• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Dark World: A Good vs. Evil Campaign World

Are you adapting all the 3E classes, or is there an existing conversion you'll be using?
My plan is to do as little conversion work as possible. Therefore, if I can find existing conversions for the classes I want to use then I'll use them.

I haven't really started looking for class conversions yet. I want to get as many of the races done as I can first.

I'd say that I'm most likely to try to create a conversion for the Witch and Adept from the 3e DMG. I'll probably have to do conversions for the Darkness & Dread classes as well since those classes are a bit more obscure. :)

I'm really glad I found a conversion for the 2e Psionicist already. That would have been a lot of work. :p

EDIT
I did just find this: http://johnwright281.tripod.com/sitebuildercontent/sitebuilderfiles/tomeofdiversity.pdf

Classes in the PDF
Archer
Blade Dancer
Engineer
Fencer
Marksman
Shaman
Warlocke
Witch Doctor
Witch Hunter

Of these, I can see a use for the Witch Hunter and maybe the Archer for Dark World. The others don't really match the tone of the world. The Shaman isn't how I want my Shaman. I might borrow parts of the Witch Doctor for my Shaman, however.
 
Last edited:

log in or register to remove this ad

GNOLL

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

Darkvision: A gnoll can see in complete darkness for up to 60 feet.

Hit Dice Bonus: A gnoll character doubles his/her first two Hit Die rolls, no matter his/her chosen character class to simulate his/her racial Hit Dice. Add any bonuses for high Constitution scores after doubling the roll of the die. For example, a male gnoll fighter with a Constitution score of 15 rolls 1d10, multiplies the results by 2, and adds +1 to determine his hit points. If his roll is 7 for 1st-level, he starts play with 15 hit point (7 x 2 = 14 + 1 = 15). After gaining enough XP to reach 2nd-level, he would double his hit point roll and add his Constitution modifier again. After that he gains hit points normally.

Natural Weapons: If fighting without weapons, a gnoll can make one slam attack every round (2d4 damage). If using a weapon, he/she can strike with the weapon and the slam attack in the same round. Multiple attacks allowed by higher levels only apply to weapons.

Tough Hide: A gnoll has a +1 natural Armor Class bonus.

Languages: Gnoll and any two of the following: Common, Draconic, Elf, Goblinoid, Orc.
Size: Large
Movement: 30 feet
Attribute Modifiers: +2 Strength, +1 Constitution, -1 Intelligence, -2 Charisma
Typical Classes: Barbarian, Cleric, Fighter, Ranger, Shaman
Assassin and Rogue Modifiers: +2 to listen, -2 to hide
Ranger Modifiers: +2 to track, -2 to conceal

Physical Characteristics
▪ 7 to 8 feet tall
▪ 250 to 350 pounds
 

BUGBEAR

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

Darkvision: A bugbear can see in complete darkness for up to 60 feet.

Hit Dice Bonus: A bugbear character doubles his/her first three Hit Die rolls, no matter his/her chosen character class to simulate his/her racial Hit Dice. Add any bonuses for high Constitution scores after doubling the roll of the die. For example, a male bugbear rogue with a Constitution score of 13 rolls 1d10, multiplies the results by 2, and adds +1 to determine his hit points. If his roll is 3 for 1st-level, he starts play with 7 hit point (3 x 2 = 6 + 1 = 7). After gaining enough XP to reach 2nd-level, he would double his hit point roll and add his Constitution modifier again as well as for his 3rd level. After that he gains hit points normally.

Tough Hide: A bugbear has a +2 natural Armor Class bonus.

Languages: Common, Goblinoid, and any three of the following: Draconic, Elf, Giant, Gnoll, Ogre, Orc.
Size: Large
Movement: 30 feet
Attribute Modifiers: +2 Strength, +1 Dexterity, +1 Constitution, -2 Charisma
Typical Classes: Assassin, Barbarian, Cleric, Death Master, Fighter, Ranger, Rogue, Shaman
Assassin and Rogue Modifiers: +2 to move silent, -2 to hide
Ranger Modifiers: +2 to move silent, -2 to conceal

Physical Characteristics
▪ 7 to 8-1/2 feet tall
▪ 200 to 400 pounds
 
Last edited:

LUPIN

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

Darkvision: A lupin can see in complete darkness for up to 60 feet.

Enhanced Sense of Smell: As per the Half-Orc entry on pg. 39 of the C&C Players Handbook.

Enmity (Werewolves): Werewolves are the ancient foes of lupins, which is ingrained in the lupin psyche. When in combat against werewolves, this ancient anger allows lupins a +1 to hit werewolves. Lupins suffer a -4 to charisma checks when interacting with werewolves.

Natural Weapons: If fighting without weapons, a lupin can make one bite attack every round (1d4 damage). If using a weapon, he/she can strike with the weapon and apply the bite in the same round. Multiple attacks allowed by higher levels only apply to weapons.

Odor Penalty: A lupin's acute sense of smell forces them to save against odor-based attacks with a -2 penalty.

Languages: Common, Lupin, and any three of the following: Elf, Gnoll, Gnome, Goblinoid, Halfling.
Size: Medium
Movement: 30 feet
Attribute Modifiers: +1 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom
Typical Classes: Bard, Cleric, Fighter, Knight, Monk, Ranger, Rogue, Witch Hunter
Assassin and Rogue Modifiers: +2 to find traps, +3 to listen
Knight Modifiers: +2 to horsemanship
Ranger Modifiers: +2 to find traps, +2 to track

Physical Characteristics
▪ 5 to 7 feet tall
▪ 145 to 185 pound
 

JERREN

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

Darkvision: A jerren can see in complete darkness for up to 60 feet.

Fearless: As per the Halfling entry on pg. 38 of the C&C Players Handbook.

Resistant: As per the Halfling entry on pg. 39 of the C&C Players Handbook.

Throwing: Jerren delight in inflicting harm from afar. As a result, these evil halflings receive a +1 bonus to attacks with thrown weapons.

Alignment: Any evil
Languages: Common, Halfling, and any three of the following: Abyssal, Goblinoid, Infernal, Orc.
Size: Small
Movement: 20 feet
Attribute Modifiers: +1 Dexterity, -1 Strength
Typical Classes: Assassin, Cleric, Death Master, Illusionist, Mountebank, Psionicist, Rogue, Witch, Wizard
Assassin Modifiers: +2 to disguise, +2 to hide, +2 to listen, +2 to move silent
Illusionist Modifiers: +2 to disguise
Ranger Modifiers: +2 to conceal, +2 to move silent
Rogue Modifiers: +2 to hide, +2 to listen, +2 to move silent

Physical Characteristics
▪ 2-1/2 to 3-1/2 feet tall
▪ 30 to 35 pounds
 
Last edited:

VASHAR

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

Enmity (Humans): Vasharans hate humanity considering them inferior upstarts in world that should have belonged to the Vashar. When in combat against humans, this vile racism allows Vasharans a +1 to hit human foes. They have a similar distrust of half-elves and half-orcs. The Vashar find the thought of inter-breeding with humans disgusting, and their relentless antipathy towards humanity negatively affects Vasharan relations with half-elves and half-orcs. Vasharans suffer a -4 to charisma checks when interacting with humans, half-elves, half-orcs, or any halfbreed race with a human bloodline (i.e planetouched).

Primary Attributes: As per the Human entry on pg. 40 of the C&C Players Handbook.

Vile Origin: Vasharans were born out of evil. They carry that taint with them. It drives them to pillage and murder. As a result, if a Vasharan's true nature is known he/she will suffer a -2 penalty to all charisma checks when dealing with characters that believe strongly in righteousness such as paladins and knights of good alignment. This penalty stacks with the charisma penalty listed under Enmity (humans).

Alignment: Any evil
Languages: Common and either Abyssal or Infernal.
Size: Medium
Movement: 30 feet
Attribute Modifiers: None
Typical Classes: Alchemist, Assassin, Death Master, Fighter, Monk, Mountebank, Psionicist, Rogue, Witch, Wizard

Physical Characteristics
▪ 6 to 7 feet tall
▪ 175 to 210 pounds
 
Last edited:

AASIMAR

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

Darkvision: Aasimars can see in complete darkness for up to 60 feet.

Light: Aasimars have an innate ability to cast the light spell once per day as a 1st-level caster. This innate spell is in addition to any spells available to aasimars of spellcasting classes.

Resist Elements: Aasimars receive a +2 bonus to saving throws against acid, cold, and electricity attacks.

Languages: Common, Celestial, and any three of the following: Draconic, Dwarf, Elf, Gnome, Halfling.
Size: Medium
Movement: 30 feet
Attribute Modifiers: +1 Wisdom, +1 Charisma
Typical Classes: Bard, Cleric, Fighter, Knight, Monk, Paladin, Psionicist, Witch Hunter, Wizard
Assassin and Rogue Modifiers: +2 to listen
Bard Modifiers: +2 to exalt

Physical Characteristics
▪ 5 to 6 feet tall
▪ 120 to 180 pounds
 
Last edited:

Into the Woods

Remove ads

Top