31102013-ad-d-to-mastercraft-conversion-manual

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1 A A D D & & D D T T o o M M a a s s t t e e r r c c r r a a f f t t M M o o n n s s t t e e r r C C o o n n v v e e r r s s i i o o n n M M a a n n u u a a l l Credits Designer/Editor: Brakk Proofreader: Arntuuri Special Thanks to Alex Flagg Fantasy Craft and all related marks are ™ and © 2009 Crafty Games LLC. ADVANCED DUNGEONS & DRAGONS is a registered trademark owned by Wizards of the Coast, Inc. Contents Introduction ....................................................... 2 Step 1: Size and Type ............................................ 2 Table 1: Size Conversion ................................ 2 Step 2: Health ........................................................ 3 Table 2: Type Conversion .............................. 3 Step 3: Abilities and Natural Attacks .................... 4 Table 3: Ability Conversion ........................... 4 Table 3.1: AD&D 1 st Edition Intelligence Conversion ...................................................... 6 Step 4: Other Attacks and Qualities ..................... 7 Step 5: Skills .......................................................... 7 Table 4: Skill Conversion ............................... 7 Step 6: Feats ........................................................ 10 Step 7: Gear and Treasure ................................... 10 Table 5: Treasure Conversion ...................... 10 Step 8: Remaining Entries ................................... 11 Race and Class.................................................. 11 Armor Class ...................................................... 11 Initiative ........................................................... 12 Speed/Mobility ................................................. 12 Table 6: AD&D Movement ......................... 12 Base Attack....................................................... 12 Reach ................................................................ 13 Saves ................................................................. 13 Alignment ......................................................... 13 Table 7: Alignment Conversion.................... 13 Step 9: Final Tweaks (Optional) ......................... 13 Step 10: XP Value ............................................... 13 Open Game License ......................................... 14 Open Game Content ........................................ 15

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Table 6: AD&D Movement ......................... 12 Table 3: Ability Conversion ........................... 4 Table 2: Type Conversion .............................. 3 Fantasy Craft and all related marks are ™ and © 2009 Crafty Games LLC. Open Game Content ........................................ 15 Step 7: Gear and Treasure ................................... 10 Step 8: Remaining Entries ................................... 11 Table 4: Skill Conversion ............................... 7

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AADD&&DD TToo MMaasstteerrccrraafftt MMoonnsstteerr CCoonnvveerrssiioonn

MMaannuuaall

CCrreeddiittss Designer/Editor: Brakk

Proofreader: Arntuuri

Special Thanks to Alex Flagg

Fantasy Craft and all related marks are ™ and © 2009 Crafty Games LLC.

ADVANCED DUNGEONS & DRAGONS is a registered trademark owned by

Wizards of the Coast, Inc.

CCoonntteennttss Introduction ....................................................... 2

Step 1: Size and Type ............................................ 2

Table 1: Size Conversion ................................ 2

Step 2: Health ........................................................ 3

Table 2: Type Conversion .............................. 3

Step 3: Abilities and Natural Attacks .................... 4

Table 3: Ability Conversion ........................... 4

Table 3.1: AD&D 1st Edition Intelligence Conversion ...................................................... 6

Step 4: Other Attacks and Qualities ..................... 7

Step 5: Skills .......................................................... 7

Table 4: Skill Conversion ............................... 7

Step 6: Feats ........................................................ 10

Step 7: Gear and Treasure ................................... 10

Table 5: Treasure Conversion ...................... 10

Step 8: Remaining Entries ................................... 11

Race and Class .................................................. 11

Armor Class ...................................................... 11

Initiative ........................................................... 12

Speed/Mobility ................................................. 12

Table 6: AD&D Movement ......................... 12

Base Attack ....................................................... 12

Reach ................................................................ 13

Saves ................................................................. 13

Alignment ......................................................... 13

Table 7: Alignment Conversion.................... 13

Step 9: Final Tweaks (Optional) ......................... 13

Step 10: XP Value ............................................... 13

Open Game License ......................................... 14

Open Game Content ........................................ 15

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IInnttrroodduuccttiioonn

These rules will help you convert monsters found in dozens of AD&D (Advanced Dungeons & Dragons) books to Mastercraft format.

CONVERSION THREAT LEVEL

The NPC’s Conversion Threat Level is equal to its AD&D Hit Dice. You’ll use this value when converting other stats.

Example: A red chaos toad has 7 Hit Dice, so its Conversion Threat Level is also 7.

STAT LIMITS

No stat may exceed the minimum or maximum listed in the standard NPC creation rules. Conversion rules are often provided in case of a surplus, but in all other cases an excess is ignored.

SStteepp 11:: SSiizzee aanndd TTyyppee

The NPC’s Size changes according to the NPC’s height or length, whichever is greater (see Table 1 below). It defines the NPC’s maximum footprint (see Fantasy Craft page 217). Fantasy Craft characters aren’t always perfectly square, so you may want to adjust the footprint to a more logical shape.

Table 1: Size Conversion Size Category Height or Length Reach

Nuisance Less than 3 in 1

Fine 3 in – 6 in 1

Diminutive 6 in – 1 ft 1

Tiny 1 ft – 2 ft 1

Small 2 ft – 4 ft 1

Medium 4 ft – 8 ft 1

Large 8 ft – 16 ft 1 (2 if tall)

Huge 16 ft – 32 ft 2 (3 if tall)

Gargantuan 32 ft – 64 ft 3 (4 if tall)

Colossal 64 ft – 128 ft 4 (5 if tall)

Enormous 128 ft – 256 ft 5 (6 if tall)

Vast 256 ft or greater 6 (7 if tall)

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Example: A red chaos toad is 8 ft. tall, which defines it as Large in Fantasy Craft. Its Space is translated to a footprint of 2 wide × 2 long (an arbitrary but plausible choice).

An NPCs Type sets their Competence grade as shown on Table 2: Type Conversion. When a character has 2 or more Types, apply the highest Competence generated by any of them.

Example: A red chaos toad is a native of Limbo, an Outer Plane. This translates to Competence III and the Outsider Type in Fantasy Craft.

SStteepp 22:: HHeeaalltthh

The NPC’s Type, Hit Dice, and Size determine its Fantasy Craft Health grade and possibly grant the tough quality, as shown on Table 2: Type Conversion (see below). If the NPC lists only hit points (hp), divide that number by 4.5 (round down, minimum 1) to determine Hit Dice.

Example: A red chaos toad is an Outsider, has 7 Hit Dice, and has a Size of Large. The Type sets the Health grade to III and the Size converts to either a grade of Health or tough I. Its 7 Hit Dice do not affect the Health grade. The GM decides to apply 1 grade to Health, so the red chaos toad ends up with Health IV.

Table 2: Type Conversion Type Competence Grade Health Grade (min. I, max. X)

Animal - III

Beast I IV

Construct I IV

Elemental II III

Fey III II

Folk II III

Horror II III

Ooze None or I IV

Outsider III III

Plant None or I III

Spirit None or I V

Undead None or I V

Hit Dice +1 Health or tough I or cagey I for each HD above 9

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Table 2: Type Conversion (Continued) Size

Smaller than Medium -1 Health per Category

Medium -

Larger than Medium +1 Health or tough I per category

SStteepp 33:: AAbbiilliittiieess aanndd NNaattuurraall AAttttaacckkss

Refer to Table 3: Ability Conversion to obtain the corresponding Fantasy Craft attribute score. Unless the NPC is an Animal, reduce odd attribute scores by 1. Ability scores below 10 translate directly.

Table 3: Ability Conversion AD&D Ability Score

AD&D Hit Probability

(Str)

AD&D Damage Adj. (Str)

AD&D Defensive Adj. (Dex)

AD&D Hit Point Adj. (Con)

Fantasy Craft Attribute Score

0 N/a N/a N/a N/a -

1 -5 -4 +5 -3 1

2 -3 -2 +5 -2 2

3 -3 -1 +4 -2 3

4 -2 -1 +3 -1 4

5 -2 -1 +2 -1 5

6 -1 None +1 -1 6

7 -1 None None None 7

8 Normal None None None 8

9 Normal None None None 9

10 – 11 Normal None None None 10

12 – 13 Normal None None 0 None 11

14 – 15 Normal None None (14) or -1 (15)

None or +1 (15)

12

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Table 3: Ability Conversion (Continued) AD&D Ability Score

AD&D Hit Probability

(Str)

AD&D Damage Adj. (Str)

AD&D Defensive Adj. (Dex)

AD&D Hit Point Adj. (Con)

Fantasy Craft Attribute Score

18 +1 +2 -4 +4 14

18/01 – 18/50 +1 +3 N/a N/a 15

18/51 – 18/75 +2 +3 N/a N/a 15

18/76 – 18/90 +2 +4 N/a N/a 15

18/91 – 18/99 +2 +5 N/a N/a 15

18/00 +3 +6 N/a N/a 15

19 – 20 +3 +7 (19) or +8 (20) -4 +5 15

21 – 22 +4 +9 (21) or +10 (22) -5 +6 16

23 – 24 +5 (23) or +6 (24)

+11 (23) or +12 (24) -5 (23) or -6 (24)

+6 (23) or +7 (24)

17

25 +7 +14 -6 +7 18

If ability scores are unavailable, determine them the following way:

The Strength score can be determined by looking at the bonus damage (or THAC0 modifier) next to the NPC’s attacks. This bonus damage is the NPC’s Damage Adjustment (see Table 3: Ability Conversion above). After you determine Damage Adjustment (or THAC0’s Hit Probability), you can easily get the Fantasy Craft attribute value. Otherwise increase it by 2 above 10 for each NPC’s Size category above Medium.

The Dexterity score can be determined by taking into account the creature’s Size, illustration (if any), description, movement speed, and Armor Class (AC). If the creature seems quick and agile, determine its Dexterity score by looking at its Defensive Adjustment (see Table 3: Ability Conversion above). Remember to remove any Size, gear and natural armor bonuses before doing that.

If the illustration or description mentions scales, tough hide or other natural protection, safely assume that the creature’s good defenses do not come from its high Dexterity score but it’s natural armor (see Armor Class on page 11).

The Constitution score can be determined by increasing it by 2 for each Size category above Medium or by dividing the NPC’s bonus hit points by its Hit Dice (round down, minimum 1) to find out its Hit Point Adjustment (see Table 3: Ability Conversion above).

The Intelligence score is generally noted in all entries. Take the highest possible value. If only the descriptive listing is available, refer to Table 3.1: AD&D 1st Edition Intelligence Conversion below. Finally, if no listing’s available at all, refer to creature’s description to determine its Intelligence score.

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Table 3.1: AD&D 1st Edition Intelligence Conversion AD&D Intelligence Description Fantasy Craft Attribute Score

Non-intelligent or not ratable -

Animal intelligence 1

Semi-intelligent 4

Low intelligence 6

Average (human) intelligence 10

Very intelligent 11

Highly intelligent 12

Exceptionally intelligent 13

Genius 14

Supra-genius 15

Godlike intelligence 16+

Wisdom and Charisma scores are similar to the creature’s Intelligence score. If the listing’s unavailable, refer to creature’s description.

Example: A red chaos toad has the following AD&D scores: Intelligence 5 – 7, Armor Class 4, Hit Dice 7 + 3, Morale 8 – 10. These translate to Str 10, Dex 10, Con 12, Int 6, Wis 10, Cha 10 in Fantasy Craft.

If the NPC has any AD&D natural attacks, compare the maximum damage of each, sans Strength modifier, with the same attack’s maximum damage in Fantasy Craft at Grades I, III, and V (again, without Strength). Apply the grade that’s closest without going over. If the maximum AD&D damage is 50% or more of the way toward the next Fantasy Craft grade, raise the grade by 1 more (increasing the attack’s threat range by 1).

Example: The red chaos toad has an AD&D Bite inflicting 2d8 damage (a max. of 16). At the creature’s Size (Large), the closest Fantasy Craft Bite that doesn’t exceed this is Grade I (dmg 1d10; threat 18–20). The maximum AD&D damage is more than 50% of the way toward the maximum Bite II damage, though, so the red chaos toad gains Bite II (dmg 1d10; threat range 17–20).

Also, the red chaos toad has two AD&D Claws inflicting 1d4 damage each. Again, at the creature’s Size, the claw damage translates closest to Grade I (dmg 1d8; threat 20).

Apply the NPC’s Strength modifier to the resulting Fantasy Craft damage.

Finally, apply any natural attack qualities needed to simulate AD&D effects.

Example: The red chaos toad’s Claw is linked to its AD&D egg-pellet special attack, which is easily handled in Fantasy Craft with the infectious conversion quality. This attack will be handled in the following steps.

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SStteepp 44:: OOtthheerr AAttttaacckkss aanndd QQuuaalliittiieess This step converts AD&D Special Attacks, Special Defenses, and Magic Resistance. It is suggested to be as familiar with NPC creation rules as possible because many of the options operate with slight differences. Identify what all the original attacks and abilities do. Once you have done this, consult Table 6.12: Other Attack and Quality Conversions (see Fantasy Craft page 298) and look for similar abilities. If that doesn’t quite do it, look through first three Fantasy Craft chapters to see if any of the class abilities, feats or spells will work. In that case, you should give the NPC the class ability, feat or natural spell qualities. Only those class abilities on Table 6.3: NPC Class Abilities (see Fantasy Craft page 232) are available.

Finally, if you haven’t found a good option, you will need to build your own using the rules for Extraordinary Attacks (see Fantasy Craft page 236).

Magic Resistance is converted by dividing the given number by 15 (round down, minimum 1). The result is the NPC’s spell defense grade.

A Low morale score (7 or lower) grants the meek quality, a high morale score (15-18) grants the fearless I quality and finally, the highest morale score (19-20) grants the fearless II quality.

You do not need to convert all attacks and qualities. Focus on the most useful options which won’t complicate the NPC and increase its XP without a good reason. For example, you shouldn’t give the NPC more than 4 natural spells.

Example: The red chaos toad also has stun, which translates to a stunning croak extraordinary attack. It also has egg-pellet, which translates to an infectious conversion quality. Finally, it has Magic Resistance 30% which becomes spell defense II.

SStteepp 55:: SSkkiillllss AD&D NPCs rarely possess nonweapon proficiencies but in case they do, they can be easily translated into Fantasy Craft skills and sometimes to other qualities. If the NPC has 4 or more proficiencies, convert up to 3 and increase its Competence grade by 1 per 2 proficiencies not converted.

Each proficiency slot directly translates as a Signature Skill grade. If two or more proficiencies share the Signature Skill (see Table 4 below), add their grades together.

If a Signature Skill grade does not exceed the NPC’s Competence, he probably doesn’t need that Signature Skill.

Table 4: Skill Conversion AD&D Nonweapon Proficiency Fantasy Craft Option

Agriculture None

Ancient History Interests quality (see Fantasy Craft page 234)

Animal Handling Survival

Animal Lore Survival

Animal Training Survival

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Table 4: Skill Conversion (Continued) AD&D Nonweapon Proficiency Fantasy Craft Option

Appraising Haggle

Armorer Crafting

Artistic Ability Crafting

Astrology Interests quality (see Fantasy Craft page 234)

Blacksmithing Crafting

Blind-fighting Night fighting (feat, not a skill)

Bowyer/Fletcher Crafting

Brewing Crafting

Carpentry Crafting

Charioteering Ride

Cobbling Crafting

Cooking Crafting

Dancing Acrobatics

Direction Sense Survival

Disguise Disguise

Endurance Athletics

Engineering None

Etiquette Impress

Fire-building Survival

Fishing None

Forgery Crafting

Gaming None

Gem Cutting Crafting

Healing Medicine

Heraldry Interests quality (see Fantasy Craft page 234)

Herbalism None

Hunting Survival

Juggling Acrobatics

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Table 4: Skill Conversion (Continued) AD&D Nonweapon Proficiency Fantasy Craft Option

Jumping Acrobatics

Languages, Ancient Interests quality (see Fantasy Craft page 234)

Languages, Modern Interests quality (see Fantasy Craft page 234)

Leatherworking Crafting

Local History Interests quality (see Fantasy Craft page 234)

Mining None

Mountaineering Athletics or superior climber quality

Musical Instrument Impress

Navigation None

Pottery Crafting

Reading Lips Search or Sense Motive

Reading/Writing Interests quality (see Fantasy Craft page 234)

Religion Interests quality (see Fantasy Craft page 234)

Riding, Airborne Ride

Riding, Land-based Ride

Rope Use Athletics

Running Athletics or superior runner quality

Seamanship None

Seamstress/Tailor Crafting

Set Snares Prestidigitation

Singing Impress

Spellcraft Investigate

Stonemasonry Crafting

Survival Survival

Swimming Athletics or superior swimmer quality

Tightrope Walking Acrobatics

Tracking Survival

Tumbling Acrobatics

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Table 4: Skill Conversion (Continued) AD&D Nonweapon Proficiency Fantasy Craft Option

Ventriloquism Impress

Weaponsmithing Crafting

Weather Sense Survival

Weaving Crafting

Example: Per its AD&D description, a red chaos toad does not possess any nonweapon proficiencies.

SStteepp 66:: FFeeaattss Read the NPC’s description. If you can identify any feat-like ability the NPC possesses, give it the appropriate feat.

Example: Per its AD&D description, a red chaos toad does not possess any feats.

SStteepp 77:: GGeeaarr aanndd TTrreeaassuurree Gear translates directly; just go through Chapter 4 of Fantasy Craft to find the appropriate item(s).

Convert the treasure using Table 5: Treasure Conversion (see below).

Table 5: Treasure Conversion AD&D Treasure* Fantasy Craft Treasure

A 4C, 2L, 1M

B 4C, 1L

C 1C, 1L

D 1C, 2L

E 3C, 2M

F 1C, 1M

G 2C, 2L, 1M

H 4C, 4L

I 1C, 4L

J -

K -

L 1C

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Table 5: Treasure Conversion (Continued) AD&D Treasure* Fantasy Craft Treasure

M 1C

N 1C

O 1C

P 1C

Q 1L

R 1C, 1L

S 1M

T 1M

U 6L, 2M

V 2M

W 1C, 2M

X 1M

Y 2C

Z 4C, 4L, 2M

* Large treasures are noted with a multiplier such as x2; this means that you should multiply all rolls that many times (up to a maximum of 6).

Example: A red chaos toad’s AD&D treasure code is “K, Q” which translates to Fantasy Craft Treasure “1L”.

SStteepp 88:: RReemmaaiinniinngg EEnnttrriieess This step covers the rest of NPC’s abilities such as Defense and Class. Any entries not listed here are ignored.

RRaaccee aanndd CCllaassss Fantasy Craft NPCs get abbreviated species templates which are provided on page 248. Some class abilities can be applied with a quality (see Fantasy Craft page 235). Use these options sparingly, applying only the ones that are the most vital, or iconic to making the NPC memorable in your game.

AArrmmoorr CCllaassss If the AC value is equal to or greater than 0, subtract that number from 10. If it is lower than 0 (a negative value), add it as a positive value to 10. Remove Armor Class bonuses from attributes, Size and gear. The NPC gains the lowest possible Defense grade that includes the result in the Conversion Threat Level column of Table 6.1 (minimum I) (see Fantasy Craft page 229). If the result is not included in any grade, they gain Defense X and monstrous defense (grade equal to 1/3 the surplus result, rounded down). If the AD&D armor

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class bonus is +1 or higher, they also gain damage reduction (1/4 the armor bonus, rounded up, to a maximum of 10).

Example: The red chaos toad’s AC is 4 which yields a +6 bonus after the initial calculation. Taking into account gear (None), the Dexterity modifier (None), and the Size modifier (-1) we determine that its natural armor class bonus is +7. Scanning down the TL 7 column, +7 translates to Defense V. It also gains damage reduction 2.

IInniittiiaattiivvee The NPC’s Initiative grade is equal to its Defense grade (see above).

Example: The red chaos toad’s Defense grade is V, so its Initiative grade becomes V.

SSppeeeedd//MMoobbiilliittyy Determine whether the NPC is a Walker, Burrower, Flier, or Swimmer as shown on Fantasy Craft page 227. Multiply the movement by 2.5 feet and round up to nearest multiple of 10. AD&D maneuverability is ignored. If the creature has a Climb speed listed, add one or more grades of superior climber, depending on the speed value. Apply the banned action quality if the NPC can’t climb, jump, or swim.

Older editions of AD&D used simplistic symbols to indentify other movement types. Here are their meanings with X representing the movement speed’s value.

Table 6: AD&D Movement

AD&D Movement Symbol Movement Type

X” Ground speed

/X” Flying speed

//X” Swimming speed

(X”) Burrowing speed

*X” Climbing in a web

@X” Climbing in trees

Example: The red chaos toad can walk so it becomes a Walker with a Speed of 20 ft.

BBaassee AAttttaacckk Subtract the THAC0 value from 20. The NPC gains the lowest possible Attack grade that includes their attack bonus in the Conversion Threat Level column of Table 6.1 (see Fantasy Craft page 229). If the bonus is not included in any grade, he gains Attack X and monstrous attack (grade equal to 1/3 the surplus bonus, rounded down).

If the NPC has 1 attack listed, decrease the Attack grade by 1 (down to a minimum of 1). For each 2 attacks above the first, increase the NPC’s attack grade by 1.

Example: The red chaos toad’s attack bonus is +7, which translates to Attack V. It also has 3 attacks listed so that increases his Attack to VI.

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RReeaacchh The NPC’s Reach is determined by its Size. Refer to Table 1: Size Conversion (see above) to find out the value. If any of the NPC’s AD&D attacks have additional reach, add the reach quality to the corresponding Fantasy Craft attacks.

Example: The red chaos toad’s Size is Large and it’s tall, which means it gets Reach 2.

SSaavveess The NPC’s Resilience grade is equal to its Health grade (see above).

Example: The red chaos toad’s Health grade is IV, which translates to Resilience IV.

AAlliiggnnmmeenntt If the NPC’s Alignment is available in the current campaign, he gains the interests quality. Refer to Table 7: Alignment Conversion

Table 7: Alignment Conversion AD&D Alignment Fantasy Craft Alignment

Lawful Good Good, Order

Lawful Neutral Order

Lawful Evil Evil, Order

Neutral Good Good

True Neutral -

Neutral Evil Evil

Chaotic Good Chaos, Good

Chaotic Neutral Chaos

Chaotic Evil Chaos, Evil

Example: The red chaos toad is “Chaotic neutral” and gains interests (Alignment (Chaos)).

SStteepp 99:: FFiinnaall TTwweeaakkss ((OOppttiioonnaall)) The conversion’s over but that doesn’t mean you can’t boost or lower stats add or remove qualities in order to create a really unique NPC.

SStteepp 1100:: XXPP VVaalluuee Just sum the XP values from all the Fantasy Craft options you’ve applied. If you’ve created new qualities for the NPC, simply add 1 to 5 XP for each, based on how useful they are.

Here’s our red chaos toad! XP values follow each item with a cost in brackets.

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Red Chaos Toad (Large Outsider Walker – 79 XP): Str 10, Dex 10, Con 12 [+2], Int 6, Wis 10, Cha 10; SZ L (2x2, Reach 2 [+1]); Spd 20 ft. ground; Init V [+5]; Atk VI [+6]; Def V [+5]; Res IV [+4]; Health IV [+4]; Comp III [+3]; Qualities: Damage reduction 2 [+6], infectious conversion [+5], interests (Alignment [Chaos]), natural spell (Call from Beyond III) [+5], regeneration 2 [+6], spell defense II [+4]

Attacks/Weapons: Bite II [+6] (dmg 1d10 lethal; threat 17-20), Claw I × 2 [+8] (dmg 1d8 lethal; threat 20), Stunning Croak [+9] (bang damage attack II; 5 ft. blast increment; dmg 1d6 bang per 2 TL, Ref DC 15 for 1/2 damage, upgrades: alternate damage)

Treasure: 1L

Sources: - Fantasy Craft (2009) Crafty Games - Conversion Manual (2000) Skip Williams - Player’s Handbook (1995) TSR - Dungeon Master Guide (1995) TSR - Monstrous Manual (1995) TSR - Revised (v. 3.5) System Reference Document (2003) Wizards of the Coast

OOppeenn GGaammee LLiicceennssee The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or

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conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Fantasy Craft RPG Rulebook Copyright 2009, Crafty Games LLC; Authors: Alex Flagg, Scott Gearin, and Patrick Kapera. Conversion Manual Copyright 2000, Wizards of the Coast, Inc.; Author: Skip Williams. Player's Handbook, Dungeon Master Guide, and Monstrous Manual Copyright 1995, TSR, Inc.; Authors: David „Zeb“ Cook, Steve Winter, and Jon Pickens.

OOppeenn GGaammee CCoonntteenntt This release of AD&D to Mastercraft Monster Conversion Manual is done under version 1.0a of the Open Game License and the draft version of the d20 System Trademark License, d20 System Trademark Logo Guide and System Reference Document by permission of Wizards of the Coast. Subsequent releases of this document will incorporate final versions of the license, guide and document. Author’s intention is to open up as much of this product as possible to be used as Open Game Content (OGC). Publishers who wish to use the OGC materials from this release are encouraged to contact [email protected] if they have any questions or concerns about reproducing material from this product in other OGL works. The author would appreciate

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anyone using OGC material from this product in other OGL works to kindly reference AD&D to Mastercraft Monster Conversion Manual as the source of that material within the text of their work. Open Game Content may only be used under and in accordance with the terms of the OGL as fully set forth in the opposite column. DESIGNATION OF OPEN CONTENT: All portions of AD&D to Mastercraft Monster Conversion Manual are designated as Open Game Content. USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of the author to add all NPC statistics contained in this volume to the canon of Open Game Content for free use pursuant to the Open Game License by future Open Game publishers. Some of the portions of this product which are delineated OGC originate from the System Reference Document (© 1999, 2000 Wizards of the Coast, Inc), Fantasy Craft RPG Rulebook (Copyright 2009, Crafty Games LLC), Conversion Manual (Copyright 2000, Wizards of the Coast, Inc.), Player's Handbook, Dungeon Master Guide, and Monstrous Manual (Copyright 1995, TSR, Inc.) The remainder of these OGC portions of this document are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE: “AD&D to Mastercraft Monster Conversion Manual Copyright 2009, Planescraft.” The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0a. A copy of this License can be found at www.wizards.com. Wizards of the Coast® is a registered trademarks of Wizards of the Coast, and are used with permission. Fantasy Craft™ and all related marks are registered trademarks of Wizards of the Coast, and are used with permission. All contents of this release, regardless of designation, are copyrighted year 2010 by Planescraft. All rights reserved. Reproduction or use without the written permission of the author is expressly forbidden, except for the purposes of review of use consistent with the limited license above.