[Fantasy Craft] Mystara conversion concepts

pawsplay

Hero
There are a number of ways to handle a conversion of Mystara (the Known World setting from the Rules Cyclopedia version of D&D). I'm laying out some ideas of mine for comment. Feel free to jump in.
 

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Some initial thoughts on Alignments. There may be other alignments in the world, but the main ones are the metaphysical ones (practiced by mortal worshippers and sanctioned by like-minded Immortals) and Immortal ones (associated with close allegiance to an Immortal of a particular sphere).

Alignments

Metaphysical Alignments

Lawful
Alignment Skills: Investigate, Ride, Search, Tactics
Paths: Fortune, Order, Life, Light, Protection
Ritual Weapon: Mace
Avatar: Archon
Opposed Aligments: Balance, Chaotic (Metaphysical); Entropy (Immortal)
Paladin Heritage Feats: Angelic Heritage, Draconic Heritage, Elemental Heritage (Earth, Light, Dust/Sand, Wind)

Chaotic
Alignment Skills: Blend, Bluff, Ride, Survival
Paths: Curses, Darkness, Chaos, Life, Death
Ritual Weapon:
Avatar:
Opposed Alignments: Balance, Lawful (Metaphysical)
Paladin Heritage Feats: Devilish Heritage, Draconic Heritage, Elemental Heritage (Darkness, Fire, Win, Mist/Smoke)

Balance
Alignment Skills: Athletics, Blend, Search, Survival
Paths: Life, Beauty, Beasts, Nature, Wilderness
Ritual Weapon: Quarterstaff
Avatar:
Opposed Alignments: Chaotic, Lawful (Metaphysical);
Paladin Heritage Feats: Angelic Heritage, Elemental Heritage (Water, Wind, Mist/Smoke), Faerie Heritage

Immortal Alignments

Entropy
Alignment Skills: Blend, Bluff, Prestidigitation, Search
Paths: Curses, Darkness, Death, Destruction, Evil
Ritual Weapon: Flail
Avatar:
Opposed Alignments: Energy, Matter, Though, Time (Immortal); Lawful (Metaphysical)
Paladin Heritage Feats: Devilish Heritage, Elemental Heritage (Darkness)

Energy
Alignment Skills: Acrobatics, Bluff, Prestidigitation, Sneak
Paths: Fire, Light, Travel, Chaos, Heroism
Ritual Weapon: Short sword
Avatar: Fire Elemental
Opposed Alignments: Entropy (Immortal)
Paladin Heritage Feats: Angelic Heritage, Draconic Heritage, Elemental Heritage (Fire, Lava, Light, Lightning)

Matter
Alignment Skills: Athletics, Crafting, Ride, Survival
Paths: Order, Earth, Protection, Life, Metal
Ritual Weapon: Mallet
Avatar: Earth Elemental
Opposed Alignments: Entropy (Immortal)
Paladin Heritage Feats: Angelic Heritage, Draconic Heritage, Elemental Heritage (Crystal, Dust/Sand, Earth, Metal, Wood)

Thought
Alignment Skills: Bluff, Disguise, Investigate, Tactics
Paths: Deceit, Secrets, Air, Knowledge, Beauty, Spirits
Ritual Weapon: Dagger
Avatar: Air Elemental
Opposed Alignments: Entropy (Immortal)
Paladin Heritage Feats: Angelic Heritage, Draconic Heritage, Elemental Heritage (Lightning, Mist/Smoke, Wind)

Time
Alignment Skills: Acrobatics, Athletics, Blend, Tactics
Paths: Water, Destruction, Protection, Fortune, War
Ritual Weapon: Trident
Avatar: Water Elemental
Opposed Alignments: Entropy (Immortal)
Paladin Heritage Feats: Angelic Heritage, Elemental Heritage (Ice, Mist/Smoke, Water), Faerie Heritage
 

The humble gnome. I thought about remaking the gnome as a splinter race for a dwarf, but it ended up being a mucky mess and try to estimate the worth of all the changes. And the Quick Finger Folk version does not really apply; gnomes are relatives of dwarves, and lead very rugged, mining-oriented lifestyles with frequent warfare, especially against kobolds and goblins. They are a fairly minor race, but as they differ from the core version or the AD&D style gnome...

Gnome
Size Small [1.5]
+3 Constitution [3.5]
Base Speed: 20 ft. [-0.5]
Enlightened Skill: [1]
Iconic Classes: Keeper and Soldier [-1]
Iconic Specialties: [-1]
Archer, Aristocrat, Artisan, Lord, Merchant, Miner, Mystic, Rogue, Vanguard, Warden
Improved Stability: [1]
Iron Gut: [1]
Darkvision II: [1.5]
 

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