A
amerigoV
Guest
Its got all that out of the box. There is also a race builder in the Deluxe version to create any race you want. The Fantasy Companion's most valuable material is magic items (the extra spells and race builder were brought into the Deluxe release).
Aside from what I linked, be careful if you are drawing from published material. The natural approach is to convert everything. But D&D has a lot of bloat in both rules and encounters. In 3.x, modules were built around the math -- you need 13 1/3 at ECL encounters to earn a level. Step back, see what the story is and then discard encounters that were just there to get you 1/13th of the way closer to another level*. Then, look to see how you can weave in Chases, Dramatic Tasks, and Social Encounters. They will give the game a much broader feel.
* I'll give an example. I ran Return to the Temple of Elemental Evil with two groups used D&D. 90% of the purpose of the Crater Ridge Mines was to get PCs from 6th to 10th level, and 10% was story. While I enjoyed the overall module, even in D&D I stripped that out and did other material to add more to the story.
Aside from what I linked, be careful if you are drawing from published material. The natural approach is to convert everything. But D&D has a lot of bloat in both rules and encounters. In 3.x, modules were built around the math -- you need 13 1/3 at ECL encounters to earn a level. Step back, see what the story is and then discard encounters that were just there to get you 1/13th of the way closer to another level*. Then, look to see how you can weave in Chases, Dramatic Tasks, and Social Encounters. They will give the game a much broader feel.
* I'll give an example. I ran Return to the Temple of Elemental Evil with two groups used D&D. 90% of the purpose of the Crater Ridge Mines was to get PCs from 6th to 10th level, and 10% was story. While I enjoyed the overall module, even in D&D I stripped that out and did other material to add more to the story.