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.</p><p>—Automatic Languages: Aldar, Basic.</p><p></p><p>Gazzad (Dwarf)</p><p>— +2 Constitution, −2 Charisma.</p><p>—Medium size.</p><p>—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.</p><p>—Darkvision out to to 20 meters.</p><p>—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.</p><p>—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).</p><p>— +2 species bonus on saving throws against poison.</p><p>— +2 species bonus on saving throws against Force effects.</p><p>— +1 species bonus on attack rolls against Orgs, Golbins, and High Golbins.</p><p>— +4 dodge bonus to Defenze against creatures of Large size or larger.</p><p>— +2 species bonus on Appraise checks that are related to stone or metal items.</p><p>— +2 species bonus on Craft checks that are related to stone or metal.</p><p>—Automatic Languages: Basic, Gazzad.</p><p></p><p>Golbin (Goblin)</p><p>— −2 Strength, +2 Dexterity, −2 Charisma.</p><p>—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.</p><p>—A Golbin’s base land speed is 10 meters.</p><p>—Darkvision out to 20 meters.</p><p>— +4 species bonus on Move Silently and Ride checks.</p><p>—Automatic Languages: Basic, Golbin.</p><p></p><p>Grimlock</p><p>— +4 Strength, +2 Dexterity, +2 Constitution, −2 Wisdom, −4 Charisma.</p><p>—Medium size.</p><p>—A grimlock’s base land speed is 10 meters.</p><p>—Weapon Proficiency: A grimlock is automatically proficient with the battleaxe.</p><p>— +4 natural armor bonus.</p><p>— Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground settings.</p><p>—Special Qualities (see above): Blindsight 40 ft., immunities, scent.</p><p>—Automatic Languages: Basic, Grimlock.</p><p></p><p><strong>Blindsight (Ex):</strong> Grimlocks can sense all foes within 13 meters as a sighted creature would. Beyond that range, they treat all targets as having total concealment. </p><p>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. </p><p><strong>Immunities:</strong> Grimlocks are immune to visual effects, illusions, and other attack forms that rely on sight.</p><p></p><p>Hanyah (Gnoll)</p><p>—Strength +4, Constitution +2, Intelligence −2, Charisma −2.</p><p>—Size Medium.</p><p>—A Hanyah’s base land speed is 10 meters.</p><p>—Darkvision out to 20 meters.</p><p>— +1 natural armor bonus.</p><p>—Automatic Languages: Basic and Hanyah.</p><p></p><p>High Golbin (Hobgoblin)</p><p>— +2 Dexterity, +2 Constitution.</p><p>—A High Golbin’s base land speed is 10 meters.</p><p>—Darkvision out to 20 meters.</p><p>— +4 species bonus on Move Silently checks.</p><p>—Automatic Languages: Basic, Golbin.</p><p></p><p>Holbet (Halfling)</p><p>— +2 Dexterity, −2 Strength.</p><p>—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.</p><p>—A Holbet’s base land speed is 6 meters.</p><p>— +2 species bonus on Climb, Jump, and Move Silently checks.</p><p>— +1 species bonus on all saving throws.</p><p>— +2 morale bonus on saving throws against fear. This bonus stacks with the Holbet’s +1 bonus on saving throws in general. </p><p>— +1 species bonus on attack rolls with thrown weapons and slings.</p><p>— +2 species bonus on Listen checks.</p><p>—Automatic Languages: Basic, Holbet.</p><p></p><p>Khohb’ld (Kobold)</p><p>— −4 Strength, +2 Dexterity, −2 Constitution.</p><p>—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.</p><p>—A Khohb’ld’s base land speed is 10 meters.</p><p>—Darkvision out to 20 meters.</p><p>—A Khohb’ld character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.</p><p>— +1 natural armor bonus.</p><p>— Khohb’ld are dazzled in bright light.</p><p>—Automatic Languages: Basic and Khohb’ld.</p><p></p><p>Lizardfolk</p><p>— +2 Strength, +2 Constitution, −2 Intelligence.</p><p>—Medium size.</p><p>—A Liiz’s base land speed is 10 meters.</p><p>— Liiz have a +4 racial bonus on Balance, Jump, and Swim checks.</p><p>— +5 natural armor bonus.</p><p>—Natural Weapons: 2 claws (1d4) and bite (1d4).</p><p>— Hold Breath: A Liiz can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.</p><p>—Automatic Languages: Common, Liiz.</p><p></p><p>Nohm (Gnome)</p><p>— +2 Constitution, -2 Strength.</p><p>— 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.</p><p>— A Nohm’s base land speed is 6 meters.</p><p>— Low-Light Vision.</p><p>— +2 species bonus on saving throws against Force Illusions.</p><p>— Add +1 to the Difficulty Class for all saving throws against illusions generated by nohms. This adjustment stacks with those from similar effects.</p><p>— +1 racial bonus on attack rolls against Khohb’lds and Golbins.</p><p>— +4 dodge bonus to Defense against creatures of Large size or larger.</p><p>— +2 species bonus on Listen checks.</p><p>— +2 species bonus on Craft (chemical) checks.</p><p>— Automatic Languages: Basic and Nohm. </p><p>— 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.</p><p></p><p><strong>Minor Force Illusions:</strong> 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:</p><p></p><p><em>Dancing Lights:</em> 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.</p><p></p><p><em>Ghost Sound:</em> 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.</p><p>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.</p><p></p><p>Org (Orc)</p><p>— +4 Strength, −2 Intelligence, −2 Wisdom, −2 Charisma.</p><p>—An Org’s base land speed is 10 meters.</p><p>—Darkvision out to 20 meters.</p><p>—Light Sensitivity: Orgs are dazzled in bright light.</p><p>—Automatic Languages: Basic, Org.</p><p></p><p>Trog (Troglodyte)</p><p>— −2 Dexterity, +4 Constitution, −2 Intelligence.</p><p>—Medium size.</p><p>—A Trog’s base land speed is 10 meters.</p><p>—Darkvision out to 30 meters.</p><p>—Trog have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).</p><p>—A Trog receives Multiattack as a bonus feat.</p><p>— +6 natural armor bonus.</p><p>—Natural Weapons: 2 claws (1d4) and bite (1d4).</p><p>—Special Attacks (see above): Stench.</p><p>—Automatic Languages: Basic and Trog.</p><p></p><p><strong>Stench (Ex):</strong> 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.</p></blockquote><p></p>
[QUOTE="DnDChick, post: 2198437, member: 54"] 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. [B]Blindsight (Ex):[/B] 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. [B]Immunities:[/B] 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. [b]Minor Force Illusions:[/b] 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: [i]Dancing Lights:[/i] 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. [i]Ghost Sound:[/i] 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. [B]Stench (Ex):[/B] 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. [/QUOTE]
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