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More Conversion Stuff: D&D => Star Wars d20
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<blockquote data-quote="Kanegrundar" data-source="post: 2292638" data-attributes="member: 3913"><p>As requested here's my take on some D&D critters in SW D20. These are all sentient species.</p><p></p><p>Aasimar</p><p>Aasimar are a species that claims that their ancestors were beings from some other extra-dimensional reality called “The Heavens.” Whether that’s the case or not has yet to be proven, but the species is among the most just and kindest beings in the galaxy. Aasimar look like tall, attractive humans, but they hold a certain aura about them that makes them pleasant to be around even if you meet one wearing a concealing cloak. Most look like normal, albeit rather attractive, human, but some have golden or silver hair or a very intense stare that tends to set them apart from humans.</p><p>Personality: Aasimar are kind and gentle folk, but are easily inspired to take up arms against evil.</p><p>Aasimar Homeworld: Aasimar hail from the near celestial-like planet, Cimdar.</p><p>Languages: Aasimar speak their own language called Anglic, as well as Basic. </p><p>Example Names: Dartur, Launce, Melindia, Vance</p><p>Adventurers: Most aasimar are thoughtful defenders of justice and good, but there are some that look at themselves as “angels of wrath” that attempt to judge all they encouter and pass harsh sentences. Vengeful aasimar are rare. Most young aasimar rush off to join just crusades, and many become Jedi Knights.</p><p>Aasimar Traits:</p><p>• +2 Wis, +2 Cha. Aasimars are wise and easy to like.</p><p>• Medium-sized. Aasimars have no bonuses or penalties based on their size. </p><p>• Aasimars have a base speed of 10 meters.</p><p>• +5 to saves against acid, cold, and electricity.</p><p>• +2 racial bonus to Listen and Spot checks.</p><p></p><p></p><p>Araneas</p><p>Araneas are a species of shapechangers that appear as large spiders in their natural form. Though they can be frightening at first if seen in their natural or hybrid forms, they are neutral, and will never harn another being without being harmed first. They are found all over the galaxy, but most people never know that they just talked to an aranea since they tend to travel in their humanoid form.</p><p>Personality: Araneas are nuetral in all matters. They hold loyalty to no one. They prefer to be left alone to their own devices. </p><p>Aranea Homeworld: Araneas came from the dead world of Isha. Isha’s sun burned out over a millenia ago. Araneas had just discovered the secrets of starcraft, and escaped death on their world. Now they hail from all parts of the galaxy. </p><p>Languages: Araneas speak Aranea, Sylvan, and Basic, and frequently whatever languages are common where they live.</p><p>Example Names: Araneas native tongue is unspeakable by most species, so they choose a name that fits their humanoid form.</p><p>Adventurers: Araneas realize that they would be looked upon as mosters by many of the galaxy, so theirs is a life of solitude and, at times, paranoia. They are excellent spies and assassins, and will work as such for the highest bidder. Brave araneas tend to kidnap nobles and other important people for large ransoms.</p><p>Aranea Traits:</p><p>• +4 Dex, +4 Con, +4 Int, +2 Wis, +4 Cha. Araneas are by their very natures very agile and healthy. Due to their precarious position in the galaxy, survival means that they must be more intelligent, wise, and charismatic than other species.</p><p>• Medium-sized. Araneas have no bonuses or penalties based on their size. </p><p>• Araneas have a base speed of 16 meters, and climb at a rate of 8 meters.</p><p>• Bite does 1d6 damage</p><p>• Webs: In spider or hybrid form, an aranea can cast a web up to six times per day. This is similar to an attack with a net, but has a maximum range of 16 meters, with a range increment of 3 meters, and is effective on targets up to large size. The web anchors the target into place, allowing no movement. Entangled creatures can escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC 26). The web has 6 wound points and takes double damage from fire.</p><p>• Poison: Bite, Fortitude save (DC 13); initial damage 1d6 temporary Strength, secondary damage of 2d6 temporary Strength.</p><p>• Alternate Form: An aranea’s natural form is that of a Large monstrous spider (-1 to attack rolls and Defense ratings when in this form). It can assume two other forms. The first is a Small or Medium-size humanoid (the exact form is fixed at birth, usually a species that is commonly found near the aranea). The second form is a Medium-sized, spider-humanoid hybrid. Changing forms is a standard action. In humanoid form, it gains all the abilities of that form (like gaining Hold Breath if the form is that of a Gungan), but cannot use its web or poison abilities. In hybrid form, an aranea look like a humanoid at first glance, but a successful Spot check (DC 18) reveals the creature’s fangs and spinnerets. The aranea can use weapons and webs in this form. An aranea remains in one form until it chooses to assume a new one. Araneas do not revert to natural form upon death, but creatures with the true seeing spell-like ability see the aranea in its natural form no matter what form its in at the time. This ability costs 3 Vitality points to use.</p><p></p><p>Bugbear</p><p>Bugbears are the stongest of the goblinoid races. They stand around 7 feet tall. Their hides vary from light yellow to yellow-brown with coarse hair of brown to brick red. They have warred with the dwarves of Kazim as long as any bugbear can remember. They tend to lead groups of weaker goblinoids in attacks against their dwarven enemies when on Kazim, and are sought after as guards by unscupulous crimelords and merchants.</p><p>Personality: Bugbears are quick to anger and they bully and berate anoyone smaller than they are.</p><p>Bugbear Homeworld: Bugbears are from the mountainous planet, Kazim.</p><p>Language: Bugbears speak Goblin and Basic.</p><p>Example Names: Grarr, Narg, Tuma, Urrg.</p><p>Adventurers: Bugbears have left Kazim by capturing dwaven starcraft and have found the same niche in galatic society that the Gammoreans did, as hired muscle. They are also hired as mercenaries for missions in which a lot of damage much be done. Bugbears love to fight and are good at it.</p><p>Bugbear Traits:</p><p>• +4 Str, +2 Dex, +2 Con, -2 Cha. Bugbears are strong, agile, and healthy, but they are violent people.</p><p>• Medium-sized. Bugbears have no bonuses or penalties based on their size. </p><p>• Bugbears have a base speed of 10 meters.</p><p>• Darkvision to 20 meters.</p><p>• +4 racial bonus to Move Silently checks.</p><p></p><p>Centaur</p><p>Centaurs are a species that combines humans and horses. Their torsos and upper bodies are that of humans, while their lower bodies are that of a horse’s body and legs. They took to the stars after scouting ships landed on their planet and made them part of the galactic community. They are well-known for being expert marksmen and feirce warriors. </p><p>Personality: Centaurs tend to shun outsiders after the base treatment they received when first meeting other species. They can be kind to those that prove that they are respectful and true to their word.</p><p>Centaur Homeworld: Centaurs hail from the verdant planet, Centa.</p><p>Languages: Centaurs speak their own tongue (Ceril), as well as Sylvan and Elven (who the centaurs have become allies with).</p><p>Example Names: Brand, Colton, Ellise, Wynd</p><p>Adventurers: Centaurs tend to dislike the galaxy beyond Centa and Lillandra. They feel that other species don’t have the proper respect that one should have for the world around them whether they live in a forest or a desert. Therefore, they tend to be very protective of their natural habitats, and are not above killing those that wish to unduly profit from nature.</p><p>Centaur Traits:</p><p>• +8 Str, +4 Dex, +4 Con, -2 Int. Centaurs are strong, graceful, robust, and wise people, but they never truly developed an education system that matches that of other species.</p><p>• Large-sized. Centaurs are large creatures, and therefore suffer a –1 penalty to their attack rolls and Defense ratings. </p><p>• Centaurs have a base speed of 16 meters. </p><p>• Hooves do 1d6 damage</p><p></p><p>Doppleganger</p><p>Dopplegangers are a mysterious species of shapechangers. In their natural form, they look like gray-skinned aliens with pupilless, bulging eyes. They use their nautral abilities to gain personal wealth, usually by kidnapping or killing an important person and posing as that person.</p><p>Personality: While not really evil, dopplegangers see others as playthings to use for personal gain. They are quite arrogant and fly into a berserker like rage if caught and fingered as a fake before its game is complete.</p><p>Doppleganger Homeworld: Unknown. No one knows where dopplegangers game from, and it is theorized that not even dopplegangers themselves remember anymore.</p><p>Languages: Dopplegangers speak their own language (Dolger), Basic, and the language of whoever they are planning to impersonate next as well as those they have impersonated before.</p><p>Example Names: Kirrn, Orrn, Thirrn, Virrn</p><p>Adventurers: Dopplegangers live to dig up dirt on those around them. They love the strategy of taking the place of a person and making everyone, even that person’s closest friends, believe that they are that person as they rob him blind. Dopplegangers sometimes make themselves known to crimelords and such so as to prove they are the perfect candidate for a spying job.</p><p>Doppleganger Traits:</p><p>• +2 Str, +2 Dex, +2 Int, +4 Wis, +2 Cha. Dopplegangers are stronger, more agile, more robust, smarter, wiser, and control a stronger presence than most other species. </p><p>• Medium-sized. Dopplegangers have no bonuses or penalties based on their size (unless they take a Small form)</p><p>• Dopplegangers have a base speed of 10 meters</p><p>• Fists do 1d6 damage</p><p>• Detect Thoughts: Works the same as the Empathy Force skill. Counts as a free action, and costs 1 Vitality Point.</p><p>• Alter Self: A doppleganger can assume the shape of any Small or Medium-sized humanoid. The doppleganger can remain in the form indefinitely. It can assume a new form or return to its own as a standard action. This ability costs 3 Vitality points to use.</p><p>• Immune to mind-affecting Force skills and feats.</p><p>• +4 racial bonus to Bluff and Disguise checks. When using its shapechanging abilities, it gains an additional +10 bonus to Diguise checks. Furthermore, if the doppleganger can read an opponent’s mind, it gains an additional +4 bonus to Bluff and Disguise checks.</p><p></p><p>More on the way...</p><p></p><p>Kane</p></blockquote><p></p>
[QUOTE="Kanegrundar, post: 2292638, member: 3913"] As requested here's my take on some D&D critters in SW D20. These are all sentient species. Aasimar Aasimar are a species that claims that their ancestors were beings from some other extra-dimensional reality called “The Heavens.” Whether that’s the case or not has yet to be proven, but the species is among the most just and kindest beings in the galaxy. Aasimar look like tall, attractive humans, but they hold a certain aura about them that makes them pleasant to be around even if you meet one wearing a concealing cloak. Most look like normal, albeit rather attractive, human, but some have golden or silver hair or a very intense stare that tends to set them apart from humans. Personality: Aasimar are kind and gentle folk, but are easily inspired to take up arms against evil. Aasimar Homeworld: Aasimar hail from the near celestial-like planet, Cimdar. Languages: Aasimar speak their own language called Anglic, as well as Basic. Example Names: Dartur, Launce, Melindia, Vance Adventurers: Most aasimar are thoughtful defenders of justice and good, but there are some that look at themselves as “angels of wrath” that attempt to judge all they encouter and pass harsh sentences. Vengeful aasimar are rare. Most young aasimar rush off to join just crusades, and many become Jedi Knights. Aasimar Traits: • +2 Wis, +2 Cha. Aasimars are wise and easy to like. • Medium-sized. Aasimars have no bonuses or penalties based on their size. • Aasimars have a base speed of 10 meters. • +5 to saves against acid, cold, and electricity. • +2 racial bonus to Listen and Spot checks. Araneas Araneas are a species of shapechangers that appear as large spiders in their natural form. Though they can be frightening at first if seen in their natural or hybrid forms, they are neutral, and will never harn another being without being harmed first. They are found all over the galaxy, but most people never know that they just talked to an aranea since they tend to travel in their humanoid form. Personality: Araneas are nuetral in all matters. They hold loyalty to no one. They prefer to be left alone to their own devices. Aranea Homeworld: Araneas came from the dead world of Isha. Isha’s sun burned out over a millenia ago. Araneas had just discovered the secrets of starcraft, and escaped death on their world. Now they hail from all parts of the galaxy. Languages: Araneas speak Aranea, Sylvan, and Basic, and frequently whatever languages are common where they live. Example Names: Araneas native tongue is unspeakable by most species, so they choose a name that fits their humanoid form. Adventurers: Araneas realize that they would be looked upon as mosters by many of the galaxy, so theirs is a life of solitude and, at times, paranoia. They are excellent spies and assassins, and will work as such for the highest bidder. Brave araneas tend to kidnap nobles and other important people for large ransoms. Aranea Traits: • +4 Dex, +4 Con, +4 Int, +2 Wis, +4 Cha. Araneas are by their very natures very agile and healthy. Due to their precarious position in the galaxy, survival means that they must be more intelligent, wise, and charismatic than other species. • Medium-sized. Araneas have no bonuses or penalties based on their size. • Araneas have a base speed of 16 meters, and climb at a rate of 8 meters. • Bite does 1d6 damage • Webs: In spider or hybrid form, an aranea can cast a web up to six times per day. This is similar to an attack with a net, but has a maximum range of 16 meters, with a range increment of 3 meters, and is effective on targets up to large size. The web anchors the target into place, allowing no movement. Entangled creatures can escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC 26). The web has 6 wound points and takes double damage from fire. • Poison: Bite, Fortitude save (DC 13); initial damage 1d6 temporary Strength, secondary damage of 2d6 temporary Strength. • Alternate Form: An aranea’s natural form is that of a Large monstrous spider (-1 to attack rolls and Defense ratings when in this form). It can assume two other forms. The first is a Small or Medium-size humanoid (the exact form is fixed at birth, usually a species that is commonly found near the aranea). The second form is a Medium-sized, spider-humanoid hybrid. Changing forms is a standard action. In humanoid form, it gains all the abilities of that form (like gaining Hold Breath if the form is that of a Gungan), but cannot use its web or poison abilities. In hybrid form, an aranea look like a humanoid at first glance, but a successful Spot check (DC 18) reveals the creature’s fangs and spinnerets. The aranea can use weapons and webs in this form. An aranea remains in one form until it chooses to assume a new one. Araneas do not revert to natural form upon death, but creatures with the true seeing spell-like ability see the aranea in its natural form no matter what form its in at the time. This ability costs 3 Vitality points to use. Bugbear Bugbears are the stongest of the goblinoid races. They stand around 7 feet tall. Their hides vary from light yellow to yellow-brown with coarse hair of brown to brick red. They have warred with the dwarves of Kazim as long as any bugbear can remember. They tend to lead groups of weaker goblinoids in attacks against their dwarven enemies when on Kazim, and are sought after as guards by unscupulous crimelords and merchants. Personality: Bugbears are quick to anger and they bully and berate anoyone smaller than they are. Bugbear Homeworld: Bugbears are from the mountainous planet, Kazim. Language: Bugbears speak Goblin and Basic. Example Names: Grarr, Narg, Tuma, Urrg. Adventurers: Bugbears have left Kazim by capturing dwaven starcraft and have found the same niche in galatic society that the Gammoreans did, as hired muscle. They are also hired as mercenaries for missions in which a lot of damage much be done. Bugbears love to fight and are good at it. Bugbear Traits: • +4 Str, +2 Dex, +2 Con, -2 Cha. Bugbears are strong, agile, and healthy, but they are violent people. • Medium-sized. Bugbears have no bonuses or penalties based on their size. • Bugbears have a base speed of 10 meters. • Darkvision to 20 meters. • +4 racial bonus to Move Silently checks. Centaur Centaurs are a species that combines humans and horses. Their torsos and upper bodies are that of humans, while their lower bodies are that of a horse’s body and legs. They took to the stars after scouting ships landed on their planet and made them part of the galactic community. They are well-known for being expert marksmen and feirce warriors. Personality: Centaurs tend to shun outsiders after the base treatment they received when first meeting other species. They can be kind to those that prove that they are respectful and true to their word. Centaur Homeworld: Centaurs hail from the verdant planet, Centa. Languages: Centaurs speak their own tongue (Ceril), as well as Sylvan and Elven (who the centaurs have become allies with). Example Names: Brand, Colton, Ellise, Wynd Adventurers: Centaurs tend to dislike the galaxy beyond Centa and Lillandra. They feel that other species don’t have the proper respect that one should have for the world around them whether they live in a forest or a desert. Therefore, they tend to be very protective of their natural habitats, and are not above killing those that wish to unduly profit from nature. Centaur Traits: • +8 Str, +4 Dex, +4 Con, -2 Int. Centaurs are strong, graceful, robust, and wise people, but they never truly developed an education system that matches that of other species. • Large-sized. Centaurs are large creatures, and therefore suffer a –1 penalty to their attack rolls and Defense ratings. • Centaurs have a base speed of 16 meters. • Hooves do 1d6 damage Doppleganger Dopplegangers are a mysterious species of shapechangers. In their natural form, they look like gray-skinned aliens with pupilless, bulging eyes. They use their nautral abilities to gain personal wealth, usually by kidnapping or killing an important person and posing as that person. Personality: While not really evil, dopplegangers see others as playthings to use for personal gain. They are quite arrogant and fly into a berserker like rage if caught and fingered as a fake before its game is complete. Doppleganger Homeworld: Unknown. No one knows where dopplegangers game from, and it is theorized that not even dopplegangers themselves remember anymore. Languages: Dopplegangers speak their own language (Dolger), Basic, and the language of whoever they are planning to impersonate next as well as those they have impersonated before. Example Names: Kirrn, Orrn, Thirrn, Virrn Adventurers: Dopplegangers live to dig up dirt on those around them. They love the strategy of taking the place of a person and making everyone, even that person’s closest friends, believe that they are that person as they rob him blind. Dopplegangers sometimes make themselves known to crimelords and such so as to prove they are the perfect candidate for a spying job. Doppleganger Traits: • +2 Str, +2 Dex, +2 Int, +4 Wis, +2 Cha. Dopplegangers are stronger, more agile, more robust, smarter, wiser, and control a stronger presence than most other species. • Medium-sized. Dopplegangers have no bonuses or penalties based on their size (unless they take a Small form) • Dopplegangers have a base speed of 10 meters • Fists do 1d6 damage • Detect Thoughts: Works the same as the Empathy Force skill. Counts as a free action, and costs 1 Vitality Point. • Alter Self: A doppleganger can assume the shape of any Small or Medium-sized humanoid. The doppleganger can remain in the form indefinitely. It can assume a new form or return to its own as a standard action. This ability costs 3 Vitality points to use. • Immune to mind-affecting Force skills and feats. • +4 racial bonus to Bluff and Disguise checks. When using its shapechanging abilities, it gains an additional +10 bonus to Diguise checks. Furthermore, if the doppleganger can read an opponent’s mind, it gains an additional +4 bonus to Bluff and Disguise checks. More on the way... Kane [/QUOTE]
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