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View Full Version : Wizardry Tabletop Conversion-Second Attempt P.E.A.C.H.



Philemonite
2013-09-04, 03:40 PM
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.

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

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

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

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