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    Asteron Questar's Avatar

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    Mar 2013
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    Default Wizardry Tabletop Conversion-Second Attempt P.E.A.C.H.

    I while ago I was working on a Wizardry conversion, but it became way too complicated. So, here's my second attempt, hopefully it will be more successful.

    I will compare it to Pathfinder, to make it more understandable.
    There is no BAB, instead there are weapon skills and they add bonus to attack and damage.
    There are no spell slots, instead you have spell points divided in six spell pools(Fire, Water, Air, Earth, Mental and Divine).
    Spells go up to level 7, to cast a higher level spell your Oratory and the appropriate realm skill needs to be high enough.
    To cast a spell at a higher power level your casting skill (Thaumaturgy, Alchemy, Theosophy and Theology) need to be high enough. When a spell is cast at a higher power level the effect of the spell is multiplied by the power level. (If a spell deals 1d6 damage and it is cas at power level 4 it will deal 4d6 damage.)

    Attributes

    Improving attributes at every level was a mistake. Making 15-20 neutral area was also a mistake. Instead I will use the standard pathfinder point buy system. The main difference is that there are 7 attributes as opposed to 6 abilities. Attributes bonuses will remain relatively small, and will improve a lot slower.

    Spoiler
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    Strength-"Affects any maneuver that requires physical strength, from hitting creatures to the damage done. Strength also influences most weapons skills, carrying capacity and stamina."

    Carrying capacity +10
    Stamina +3
    Skill Bonus
    -Sword, Staff & Wand, Mace & Flail, Axe,Two-Handed +1
    -Martial Arts, Modern Weapons, Polearm, Bow +1/2


    Intelligence-"Affects a character's performance in mental tasks such as music, artifacts, engineering, communication, close and ranged combat, mythology, all forms and schools of magic except Divinity and a character's skill with locks and traps."

    Skill Bonus
    -Thaumaturgy, Engineering, Artifacts, Mythology, Communication, Oratory +1
    -Alchemy, Theosophy, Music +1/2
    Thaumaturgy spells power +1

    Piety-"Affects a character's magic realm skills and heavily influences Divinity. Piety also affects the amount of spell power a character gets when he gains levels as well as a character's overall stamina."
    Skill Bonus-Theology, Fire, Water, Earth. Air, Mental, Divine +1
    Theology spells power +1
    Status effect resistance +1
    Stamina +3
    Spell Points +2

    Vitality-"Affects the amount of hit points, stamina and carrying capacity a character receives, as well as and the likelihood of succumbing to disease."
    HP Bonus
    Carrying capacity +10
    Stamina +3
    Shield Skill +1
    Resistance to physical effects +1

    Speed-"Affects the initiative in combat, the number of swings per attack and the number of attacks per turn. Speed also influences some combat skills. At very high or very low levels, speed can also affect a character's armor class."
    Skill Bonus-Critical Strike, Stealth +1/2
    Initiative +1
    Armor Class +1

    Dexterity-"Affects the chance to hit and to penetrate with physical attacks, the number of physical attacks in combat and all weapon skills. Dexterity also affects skills which rely upon the body, such as Locks and Traps, Stealth, Pickpocket and Music."
    Skill bonus
    -Modern Weapons, Polearm, Bow, Stealth, Alchemy +1/2
    -Dagger, Throwing & Sling, Dual Weapons +1
    Alchemy spells power +1

    Senses-"Affects anything which relies upon a character's senses such as initiative, sighting monsters, finding hidden items or secrets, Scouting, Mythology, Psionics and Artifacts. Senses also affects some combat skills, such as Close Combat, Critical Strike and Dual Weapons."
    Skill bonus
    -Ranged Combat +1
    -Martial Arts, Theosophy, Critical Strike +1/2
    Theosophy spells power +1
    Resistance to mental effects +1


    Skills

    Spoiler
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    Weapon

    Sword
    Dagger
    Staff & Wand
    Mace & Flail
    Polearm
    Axe
    Martial Arts
    Bow
    Throwing & Sling
    Modern Weapons

    Attack +1/3
    Damage +1/5
    Number of attacks +1/10

    Physical

    Ranged Combat Attack +1/4, Damage +1/6
    Oratory-Allows casting of spells at a higher power level +1/10
    Shield AC +1/5
    Dual Weapons Number of attacks +1/10
    Two-Handed Damage +1/5
    Locks & Traps +1
    Pick Pocket +1
    Critical Strike +1
    Stealth AC +1/5

    Academic

    Alchemy-Allows use of Alchemy spells
    Theology-Allows use of Theology spells
    Theosophy-Allows use of Theosophy spells
    Thaumaturgy-Allows use of Thaumaturgy spells

    Every 10 points in a casting skill gives you +1 to max spell level you can cast. (Level 2 with 10 points, level 3 with 20 points...)

    Fire-Allows use of Fire spells
    Water-Allows use of Water spells
    Earth-Allows use of Earth spells
    Air-Allows use of Air spells
    Mental-Allows use of Mental spells
    Divine-Allows use of Divine spells
    To cast a spell of a particular Realm you must have (spell level-1)*8 Realm skill to cast spells of that Realm. You also get +1 Spell point for every skill point.

    Music-Allows the use of instruments
    Engineering-allows the use of gadgets
    Artifacts-Allows identification of items and use of scrolls
    Mythology-Allows identification of enemies
    Communication-Improves social abilities
    Scouting-Allows for sighting of hidden items


    Professions

    Spoiler
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    Fighter

    Berserk attack option(Increased damage, AC penalty)
    +1 and -1 AC for every 3 fighter levles

    HP:20+5/level
    Stamina:20+5/level
    Stamina recovery:5
    +1 to every weapon skill every level
    Armor:Heavy


    Lord

    HP:18+4/level
    HP recovery:2+1/3level
    Stamina:18+4/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Mace and Flail skill every level
    +1 to Shield skill every level
    Armor:Heavy
    Spellbook:Theology



    Valkyrie

    Cheat Death

    HP:18+4/level
    HP recovery:2+1/3level
    Stamina:18+4/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Polearm skill every level
    +1 to Two-Handed skill every level
    Armor:Heavy
    Spellbook:Theology


    Ranger

    Scouting skill

    HP:16+3/level
    Stamina:16+3/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Bow skill every level
    +1 to Ranged Combat skill every level
    +1 to Axe skill every two levels
    Armor:Medium
    Spellbook:Alchemy


    Samurai

    Lightning strike
    Fearles

    HP:18+4/level
    Stamina:18+4/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Sword skill every level
    +1 to Dual Weapons skill every level
    Armor:Medium
    Spellbook:Thaumaturgy

    Access to special weapon and armor

    Ninja

    HP:14+3/level
    Stamina:14+3/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Throwing & Sling skill every level
    +1 to Dual Weapons skill every level
    +1 to Critical Strike skill every 2 levels
    Armor:Minimal
    Spellbook:Alchemy


    Monk

    Blindness immunity
    Damage reduction

    HP:14+3/level
    Stamina:14+3/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Martial Arts skill every level
    +1 to Staff & Wand skill every level
    Armor:Minimal
    Spellbook:Theosophy


    Rogue

    Backstab attack option

    HP:16+3/level
    Stamina:16+3/level
    Stamina recovery:3
    +1 to Dagger skill every level
    +1 to Dual Weapons skill every level
    +1 to Locks & Traps skill every 2 levels
    +1 to Stealth skill every 2 levels
    Armor:Light


    Bard

    Music skill

    HP:16+3/level
    Stamina:16+3/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Communication skill every 2 levels
    +1 to Music skill every level
    Armor:Light
    Spellbook:Thaumaturgy


    Gadgeteer

    Engineering skill
    Omnigun

    HP:16+3/level
    Stamina:16+3/level
    Stamina recovery:3
    +1 to Modern Weapons skill every level
    +1 to Ranged Combat skill every level
    +1 to Engineering skill every 2 levels
    Armor:Medium
    Spellbook:Theosophy

    Priest

    Turn undead

    HP:16+3/level
    Stamina:16+3/level
    Stamina recovery:3
    +1 to Theology skill every level
    +1 to Oratory skill every level
    +1 to Mace & Flail skill every 2 levels
    +1 to Shield skill every 2 levels
    +1 to Realm skills every 2 levels
    Armor:Medium
    Spellbook:Theology


    Alchemist

    Mix

    HP:14+3/level
    Stamina:14+3/level
    Stamina recovery:3
    +1 to Alchemy skill every level
    +1 to Oratory skill every level
    +1 to Dagger skill every 2 levels
    +1 to Shield skill every 2 levels
    +1 to Realm skills every 2 levels
    Armor:Light
    Spellbook:Alchemy


    Bishop

    Turn undead

    HP:14+3/level
    Stamina:14+3/level
    Stamina recovery:3
    +1 to Oratory skill every level
    +1 to Alchemy skill every 2 levels
    +1 to Theology skill every 2 levels
    +1 to Theosophy skill every 2 levels
    +1 to Thaumaturgy skill every 2 levels
    +1 to Artifacts skill every 2 levels
    +1 to Realm skills every 2 levels
    Armor:Medium
    Spellbook:Alchemy, Theology, Theosophy, Thaumaturgy


    Psionic

    Mental Status Immunity

    HP:12+2/level
    Stamina:12+2/level
    Stamina recovery:3
    +1 to Theosophy skill every level
    +1 to Oratory skill every level
    +1 to Realm skills every 2 levels
    Armor:Minimal
    Spellbook:Theosophy


    Mage

    HP:12+2/level
    Stamina:14+2/level
    Stamina recovery:3
    +5 to Fire, Water, Earth and Air Resistance
    +1 to Thaumaturgy skill every level
    +1 to Oratory skill every level
    +1 to Fire, Water, Earth and Air Resistance every 2 levels
    +1 to Realm skills every 2 levels
    Armor:Minimal
    Spellbook:Thaumaturgy


    Races

    Spoiler
    Show
    Human
    Bonus for 2 attributes of your choice.

    Dracon
    Bonus to Strength, Vitality and Dexterity
    Bonus to Air and Water resistance
    Penalty to Senses and Piety
    Penalty to Divine and Mental resistance

    Dwarf
    Bonus to Strength, Piety and Vitality
    Resistance to Fire
    Damage reduction
    Penalty to Intelligence and Dexterity

    Elf
    Bonus to Intelligence, Dexterity and Piety
    Resistance to Mental and Air
    Penalty to Strength and Vitality

    Faerie
    Bonus to Speed, Intelligence and Dexterity
    Resistance to Air, Earth, Mental and Divine
    Faster spell point recovery
    Bonus to AC
    Penalty to Strength, Vitality and Piety
    Reduced Carrying Capacity
    Equippable item weight limit

    Felpurr
    Bonus to Speed, Dexterity and Senses
    Resistance to Air, Earth and Mental
    Penalty to Piety and Vitality
    Penalty to Water resistance

    Gnome
    Bonus to Intelligence, Vitality and Dexterity
    Resistance to Earth and Mental
    Penalty to Strength and Speed

    Hobbit
    Bonus to Dexterity, Speed and Senses
    Resistance to Earth
    Penalty to Piety and Stregth

    Lizardman
    Bonus to Strength, Vitality and Speed
    Resistance to Fire, Water and Earth
    Penalty to Intelligence and Piety
    Penalty to Mental and Divine resistance

    Mook
    Bonus to Senses, Intelligence and Vitality
    Water, Mental and Divine resistance
    Penalty to Piety, Dexterity and Speed

    Rawulf
    Bonus to Piety, Vitality and Senses
    Divine, Water and Earth resistance
    Penalty to Intelligence, Dexterity and Speed
    Last edited by Asteron Questar; 2013-09-05 at 11:12 AM.
    Spoiler: Quotes
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    Quote Originally Posted by GPuzzle View Post
    Revenant Rogue, past life as Warforged, Vampiric Heritage feat, Werewolf theme and Sword Coast Corsair as Pp.
    Zombie Robot Ninja Werewolf Vampire Pirate.
    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    My extended signature
    Currently working on Persona Compendium(82/100) And Demon Compendium(32/100) for my SMT game

    Philemon avatar by the awesome Morbis Meh.

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