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31
Jul/2008

Palladium Fantasy D20


The key to to playing the Palladium Fantasy setting using the D20 system is to not make a full converstion of everything. Only those unique aspects of the Palladium Fantasy experience are necessary to convert. Below is perfect example. I have converted the Wolfen, a player character race, which are a unique and signature Palladium creature. Enjoy.


To create the Wolfen character, I used the D&D Savage Species source book. Per this offical D&D text, I assested that the ECL (Equilvient Character Level) was level 4. That means that a full grown Wolfen is equal to a 4th level player character. Savage Species suggest that player wanting to play a Wolfen would need to take 4 levels in Wolfen and then may multiclass into which ever character class they want. So that is how we are doing it.



Wolfen: Monster Character.

Players must take 4 levels in Wolfen Monster Character Class before becoming a full grown Wolfen and then can choose to multi-class to a character class at 5th level.

Racial Traits:
Starting ability score adjustments: +2 Str, +2 Dex, -2 Cha
Speed: 30 feet
Darkvision: see in the dark up to 60 feet
Natural Weapons: Kick 1d6( + STR mod), Claw 1d4 (+STR mod), Bite 1d4 (+ Grapple check)
Automatic Languages: Wolfen, Goblinese, North Human
Favored Class: Any

Class Skills: The Wolfen’s class skills (and key ability for each skill) are Craft (Int), Intimidate (Cha) Jump (Str) Listen (Wis) Search (Int) Spot (Wis) Survival (Wis) Swim (Str)

Class Features:

All of the following are class features of the Wolfen monster Class

Weapon and Armor Proficiency: Wolfen are proficient with all simple and martial weapons, with light and medium armor, and with shields.

Feats: Wolfen receives one feat at 1st level, 2nd level, and 4th level. After 4th level, it gains feats normally according to its effective character level.

Keen Senses: A 1st level Wolfen gains a +1 racial bonus on Listen, Search, and Spot checks. At 2nd level the bonus rises to +3, at 4th level the bonus rises to +5

Self Sufficient: A 2nd level Wolfen gains level +2 bonus on Heal and Survival Checks, at 4th level the bonus rises to +4.

Large size: A 4th level Wolfen gains Large size and its natural reach extends to 10 feet. It incurs the natural bonuses and penalties for Large creatures.

Tribal Howl: A 4th level Wolfen gains the ability to let out a battle howl that unsettles opponents while you attack. [Prerequisite: Large Size. Benefits: Once per day, you can use this feat as a standard action. Your howl effects all opponents with in 30 feet of you that can hear your howl and has a character level lower then yours. An affected opponent must make a successful Will save (Dc 10 + ½ your Hit Dice + your Cha modifier) to negate the effect. Failure means that opponents become shaken for 1d6 rounds. A shaken creature takes a -2 morale penalty on attack rolls, checks, and saving throws.]


Table:

1st level, Hit Dice 1d8, Base Attack Bonus +1, Fort Save +2, Ref Save +2, Will Save +0, Skill Points (2+Int mod) x 4, CR 1, Special Keen Senses, Kick 1d6( + STR mod)

2nd level, Hit Dice 2d8, Base Attack Bonus +2, Fort Save +3, Ref Save +3, Will Save +1, Skill Points 2 + Int mod, CR 1, Special Self Sufficient, Claws 1d4( + STR mod), Keen Senses (+3)

3rd level, Hit Dice 3d8, Base Attack Bonus +3, Fort Save +4, Ref Save +4, Will Save +1, Skill Points 2 + Int mod, CR 2, Special Bite 1d4( + Grapple check), Claws 1d6( + STR mod)

4th level, Hit Dice 4d8, Base Attack Bonus +4, Fort Save +5, Ref Save +5, Will Save +2, Skill Points 2 + Int mod, CR 4, Large size, reach 10 ft., Tribal Howl, Keen Senses (+4), Self Sufficient (+4)

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