[3e conversion] David Schwartz's Maztica Conversions

Mezo-American adventures in Maztica, the True World.
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Big Mac
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[3e conversion] David Schwartz's Maztica Conversions

Post by Big Mac » Sat Aug 14, 2010 9:52 pm

Crossposted from the Other Maztica Websites (& Free Downloads) thread
Seethyr wrote:David Schwartz, who updated the Jaguar and Eagle Knight classes for 3e has also updated the Plumaweaver and Hishnashaper over at the Paizo forums (along with other 3e Maztica rules conversions). The link is located here.
It would be nice to see this stuff compiled into a PDF download (if David Schwartz finds the rest of it).
David "Big Mac" Shepheard
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Re: [3e conversion] David Schwartz's Maztica Conversions

Post by Big Mac » Sat Aug 14, 2010 11:40 pm

Crrosposted (in case Paizo change the URL):
David Schwatz at Paizo messageboards wrote:Gods' Domains:

Kukul: No clerics

Maztica: Druids only

Qotal: Air, Good, Healing, Law, Protection

Zaltec: Chaos, Evil, Strength, Trickery, War

Azul: Air, Evil, Law, Luck, Water

Tezca: Chaos, Evil, Fire, Sun, War

Plutoq: Artifice*, Destruction, Earth, Law
(*I have Creation written here, but Artifice is clearly the better fit.)

Eha: Air, Chaos, Travel, Trickery

Kiltzi: Chaos, Charm*, Community*, Good, Healing
(*Changed from Luck and Protection.)

Watil: Creation, Good, Healing, Plant

Nula: Animals, Chaos, Strength, Trickery
David Schwatz at Paizo messageboards wrote:Races:

Same except as noted here.

Common -
Human (Any region):

Uncommon -
Dwarf (House of Tezca): Lose attack bonus against orcs and goblinoids. Lose dodge bonus against giants. Gain +1 racial bonus to damage with stone-edged weapons (see Dragon #135).

Halfling (Far Payit): -2 Str, +2 Dex, +2 Con, -2 Int. +1 racial bonus on attack rolls with shortbows, composite shortbows, and thrown weapons. Favored Class: Ranger.

Rare -
Aarakocra (Any high mountain):
Language: Auran
Type: Monstrous Humanoid
Abilities: -2 Str, +4 Dex
Size: M
Speed: 20', fly 90' (average)
Darkvision: 60'
Natural Armor: +1 (cannot wear armor or use shields)
Combat: flying: 2 talons, 1d4 damage;
standing: bite, 1d3 damage
Claustrophobia: Shaken when in enclosed space.
Favored Class: Fighter
LA: +2

Tabaxi (Far Payit):
Language: Tabaxi
Type: Monstrous Humanoid
Abilities: +4 Dex, +2 Wis
Size: M
Speed: 40'
Darkvision: 60'
Natural Armor: +1
Combat: 2 claws, 1d3 damage; bite, 1d3 damage;
Improved Grab: if both claw attacks hit; 2 rakes, 1d4 damage
Skills: +4 racial bonus to Hide and Move Silently
Favored Class: Ranger
LA: +2
David Schwatz at Paizo messageboards wrote:Languages:

Regional:
Dog People
Green Folk
Huacli
Kolan
Kultakan
Nexalan (Common)
Payit

Racial:
Dragonic
Dwarven
Giant
Halfling
Tabaxi

Spirit:
Aquan
Auran
Ignan
Terran

Nexalan is spoken in Pezelac with a rustic accent.

The following languages are mutually intelligible with an Intelligence (or Linguistics) check:
Nexalan-Kultakan DC 18
Payit-Tabaxi DC 16
Kolan-Green folk DC 5

Outsiders who can communicate can speak any language.
David Schwatz at Paizo messageboards wrote:Classes:

Barbarian
Bard
Cleric
Druid
Fighter
Hishnashaper
Plumaweaver
Ranger

No multiclass cleric/druid.

Rangers can choose a region instead of a humanoid subtype.

I'll get to detailing the hishnasahper and plumaweaver when I have time to copy the spell lists (part of which appears in Dragon #315).
David Schwatz at Paizo messageboards wrote:Domain modifications:

Earth: Change level 8: iron body to statue

Evil: Change level 2: desecrate to hold person; change level 6: create undead to blade barrier

Good: Change level 6: blade barrier to hero's feast

Sun: Change granted power to: Your spells' saves are DC +1 when cast under natural sunlight; change level 2: heat metal to daylight; change level 3; searing light to invisibility purge

Hishna spells:

Code: Select all

0 -
Dancing Lights
Daze
Detect Magic
Detect Poison
Flare
Ghost Sound
Guidance
Know Direction
Missive
Prestidigitation
Purify Food and Drink
Read Magic
Resistance
Virtue

1 -
Alarm
Animate Rope (commonly a snakeskin rope)
Calm Animals
Cause Fear
Death Watch
Disguise Self
Detect Animals or Plants
Detect Snares and Pits
Hypnotism
Identify
Invisibility to Animal
Magic Fang
Magic Weapon
Message
Pass Without Trace
Protection from Good
Silent Image
Spider Climb
Summon Nature's Ally I
True Strike

2 -
Alter Self
Animal Messenger
Animal Trance
Barkskin
Bull's Strength
Cat's Grace
Charm Person or Animal
Darkness
Hold Animal
Invisibility
Minor Image
Mirror Image
Misdirection
Scare
Silence
Speak with Animals
Spiritual Weapon (dagger)
Summon Nature's Ally II
Summon Swarm
Web

3 -
Bestow Curse
Charm Monster
Deeper Darkness
Dominate Animal
Displacement
Fear
Greater Magic Fang
Greater Magic Weapon
Haste
Invisibility Sphere
Tiny Hut
Magic Vestments
Major Image
Poison
Scrying
Sculpt Sound
Slow
Snare
Speak with Plants
Summon Nature's Ally III

4 -
Giant Vermin
Hallucinatory Terrain
Improved Invisibility
"Jaguar Form" (leopard)
Secure Shelter
Modify Memory
Nondetection
Sending
Summon Nature's Ally IV

5 -
Control Water
Dream
Insect Plague
Mind Fog
Mislead
Nightmare
Persistent Image
Summon Nature's Ally V

6 -
"Dire Jaguar Form" (tiger)
Eyebite
Find the Path
Greater Scrying
Mass Haste
Mass Invisibility
Permanent Image
Programmed Image
Summon Nature's Ally VI
Pluma spells

Code: Select all

0 -
Create Water
Dancing Lights
Daze
Detect Magic
Detect Poison
Flare
Guidance
Know Direction
Light
Mage Hand
Mending
Prestidigitation
Purify Food and Drink
Read Magic
Resistance
Virtue

1 -
Alarm
Calm Animal
Delay Poison
Detect Animals and Plants
Detect Snares and Pits
Endure Elements
Expeditious Retreat
Faerie Fire
Feather Fall
Hypnotism
Identify
Invisibility to Animals
Mage Armor
Magic Stone
Magic Weapon
Message
Obscuring Mist
Pass Without Trace
Protection from Evil
Sanctuary
Sleep
Summon Nature's Ally I
True Strike

2 -
Animal Messenger
Animal Trance
Blur
Cat's Grace
Calm Emotions
Charm Person or Animal
Daylight
Hold Animal
Levitate
Mirror Image
Obscure Object
Protection from Arrows
Resist Elements
Silence
Speak with Animals
Spiritual Weapon (spear)
Summon Nature's Ally II
Whispering Wind

3 -
Clairaudience/Clairvoyance
Confusion
Dispel Magic
Fly
Gaseous Form
Greater Magic Weapon
Gust of Wind
Haste
Helping Hand
Keen Edge
Tiny Hut
Magic Vestment
Protection from Elements
Scrying
Slow
Snare
Speak with Plants
Summon Nature's Ally III
Water Walk
Wind Walk

4 -
Air Walk
Break Enchantment
"Eagle Form"
Secure Shelter
Locate Creature
Minor Globe of Invulnerability
Modify Memory
Neutralize Poison
Summon Nature's Ally IV

5 -
Control Water
Control Winds
Dream
Mind Fog
Spell Resistance
Summon Nature's Ally V
Telekinesis

6 -
Control Weather
Find the Path
"Giant Eagle Form"
Greater Scrying
Major Globe of Invulnerability
Mass Haste
Summon Nature's Ally VI
Wind Walk
David Schwatz at Paizo messageboards wrote:Hishnashaper:
AL: any nongood
HD: d6
BAB: 3/4
Good Saves: Refl, Will
Skill Points: 4
Weapons and Armor: light armor and shields; all simple weapons and spear caster
Spells: Casts arcane as bard (with regard to spells per day, spells known, and armor). Key ability: Int. All hishna spells have a material (M) component - fangs, claws, pelts, etc.
Sneak Attack: as a rogue
Uncanny Dodge/Improved Uncanny dodge: as a rogue
Bonus Feats: as a wizard.

Plumaweaver:
AL: any nonevil
HD: d6
BAB: 3/4
Good Saves: Refl, Will
Skill Points: 4
Weapons and Armor: light armor and shields; all simple weapons and shortbow
Spells: Casts arcane as bard (with regard to spells per day, spells known, and armor). Key ability: Int. All pluma spells have a material (M) component - birds' feathers, insect wings, etc.
Air Affinity: Fighter's BAB (1/1) when using a shortbow (or composite shortbow).
Evasion: as a rogue. Improved Evasion at 10th level.
Bonus Feats: as a wizard.

Skills: Animal Empathy (?), Appraise, Balance, Bluff, Climb, Concentration, Craft, Handle Animal, Heal (plumaweaver only), Hide, Intimidate (hishnashaper only), Jump, Knowledge (arcana), Knowledge (nature), Listen, Move Silently, Profession, Spellcraft, Spot, Survival (was Intuit Direction and Wilderness Lore), Swim, Use Magic Device.

Knowledge (arcane) covers hishna and pluma magic.
David Schwatz at Paizo messageboards wrote:I've got some poisons listed here, but damage isn't listed:

Blood salt (Ing/Inj): Desert dwellers know to avoid salt the color of dried blood. Often dissolved in water; blood salt causes intense nausea.

Kurari (Con): The method of making kurari is known only to the halflings of Far Payit. It cause paralysis and is rarely fatal.

Nezca (Ing): Nezca is a mushroom that grows in the foothills and mountains. It is used to induce visions. However, the effects can linger for several days.

Tarqa root (Con): Only the root of this jungle plant is poisonous. The extracted powder causes debilitating seizures.
David Schwatz at Paizo messageboards wrote:There were a few more prestige classes -

A cleric of Qotal who has taken a vow of silence;

A cleric of Zaltec who could sacrifice people to metamagic spells;

A dwarven defender with elemental powers;

and something for halflings that escapes me at the moment -

unfortunately, I haven't found the writeups for those yet.
David "Big Mac" Shepheard
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