playtested by:
special editor: gairim
suav
csp4rk5
D&S is an attempt to combine fond memories of the original AD&D with the fun, fast fury of Savage Worlds. D&S is intended for use with
the Savage Worlds system from Pinnacle Entertainment Group. This material is not official and is not endorsed by Pinnacle Entertainment
Group. Savage Worlds and Smilin Jack are trademarks of Pinnacle Entertainment Group, Inc. AD&D belongs to Wizards of the Coast.
See ACKNOWLEDGEMENTS for more copyright information.
TABLE OF CONTENTS
PART 1: CHARACTERS
Character Creation .....................................3
Savage Worlds Ranks Reminder...................3
Races.............................................................4
The Seven Races..........................................4
Classes ..........................................................5
Bonus Experience ........................................5
Multi-Classing ...............................................5
Switching Class.............................................5
Magic Item Use.............................................5
Generally Available Edges ............................5
Skills.............................................................6
Other Abilities...............................................6
Character Classes:
CLERICS ..................................................7
DRUIDS ....................................................8
Animal Companions ............................8
FIGHTERS................................................9
PALADINS ..............................................10
RANGERS ..............................................11
MAGIC-USERS .......................................12
Familiars.............................................12
Enchant Item......................................12
THIEVES ................................................13
ASSASSINS ............................................14
MONKS...................................................15
BARDS ...................................................16
Alignment ...................................................17
Deities ........................................................17
The Nine Alignments and Sample
Deities for Each.......................................17
PART 2: CONVERSION
Bennies and Experience...........................18
Earned Experience .....................................18
Leftover Bennies ........................................18
Rough Equivalents ....................................18
AD&D Scores to Savage Worlds Traits .......18
Savage World Ranks to AD&D Level .........18
AD&D Hit Dice to Savage World Combat ..18
Powers and Trappings ...............................19
PART 3: EQUIPMENT
Melee Weapons.............................................20
Ranged Weapons ..........................................21
Armor & Shields ...........................................21
Summary of Equipment by Class ..................22
ACKNOWLEDGMENTS ..............................22
INSPIRATIONAL SOURCE MATERIAL
You need the Savage Worlds rulebook to use
these rules, and preferably the AD&D (first edition)
Players Handbook. You might want the Dungeon
Masters Guide, the Monster Manual, even Deities
& Demigods. If you want to know what a bardiche
looks like, check the back of Unearthed Arcana.
But all you really need is Savage Worlds.
PART 1: CHARACTERS
CHARACTER CREATION
Follow the rules in Savage Worlds, but use 6
points for attributes.
D&S
CHARACTERS
RACES
The Seven Races
Race
Dwarf
Edges
Arcane Resistance
(Sp d8)
Infravision
V: Giant Killer
Hindrances
Squat (Obese: +1
Toughness, -1 Pace,
running die d4)
Surly (2 Charisma)
Additional to start
2 Minor Hindrances
1 Major Hindrance
2 Edges
Elf
2 Minor Hindrances
1 Major Hindrance
2 Edges
Gnome
Arcane Resistance
(Sp d8)
Infravision
V: Giant Killer
Half-Elf
Infravision
Halfling
Arcane Resistance
(Sp d8)
Quick
Half-Orc
Brawny
Infravision
2 Minor Hindrances
1 Major Hindrance
2 Edges
Human
2 Minor Hindrances
1 Major Hindrance
3 Edges
2 Minor Hindrances
1 Major Hindrance
2 Edges
Dwarves and Gnomes automatically gain the Giant Killer Edge when they become Veterans.
Halflings, unlike other Races, may choose to take the Infravision Edge as one of their additional Edges.
These Races all balance to one free Edge. Humans do not get another Edge.
D&S
CHARACTERS
CLASSES
Generally Available Edges. Any Class can take
the Edges listed below. Unless otherwise noted in
Race or Class description, the character must still
qualify for the Edge per Savage Worlds rules.
Alertness*
Ambidextrous* (A d8)
Attractive* (V d6)
Very Attractive*
Brawny* (St d6, V d6)
Charismatic (Sp d8)
Combat Reflexes (S)
Fast Healer* (V d8)
Fleet-Footed (A d6)
Followers (L, WC)
Hard to Kill (WC, Sp d8)
Harder to Kill (V)
Investigator (Sm d8, Investigation d8, Streetwise d8)
Level-Headed (S, Sm d8)
Improved Level-Headed
Luck*
Great Luck*
Professional (L, d12 in trait)
Expert
Master (WC)
Quick*
Sidekick (L, WC)
Steady Hands (A d8)
Strong Willed (Intimidate d6, Taunt d6)
Tough as Nails (L)
Improved Tough as Nails
Trademark Weapon (Fighting, Shooting, or Throwing d10)
D&S
CHARACTERS
Other Abilities:
Connections. Spellcasters contact supernatural
connections with the appropriate arcane skill, not
the Streetwise Skill. What they contact, and how it
can be persuaded to help them, are up to the DM.
D&S
CHARACTERS
CLERICS
Starting Edges:
Arcane Background: Miracles
Holy Warrior
Class Powers:
Armor
Barrier
Boost / lower trait
Deflection
Detect arcana
Dispel
Fear
Healing
Greater healing
Light
Obscure
Quickness
Smite
Speed
Zombie (considered an Evil act)
Starting Hindrances:
Vow: Use only blunt weapons (listed in italics on
the weapons charts).
Class Edges:
Command (Sm d6)
Fervor (V, Sp d8)
Hold the Line! (S, Sm d8)
Inspire (S)
Natural Leader (Sp d8)
Common Bond (WC, Sp d8)
Connections (divine)
Healer (Sp d8)
New Power
Power Points
Rapid Recharge (S, Sp d6)
Improved Rapid Recharge (V, Sp d8)
Scholar (d8 in affected skills)
Soul Drain (S)
Class Skills:
Faith (Sp)
Fighting (A)
Guts (Sp)
Healing (Sm)
Intimidation (Sp)
Investigation (Sm)
Knowledge (Sm)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Survival (Sm)
Taunt (Sm)
D&S
CHARACTERS
DRUIDS
Starting Edges:
Arcane Background: Miracles
Beast Master (animal companion) (Sp d8)
Woodsman (Sp d8, Survival d8; no Tracking needed)
Class Powers:
Armor
Barrier
Boost / lower trait
Detect arcana
Dispel
Fear
Healing
Light
Obscure
Quickness
Shape change
Smite
Speed
Wave Runner
Starting Hindrances:
Vow: No metal equipment (includes arrows,
bolts, and sling bullets, but sling stones, obsidian
daggers, and stone-headed spears are allowed).
Poverty
Class Edges:
Beast Bond
Berserk
Common Bond (WC, Sp d8)
Connections (elemental)
Giant Killer (V)
Healer (Sp d8)
New Power
Power Points
Rapid Recharge (S, Sp d6)
Improved Rapid Recharge (V, Sp d8)
Soul Drain (S)
Class Skills:
Boating (A)
Faith (Sp)
Fighting (A)
Guts (Sp)
Healing (Sm)
Intimidation (Sp)
Investigation (Sm)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)
Animal companion:
A loyal animal, able to feed itself in the wild
Typical examples would be a wolf or a hawk.
Wolf:
A d6 Sm d6(A) Sp d6 St d6 V d8
Pace 8, Parry 5, Toughness 5, Bite Str+1
Fighting d6, Guts d6, Intimidate d6, Notice d6+2
Running die d10; Small; Alertness
Alerts Druid to strangers and animals nearby; fights for
Druid.
Hawk:
A d10 Sm d4(A) Sp d4 St d4 V d6
Pace 12, Parry 5, Toughness 3, Peck Str
Fighting d4, Guts d4, Notice d10+2
Flight die d10; Very small (-2 to be hit); Alertness
Scouts on high and alerts Druid to unusual activity; flees
most combat.
8
D&S
CHARACTERS
FIGHTERS
Starting Edges:
Block (+1 Parry) (Fighting d8)
Fighters start with the Block Edge as Novices.
Class Skills:
Boating (A)
Climbing (St)
Fighting (A)
Gambling (Sm)
Guts (Sp)
Intimidation (Sp)
Investigation (Sm)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Shooting (A)
Streetwise (Sm)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)
Starting Hindrances:
None!
Class Edges:
Berserk
Improved Block (V)
Command (Sm d6)
Fervor (V, Sp d8)
Hold the Line! (S, Sm d8)
Inspire (S)
Natural Leader (Sp d8)
Dead Shot (WC, S, Shooting or Throwing d10)
Dodge (S, A d8)
Improved Dodge (V)
First Strike (A d8)
Florentine (A d8, Fighting d8)
Frenzy (S, Fighting d10)
Improved Frenzy (V)
Improved Trademark Weapon (V, Trademark Wpn)
Marksman (S)
Mighty Blow (S, Fighting d12)
Nerves of Steel (WC, V d8)
Improved Nerves of Steel
Quick Draw (A d8)
Sweep (St d8, Fighting d8)
Improved Sweep (V)
Two-Fisted (A d8)
Weapon Master (L)
Master of Arms
D&S
CHARACTERS
PALADINS
Starting Edges:
Champion
Charismatic
S: Holy Warrior*
V: Arcane Background: Miracles*
Class Skills:
Faith (Sp)
Fighting (A)
Guts (Sp)
Healing (Sm)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Shooting (A)
Survival (Sm)
Throwing (A)
Class Powers:
Detect arcana
Healing
Light
Smite
Class Edges:
Command (Sm d6)
Fervor (V, Sp d8, Command)
Hold the Line! (S, Sm d8, Command)
Inspire (S, Command)
Natural Leader (S, Sp d8, Command)
Common Bond (WC, Sp d8)
First Strike (A d8)
Florentine (A d8, Fighting d8)
Improved Trademark Weapon
Mighty Blow (S, Fighting d12)
Nerves of Steel (WC, V d8)
Improved Nerves of Steel
New Power (AB: Miracles)
Quick Draw (A d8)
Sweep (St d8, Fighting d8)
Improved Sweep (V)
Two-Fisted (A d8)
Weapon Master (L, Fighting d12)
Master of Arms
10
D&S
CHARACTERS
RANGERS
Starting Edges:
Giant Killer
V: Arcane Background: Magic*
Class Skills:
Boating (A)
Climbing (St)
Fighting (A)
Guts (Sp)
Healing (Sm)
Intimidation (Sp)
Investigation (Sm)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Shooting (A)
Spellcasting (Sm)
Stealth (A)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)
Tracking (Sm)
Class Powers:
Bolt
Detect arcana
Healing
Light
Stun
Rangers must be Good in alignment. If a Ranger
chooses to follow a deity, it must be Good.
11
D&S
CHARACTERS
MAGIC-USERS
(includes Illusionists)
Class Powers:
Armor
Barrier
Blast
Bolt
Boost / lower trait
Deflection
Detect / conceal arcana
Dispel
Fear
Fly
Invisibility
Starting Edges:
Arcane Background: Magic
Wizard
Starting Hindrances:
Vow: No armor or shield.
Vow: No weapons above STR+1 or d6 damage,
and none with ammunition.
Class Edges:
Arcane Resistance (Sp d8)
Improved Arcane Resistance
Beast Master (Familiar) (Sp d8, see below)
Connections (demonic)
Enchant Item (V; see below)
New Power
Power Points
Power Surge (S, Spellcasting d12)
Rapid Recharge (S, Sp d6)
Improved Rapid Recharge (V, Sp d8)
Scholar (d8 in affected skills)
Soul Drain (S)
Light
Obscure
Puppet
Quickness
Shape change
Smite
Speed
Stun
Telekinesis
Wave runner
Zombie (considered an
Evil act)
Familiar:
If the player so desires, a small creature is magically bound
to the Magic-Users soul. Examples: cat, snake, toad, lizard,
bat, or raven. The familiar has 2 Power Points that the
Magic-User can use while touching, and can send the MagicUser a silent mental alert if within 4. The familiar can share
the Magic-Users bennies and Wild Die. If the familiar dies,
the Magic-User immediately takes one Wound. Wild Cards
suffer the Battered & Bruised effect on the Knock-Out Blow
table. Non-Wild Cards are Incapacitated for 1d6 hours.
Familiar (any):
A d4 Sm d8(A) Sp d4 St d4 V d4
Pace 4, Parry 4, Toughness 3, 2 to be hit.
Fighting d4, Notice d6. Bite Str
Two of the following abilities (players choice):
-Infravision
-Flight (Pace 6. Flight die d10) (winged creatures only)
-Poison bite (Monstrous ability Stun)
-Wall Walker
-Beast-talk: Magic-User can interpret the Familiars
hisses, squawks, or croaks as crude messages.
-Creepy: The Familiars appearance gives the Magic-User
1 Charisma, and gives non-monstrous foes 1 to resist his
Intimidate or fear effects.
Class Skills:
Fighting (A)
Gambling (Sm)
Guts (Sp)
Knowledge (Sm)
Investigation (Sm)
Notice (Sm)
Persuasion (Sp)
Spellcasting (Sm)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)
Enchant Item:
A version of Gadgeteer. Requirements: Veteran; AB: Magic;
Smarts d8+; Spellcasting d8+; Knowledge (Arcana) d8+;
Knowledge (Item Creation) d8+. It will take considerable
time and money to make each item, per the DMs whim.
When all the time and money have been spent, the MagicUser makes a single Spellcasting roll, at a penalty determined
secretly by the DM based on item power. Examples: Potion
or scroll, no penalty. Charged item, 2. Permanent item: 4
or more. On a basic success, the item is created. On a failure, the time and money are wasted. On a natural 1, regardless of Wild Die, there is an appropriate mishap.
12
D&S
CHARACTERS
THIEVES
Starting Edges:
Thief (A d8, Climbing d6, Lockpicking d6, Stealth d6)
Class Skills:
Boating (A)
Climbing (St)
Fighting (A)
Gambling (Sm)
Guts (Sp)
Intimidation (Sp)
Investigation (Sm)
Knowledge (Sm)
Lockpicking (A)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Spellcasting (Sm)
Stealth (A)
Streetwise (Sm)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)
Use Arcane Scroll (Sm)
Starting Hindrances:
Vow: No metal armor; no shields; no twohanded weapons (including bows).
Class Edges:
Acrobat (A d8, St d6)
Block (S, Fighting d8)
Improved Block (V)
Connections (street)
Danger Sense
Dead Shot (WC, S, Throwing d10)
Dodge (S, A d8)
Improved Dodge (V)
First Strike (A d8)
Florentine (A d8, Fighting d8)
Mighty Blow (S, Fighting d12)
Quick Draw (A d8)
13
D&S
CHARACTERS
ASSASSINS
Starting Edge:
Quick Draw (A d8)
Class Skills:
Climbing (St)
Fighting (A)
Guts (Sp)
Intimidation (Sp)
Investigation (Sm)
Knowledge (Sm)
Lockpicking (A)
Notice (Sm)
Persuasion (Sp)
Shooting (A)
Stealth (A)
Streetwise (Sm)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)
Starting Hindrances:
Outsider (2 Charisma)
Vow: No metal armor; no shield.
Class Edges:
Acrobat (A d8, St d6)
Block (S, Fighting d8)
Improved Block (V)
Connections (street)
Danger Sense
Dead Shot (WC, S, Shooting or Throwing d10)
Dodge (S, A d8)
Improved Dodge (V)
First Strike (A d8)
Florentine (A d8, Fighting d8)
Mighty Blow (S, Fighting d12)
Thief (A d8, Climbing d6, Lockpicking d6, Stealth d6)
Two-Fisted (A d8)
14
D&S
CHARACTERS
MONKS
Starting Edges:
Arcane Resistance (Sp d8)
Improved Arcane Resistance
Trademark Weapon: Unarmed (Fighting d10)
S: Arcane Background: Miracles*
Class Skills:
Climbing (St)
Faith (Sp)
Fighting (A)
Guts (Sp)
Healing (Sm)
Notice (Sm)
Survival (Sm)
Throwing (A)
Class Powers:
All are usable only on the Monk himself, except
lower trait, which is delivered to a target via a
touch (unarmed melee attack).
Armor
Boost / lower trait
Deflection
Healing
Quickness
Smite (unarmed)
Speed
Class Edges:
Acrobat (A d8, St d6)
Block (S, Fighting d8)
Improved Block (V)
Common Bond (WC, Sp d8)
Danger Sense
Dead Shot (WC, S, Throwing d10)
Dodge (S, A d8)
Improved Dodge (V)
First Strike (A d8)
Frenzy (S, Fighting d10)
Improved Frenzy (V)
Giant Killer (V)
Healer (Sp d8)
Improved Trademark Weapon (Trademark Wpn)
Mighty Blow (S, Fighting d12)
Nerves of Steel (WC V d8)
Improved Nerves of Steel
New Power (AB: Miracles)
Power Points (AB: Miracles)
Quick Draw (A d8)
Sweep (St d8, Fighting d8)
Improved Sweep (V)
Two-Fisted (A d8)
Weapon Master (L, Fighting d12)
Master of Arms
15
D&S
CHARACTERS
BARDS
Special Requirements:
DM permission.
Start as Fighter.
At Seasoned, switch Class to Thief.
At Veteran, switch Class to Bard.
Class Skills:
Boating (A)
Climbing (St)
Fighting (A)
Guts (Sp)
Healing (Sm)
Intimidation (Sp)
Knowledge (Sm)
Music (Sp)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Streetwise (Sm)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)
Class Powers:
Used with the Music Skill by singing and playing
an instrument.
Armor
Bolt
Boost / lower trait
Deflection
Detect arcana
Dispel
Fear
Healing
Light
Obscure
Smite
Speed
Class Edges:
Beast Bond
Charisma (Sp d8)
Command (Sm d6)
Fervor (V, Sp d8)
Hold the Line! (S, Sm d8)
Inspire (S)
Natural Leader (S, Sp d8)
Connections (elemental)
Danger Sense
Dodge (S, A d8)
Improved Dodge (V)
Healer (Sp d8)
New Power
Power Points
Scholar (d8 in affected skills)
16
D&S
CHARACTERS
ALIGNMENT
DEITIES
NEUTRAL GOOD
LAWFUL NEUTRAL
NEUTRAL
CHAOTIC NETURAL
LAWFUL EVIL
NEUTRAL EVIL
CHAOTIC EVIL
16
CHAOTIC GOOD
PART 2: CONVERSION
BENNIES AND EXPERIENCE
Fighting
Parry
Vigor
Toughness
ROUGH EQUIVALENTS
4. Modify by Size:
Size
Toughness
To be hit
Cat, small dog .............................2 ..................... 2
Large dog, Halfling .....................1.....................+0
Human..........................................0.....................+0
Half-Orc .....................................+1.....................+0
Gorilla, bear, horse.....................+2.....................+0
Ogre, large bear .........................+3.....................+0
Rhino .........................................+4.....................+2
Small elephant ...........................+5.....................+2
Large elephant ...........................+6.....................+2
T-Rex..........................................+7.....................+2
Huge dragon..............................+8.....................+4
Blue whale .................................+9.....................+4
Leviathan.................................+10.....................+4
D&S
CONVERSION
Any Class
Ordinary casting . . . . . . . . . . . . . . . . . . . . .detect magic
Cast through a crystal prism (5 gp) . . . . . . . .read magic
Magic-Users only
Drink an infusion of owls feather and a 100 gp pearl
crushed in wine . . . . . . . . . . . . . . . . . . . . . . . .identify
Smear silver dust (5 gp) on eyelids . . . .detect invisibility
Conceal arcana & rub a mundane item with fine silk (2 gp)
. . . . . . . . . . . . . . . . . . . . . . . .Nystuls magic aura
PART 3: EQUIPMENT
Melee Weapons
Weapon
Damage
Weight
Cost
Min Str
Axe, Battle
Str+3
8 lbs
5 gp
d8
Axe, Hand
Str+2
2 lbs
1 gp
d6
Bardiche 2H
Str+4
13 lbs
7 gp
d10
Club
Str+1
3 lbs
1 lb
2 gp
Flail
(or Morning Star)
8 lbs
8 gp
d6
Halberd 2H
Str+3
(or Bill, Guisarme, Lochaber
Axe, Military Fork, Poleaxe,
Voulge, or combination of
any two)
15 lbs
9 gp
d8
Reach 1
Lance
Str+4
10 lbs
6 gp
d8
Armor Piercing 1
Reach 2
Horseback only
Lucern Hammer 2H
(or Bec-de-Corbin)
Str+3
20 lbs
7 gp
d10
Armor Piercing 2
vs. Plate
Parry 1
Mace
Str+2
8 lbs
8 gp
d6
Pike, Awl 2H
Str+3
25 lbs
3 gp
d8
Reach 2
5 lbs
1 gp
d6
Parry+1
Reach 1
Staff 2H
(Quarter Staff)
Str+1
8 lbs
Parry+1
Reach 1
Sword, Long
Str+3
6 lbs
15 gp
d6
Sword, Short
Str+2
4 lbs
8 gp
Sword, Two-handed 2H
Str+5
12 lbs
30 gp
d10
Str+2
Notes
Armor Piercing 1
Parry 1
Parry 1
D&S
EQUIPMENT
Ranged Weapons
Weapon
Range
Damage Cost
Weight
Str+2
1 gp
2 lbs
Min Str
Notes
Bow, Short 2H
12/24/48 2d6
15 gp
3 lbs
d6
Bow, Long 2H
15/30/60 2d6
60 gp
5 lbs
d8
Requires Shooting d8
User cannot be Small
Arrows, 10
Club
3/6/12
1 gp
2 lbs
3 lbs
Crossbow 2H
15/30/60 2d6
20 gp
10 lbs
d6
Armor Piercing 2
1 gp
2 lbs
Str+1
Bolts, 10
Dagger
3/6/12
Str+1
2 gp
1 lb
Dart
4/8/16
Str
1 gp
1 lb
Sling
Stones, 10
Bullets, 10
4/8/16
Str
Str+1
1 gp
1 lb
1 lb
2 lbs
Spear
3/6/12
Str+2
1 gp
5 lbs
Effect
Cost
Weight
Leather*
+1 Toughness
5 gp
15 lbs
Banded or Scale
+2 Toughness
45 gp
40 lbs
Chain
+2 Toughness
75 gp
25 lbs
Plate
+3 Toughness
400 gp
45 lbs
Shield
Effect
Cost
Weight
Small shield*
+1 Parry
5 gp
3 lbs
Medium shield
+2 Parry
10 gp
+2 Toughness vs. ranged
5 lbs
Large shield
+3 Parry
15 gp
+2 Toughness vs. ranged
10 lbs
User cannot be Small
D&S
EQUIPMENT
Weapons
Armor
Shield
Clerics
Any
Any
Druids
Leather
Small
Fighters, Paladins,
Rangers
Any
Any
Any
Magic-Users,
Illusionists
None
None
Thieves
Leather
None
Assassins
Any
Leather
None
Monks
None
None
Bards
Leather, Banded,
Scale, Chain
None
ACKNOWLEDGEMENTS
Dungeons & Savages draws and depends upon the work of others, to which I claim no rights.
I employ their material out of tribute and affection. Illustrations are copyright by their respective
owners and are used without permission. No challenge to copyright is intended.
Character sketches made with HeroMachine: www.heromachine.com.
AD&D and all associated references belong to Wizards of the Coast and are used without permission. No challenge to copyright is intended.
Savage Worlds, Smilin Jack, and all associated references belong to Pinnacle Entertainment
Group and are used without permission. No challenge to copyright is intended.
Copyright owners wishing to have their material removed should contact the documents author:
Joel Sparks (df@originalcopy.com).
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