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View Full Version : Converting D&D 3rd edition characters to Traveller T20



Tom Kalbfus
2019-10-17, 06:11 AM
I just thought I'd convert some iconic D&D characters to T20, I'll start with some easy ones. We'll do Caramon Majere, Goldmoon, Riverwind, and Sturm Brightblade.

Caramon converts to a 5th level Mercenary, and we'll give him suitable sci fi equipment.
Goldmoon converts to a 5th level Barbarian with an artifact that substitutes for the Blue Crystal Staff
Riverwind converts to a 5th level Barbarian , the artifact Goldmoon and Riverwind found transport both of them to Terra.
Sturm Brightblade is of the Noble class, he comes with a yacht

So how would they work as Traveller characters? I picked the easiest ones to convert.

Caramon Majere. CR 5
Male civilized Human 5th level Fighter
Lawful good Medium humanoid
Init +0; Senses Listen +0, Spot +2
Languages Abanasinian, Camptalk, Common._________________________________
AC 17, touch 10, flat-footed 17
hp 42 (5d10+15) wounds 6
Saves: Fort +7, Ref +1, Will +1.
Speed: 20 ft. (+1 Chain mail); base 30 ft.______________________________________
Attack: Melee mwk longsword +11 (1d8+6/19-20) or
Melee dagger +9 (1d4+4/19-20) or Melee unarmed strike +9 (1d3+4/19-20)
or Ranged composite Longbow (Str 19) +5 (1d8+4/19-20)
Base Atk +5; Grp +9
Atk Options Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack
Abilities Str 19, Dex 11, Con 17, Int 12, Wis 11, Cha 15.
Feats Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack,
Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Intimidate 8/+10, Ride 8/+8, Search 3/+4, Spot 2/+2, Survival 3/+3
Possessions +1 chainmail, light steel shield, masterwork longsword, dagger,
composite longbow (Str 19), 20 arrows, backpack, waterskin, whetstone, bedroll,
flint and steel, oil (1-pint flask), trail rations (1 day), trail rations (1 day),
belt pouch containing coins (150 cp, 100 sp, 523 gp, 70 pp)

Goldmoon. CR 5
Female nomadic human heathen 5th level Cleric
Lawful Good Medium humanoid
War of the Lance (Charming feat)
Init[/b] +2; Senses Listen +3, Spot +3
Languages Abanasinian, Common, Plainsfolk.
AC 15, touch 12, flat-footed 13
hp 29 (5 HD) wounds 0
Saves Fort +5, Ref +3, Will +9.
Speed 30 ft.
Attack: Melee Blue Crystal Staff +7 (1d6+3-) or
Ranged +1 sling +6 (1d4+2)
Base Atk +3; Grp +4.
Abilities Str 12. Dex 14, Con 12, Int 12, Wis 17, Cha 17
Feats Charming, Iron Will, Weapon Focus (quarterstaff)
Skills Bluff 0/+5, Concentration 2/+3, Diplomacy 6/+11, Heal 6/+9, Knowledge (religion) 6/+7, Perform (lute) 2/+5, Sense Motive 2/+5, Survival 2/+5
Possessions +1 leather armor, +1 sling and 10 sling bullets, Blue Crystal Staff, healer's kit, mwk lute, waterskin, blanket.
Heathen Cleric Goldmoon begins play as a heathen cleric with no clerical powers, which means she cannot channel positive energy, access clerical domains, turn undead, or cast clerical spells. She does count as a cleric of Mishakal for the purpose of accessing the power of the Blue Crystal Staff. When she studies the Disks of Mishakal, she will gain access to the following abilities:
Special Actions turn undead 6/day (+3, 2d6+8, 5th)
Cleric Spells Prepared (CL 5th, +4 melee, +5 ranged touch)
Deity: Mishakal. Domains: Good, Healing
SQ spontaneous casting (cure spells)
Blue Crystal Staff[/i] the staff holds 20 charges, when it is fully charged. It regains charges at a rate of 1 charge per day, although when it is placed within the open hands of the statue of Mishakal in Xak Tsaroth it automatically regains full charges (this can only be done once per day).
The wielder of the blue crystal staff can use the following powers of the staff without expending any charges: cure minor wounds, detect poison.
The following powers drain 2 charges from the staff: command, cure light wounds, remove fear.
The following powers drain 4 charges from the staff: continual flame, cure poison.
The following powers drain 6 charges from the staff: [i]remove blindness/deafness[/i, remove curse, remove disease.
The following powers drain 8 charges from the staff: cure critical wounds, restoration.
The following powers drain 10 charges from the staff and can be used only by a Cleric of Mishakal wielding the staff: raise dead, regeneration.
The following powers drain 14 charges from the staff and can be used only by a Cleric of Mishakal: greater restoration, resurrection.
Besides its ability to heal, the staff can also be used in combat, since the goddess Mishakal understands that sometimes evil must be confronted directly. If wielded by a character of good alignment, the blue crystal staff functions as a +2 quarterstaff in combat. In the hands of a cleric of Mishakal, the blue crystal staff becomes a +5 holy quarterstaff, dealing an additional +2d6 points of holy (good) damage against creatures of evil alignment..
By expending 2 charges (as a free action) during combat, the wielder of the blue crystal staff can automatically deal double damage (triple damage on a critical strike). By expending 4 charges, the wielder can choose to deal triple damage (quadruple damage on a critical strike). This ability can be used as many times during a single day as charges allow; however it may be used only once upon an individual opponent. If this ability of the blue crystal staff is used, the staff cannot be used to heal for 1 hour per charge expended to deal additional damage.
Once per day, the staff may teleport without error, but it is the staff, not the wielder, that activates the power and chooses the location (at the DM's discretion), unless the wielder is a cleric of Mishakal. Also once per day, the staff may be used to automatically deflect the breath weapon of any dragon, protecting a 10-foot radius around its wielder and preventing any damage to the wielder.
If a character of a non-good alignment attempts to wield the blue crystal staff, she suffers 2d6 points of holy (good) damage every round, and cannot make use of the staff's powers.

Riverwind. CR 5
Male nomadic Human Barbarian 3/Ranger 2
Neutral Good Medium humanoid
Init +7; Senses Listen +9, Spot +7
Languages Abanasinian, Common, Plainsfolk.
AC 17, touch 13, flat-footed 14; uncanny dodge
hp 37 (3d12+2d8+10) wounds 0
Save: Fort +8, Ref +7, Will +3.
Speed 40 ft.
Attack Melee +1 keen longsword +8 (1d8+5/17-20) and mwk kukri +7 (1d4+2/18-20) or Ranged mwk composite longbow (Str 18) +8 (1d8+4/×3)
Base Atk +5; Grp +9
Special Actions combat style (two-weapon), favored enemy animals+2, rage 1/day (7 rounds)
Abilities Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 11
SQ trap sense +1, wild empathy +2
Feats Alertness, Improved Initiative, Lightning Reflexes, Track, Two-Weapon Fighting
Skills Climb 4/+8, Handle Animal 3/+3, Intimidate 6/+6, Jump 4/+8, Knowledge (nature) 5/+8, Listen 5/+9, Move Silently 5/+8, Profession (herder) 5/+7, Search 3/+4, Spot 3/+7, Survival 5/+7 (+9 above-ground), Swim 4/+8
Possessions +2 leather armor, +1 keen longsword, mwk kukri, mwk composite longbow (Str 18) with 20 arrows, backpack, bedroll, flint & steel, hooded lantern, 1 flask of oil, [/u]waterskin, rations (2 days), belt pouch containing (0 cp, 0 sp, 0 gp, 0 pp).[/U]
Rage (Ex) When Riverwind rages, his statistics change as follows AC 15, touch 11, flat-footed 12, hp 83 (3d12+2d8+10), Saves Fort +10, Will+4
Melee +1 keen longsword +10 (1d8+7/17-20) and mwk kukri +9 (1d4+3/18-20)
Grp +11
Abilities Str 22, Con 18
Skills Climb +10, Jump +10, Swim +10

Sturm Brightblade
Male civilized Human 5th level Fighter
Lawful Good humanoid
War of the Lance (Brightblade)
Init +1; Senses Listen +1, Spot +1
Languages Abanasinian. Common, Solamnic.
AC 19, touch 10, flat-footed 19
hp 40 (5d10+15) wounds 0
Resist Honor-bound
Saves Fort +7, Ref +2, Will +2.
Spd 20 ft. (mwk half-plate); base 30 ft.
Attack Melee Brightblade +11 (1d10+7/19-20) or Melee dagger +8 (1d4+3/19-20)
Base Atk +5; Grp +8
Atk Options Combat Expertise, Power Attack.
Abilities Str 17, Dex 12, Con 16, Int 14, Wis 12, Cha 12
Feats Combat Expertise, Exotic Weapon Proficiency (bastard sword), Honor-bound, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Diplomacy 4/+5, Handle Animal 6/+7, Knowledge (nobility and royalty) 4/+6, Ride 6/+9, Search 2/+4, Sense Motive 2/+3, Swim 4/-7 (with armor check penalty)
Possessions mwk half-plate, heavy steel shield, Brightblade, dagger, signet ring, backpack, bedroll, waterskin, flint & steel, hooded lamp, flask of oil, rations (2 days), belt pouch containing coins (0 cp, 0 sp, 0 gp, 0 pp)

Tom Kalbfus
2019-10-17, 06:52 AM
This is my first stab at Caramon

Caramon Majere CR 5
Male Civilized Human 5th level Mercenary
Medium humanoid
Init +0; Senses Listen +0, Spot +2
Languages Language 1, Language 2, Anglic._________________________________
AC 17, touch 10, flat-footed 17
Stamina: 42 (5d10+15) wounds 0 / Lifeblood: 17 wounds 0
Saves: Fort +7, Ref +1, Will +1
Speed: 9 meters
Attack
Base Atk +5; Grp +9
Atk Options Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack
Abilities Str 19, Dex 11, Con 17, Int 12, Edu 15, Wis 11, Cha 15., Soc 16
Feats Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack
Weapon Focus ( ), Weapon Specialization ( )
Skills:
Possessions Cr430,000

I have to buy him suitable equipment. I used the NPC starting equipment funds in the DMG and converted its copper piece value into credits, that comes to Cr430,000 for a 5th level character.

Tom Kalbfus
2019-10-17, 07:26 AM
Goldmoon. CR 5
Female nomadic human 5th level Barbarian
Medium humanoid
War of the Lance (Charming feat)
Init +2; Listen +3, Spot +3
[B]Languages: Abanasinian, Anglic, Plainsfolk._______________________
AC 15, touch 12, flat-footed 13
Stamina: 38 (5d12+5) wounds 0 / Lifeblood: 12 wounds 0
Saves Fort +5, Ref +3, Will +9.
Speed 12 meters
Attack: Melee Blue Crystal Staff +7 (1d6+3-) or
Ranged +1 sling +6 (1d4+2)
Base Atk: +3; Grp: +4.
Abilities: Str 12. Dex 14, Con 12, Int 12, Edu 12, Wis 17, Cha 17, Soc 18
Feats Charming, Iron Will, Weapon Focus (quarterstaff)
Skills: Bluff 0/+5, Concentration 2/+3, Diplomacy 6/+11, Heal 6/+9, Knowledge (religion) 6/+7, Perform (lute) 2/+5, Sense Motive 2/+5, Survival 2/+5
Possessions: +1 leather armor, +1 sling and 10 sling bullets, Blue Crystal Staff, healer's kit, mwk lute, waterskin, blanket.
Blue Crystal Staff the staff holds 20 charges, when it is fully charged. It regains charges at a rate of 1 charge per day.
The wielder of the blue crystal staff can use the following powers of the staff without expending any charges: cure minor wounds, detect poison.
The following powers drain 2 charges from the staff: command, cure light wounds, remove fear.
The following powers drain 4 charges from the staff: continual flame, cure poison.
The following powers drain 6 charges from the staff: [i]remove blindness/deafness[/i, remove curse, remove disease.
The following powers drain 8 charges from the staff: cure critical wounds, restoration.
The following powers drain 10 charges: raise dead, regeneration.
The following powers drain 14 charges: greater restoration, resurrection.
Besides its ability to heal, the staff can also be used in combat, the blue crystal staff becomes a +5 quarterstaff, dealing an additional +2d6 points of damage.
By expending 2 charges (as a free action) during combat, the wielder of the blue crystal staff can automatically deal double damage (triple damage on a critical strike). By expending 4 charges, the wielder can choose to deal triple damage (quadruple damage on a critical strike). This ability can be used as many times during a single day as charges allow; however it may be used only once upon an individual opponent. If this ability of the blue crystal staff is used, the staff cannot be used to heal for 1 hour per charge expended to deal additional damage.
Once per day, the staff may teleport without error, but it is the staff, not the wielder, that activates the power and chooses the location (at the GM's discretion). Also once per day, the staff may be used to automatically deflect the weapons fire from plasma and fusion guns, protecting a 10-foot radius around its wielder and preventing any damage to the wielder.

Tom Kalbfus
2019-10-17, 12:49 PM
Since Barbarian is a T20 class, this character mostly stays the same

Riverwind. CR 5
Male nomadic Human Barbarian 5
Neutral Good Medium humanoid
Init +7; Senses Listen +9, Spot +7
Languages Abanasinian, Common, Plainsfolk.
AC 17, touch 13, flat-footed 14; uncanny dodge
Stamina 41 (5d12+10) wounds 0 / Lifeblood 14
Save: Fort +8, Ref +7, Will +3.
Speed 12 meters
Attack Melee +1 keen longsword +8 (1d8+5/17-20) and mwk kukri +7 (1d4+2/18-20) or Ranged mwk composite longbow (Str 18) +8 (1d8+4/×3)
Base Atk +5; Grp +9
Special Actions combat style (two-weapon), favored enemy animals+2, rage 1/day (7 rounds)
Abilities Str 18, Dex 16, Con 14, Int 13, Edu 16, Wis 14, Cha 11, Soc 14.
SQ trap sense +1, wild empathy +2
Feats Alertness, Improved Initiative, Lightning Reflexes, Track, Two-Weapon Fighting
Skills Climb 4/+8, Handle Animal 3/+3, Intimidate 6/+6, Jump 4/+8, Knowledge (nature) 5/+8, Listen 5/+9, Move Silently 5/+8, Profession (herder) 5/+7, Search 3/+4, Spot 3/+7, Survival 5/+7 (+9 above-ground), Swim 4/+8
Possessions +2 leather armor, +1 keen longsword, mwk kukri, mwk composite longbow (Str 18) with 20 arrows, backpack, bedroll, flint & steel, hooded lantern, 1 flask of oil, [/u]waterskin, rations (2 days), belt pouch containing (0 cp, 0 sp, 0 gp, 0 pp).[/U]
Rage (Ex) When Riverwind rages, his statistics change as follows AC 15, touch 11, flat-footed 12, Stamina 83 / Lifeblood 18, Saves Fort +10, Will+4
Melee +1 keen longsword +10 (1d8+7/17-20) and mwk kukri +9 (1d4+3/18-20)
Grp +11
Abilities Str 22, Con 18
Skills Climb +10, Jump +10, Swim +10

Yeah I know Traveller T20 Barbarians don't rage call it adrenalin shall we say?