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<![CDATA[Pen & Paper Games - Blogs - The horror of Yukon by yukonhorror]]> http://www.penandpapergames.com/forums/blog.php/6678-The-horror-of-Yukon Pen and Paper Games hosts a very powerful, but easy to seach and join database of players and game masters in the United States and Canada. Our forums are also a great place to find the most recent news, product releases, tips, and rpg discussion. en Sun, 28 Aug 2016 22:23:13 GMT vBulletin 60 http://www.penandpapergames.com/forums/pnpg_style/misc/rss.jpg <![CDATA[Pen & Paper Games - Blogs - The horror of Yukon by yukonhorror]]> http://www.penandpapergames.com/forums/blog.php/6678-The-horror-of-Yukon <![CDATA[D&D next playtest feedback: rogue class/skill system]]> http://www.penandpapergames.com/forums/entry.php/1736-D-amp-D-next-playtest-feedback-rogue-class-skill-system Wed, 30 May 2012 21:17:42 GMT so I forgot to really comment on my opinions regarding the skill system, so will do that in addition to assessing the rogue/halfling as a whole. ... so I forgot to really comment on my opinions regarding the skill system, so will do that in addition to assessing the rogue/halfling as a whole.

Again, I like the racial bonuses do damage dice on certain weapons. Especially for dagger, cause normally it is worthless as a weapon.

Regarding skills and background, I said I like them, but I really like the freeformness of skills. Using what makes sense as a check and have the player roll. The background (and class in this case) obviously give bonuses to skills. So I like the new skill system.

Again I will say though, it will be nice if you can construct your own backgrounds. Let me rephrase that, cause obviously you can, who is going to stop you. Rather, a framework on how to construct your own that are COMPARABLE to what is there already.

Theme: lurker - will come back to this. Want to address a lot of things simultaneously. This goes for naturally stealthy too.

Lucky, I like this. Matches what was seen in 4e. Again, as I said with the fighter, I think a 3/day allocation is better. Obviously they are matching "encounter" powers with 2/day, but typically you get in an average of 3. Also, this is not limited to separate encounters. You can blow them all in one go. I just think 3 seems to allow for using it once per encounter if a player chooses to do so (or blow them all if he knows the day is almost out or this is the big boss battle).

Trade - meeh. Compared to some of the others, this feature (in addition the skill bonuses) seems mediocre compared to some of the other examples. It is ok, but I am just not a fan. I wouldn't get rid of it, just not a personal fan. As for the skills involved, I think a "conversation" skill would be better fitting. Reflects you know how to chat up a storm to warm up a customer, but serves a nice purpose when visiting the local tavern to gather info.

Rogue scheme: another place to customize your thief. I am curious as to what the others look like, but this appears to be the standard skill set for a rogue/thief.

Thieves' cant: a throwback to 1st edition (did 3rd or 2nd have it, can't remember). While ok, the benefits are not overwhelming. It is a nice thematic element, but I hope it is not accounted for when saying one scheme is just as viable as another.

Thief hiding/sneak attack: again, later

Skill mastery: nice. I really like this. Without that many trained skills, it is not too powerful, but nothing is more frustrating then totally fudging a remove trap roll.

Knack: again, similar to skill mastery. I think this goes back to making rogue the skill master rather than the damage master. Whether that is required for me, I am indifferent, but I do like it. I was never comfortable with how played down a rogue's skillfulness was in 4e (but didn't affect gameplay TOO much). As such, this makes a thief really good at skills. The big problem is the lack of trained skills. I know knack is independent of that, but it would be nice if as part of being a thief, you could gain training in more skills.

Night vision: I don't know if that is a halfling thing or a rogue thing (or a combo halfing rogue thing), but what occurs if you are an elf thief. Night vision is always a nice thing to have (somewhat useless when you have the blind human trailing along), but when scouting ahead is useful.

Skulker: and this is where I will address the missing bits.

When I first glanced at the rogue, I thought, without flanking, his sneak attack reverts to its pitiful state that it was in 1st edition. I played a thief once or twice, and there was usually one in the party. It was always the same though: take forever to get hidden (if you could even do that) and get ONE sneak attack off (assuming you hit).

However, with all of his little doo-hickeys (ambusher, naturally stealthy, thief hiding, skulker) there is a bit more consistency. I think it will still be a challenge to set up that sneak attack, but that might almost make it just as fun.

But when we used to play it, if the baddy knew you where you were in the room at the beginning of the encounter, there was no hope of a sneak attack. Here, it is seems the rules support a bit a leniency. You can go hide easily (especially with knack or skill mastery) THEN sneak attack.

As for sneak attack progression, I am very hesitant. I don't know what the expected progression will be like. I don't know if it will be more like 1st edition (9th-15th level you stop getting cool stuff) 3.x (meant to stop at 20th level, use new rules past that, though) or 4e (1-10 heroic level, 11-20 paragon, 21-30 epic level type of play). In any case, I believe 1d6/level seems like low at first, but really high later on.

I think it would be better to have a high start, but slow progression. I was thinking something like HERO's scaling of killing damage, but that might be too complicated for those keeping it simple. HERO scales killing damage as damage classes (DC). for every 3 DC, there is a 1d6, in between it is either +1 or 1/2 d6. So 10 DCs is 3d6+1.

But 1/2 d6 always confuses people for some odd reason. As such I was thinking you start out as 2d6 and gain a 1d6 every other level. OR start out as 1d6+2, and gain a "+2" per level, but if greater than 3, that 3 becomes a new 1d6. So 1d6+2, 2d6+1, 3d6, etc... OR just 1d6+2/level. So at 10th level 1d6+20. The average would be 23.5 compared to the average of 10d6 (35).

But I don't think the progression rate works. In short, start big, grow slow. Otherwise, I think it will get out of hand.

Finally, I have to go back to my problem with fighter in that he is boring. Not as bad as a fighter, but in combat, he is still stuck with two choices, try for sneak attack or just attack.

I am not as adamant with the rogue though cause of all his skillfulness. He may not be able to do a lot in combat, but he can do a lot out of combat.

With a fighter, he should be able to shine in combat, especially compared to the other clerics, as that is his domain.

I have heard arguments saying, well simple players like fighters cause they are simple. I have never met a player so "simple" that he couldn't figure out a 1st level character from 4e. I understand getting lost in a paragon level runepriest, but even the essential line of fighter was straightforward enough (if not TOO straightforward) for any player to understand.

I think it is silly to allow for wizards to be more powerful, because of added complexity and complex players like complex classes. I am a total advocate for choices, options, maneuvers, etc... But I sacrificed that to play the fighter I wanted to play. Yes, sacrificed. I could have gone for a powerful spell-wielding cleric who could hold his own in combat, but no, I wanted a barbarian type (this was 1st edition before unearthed arcana). Should I have to sacrifice thematics for effectiveness? Never. It boils back down to this is a game, and thematics shouldn't have to come at the cost of effectiveness.

So in the context of a rogue, a bit limited in combat, but at least not as bad as fighter. Again, I think maneuvers would do nicely.

Of course not the same as fighter. Remember the other thing, diversity.

I think a rogues should be sneak/stealth oriented. Maneuver associated with advantage/disadvantage. Maybe something that protects the rogue from getting pummeled (a defensive advantage or something). Rogue is a bit harder, but I think it could get done.

Although, if it came to one over the other, please fix the fighter over the rogue.

Next time: the wizard and his spell system (but not specific spells) ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1736-D-amp-D-next-playtest-feedback-rogue-class-skill-system
<![CDATA[D&D next playtest feedback: classes as a whole, fighter in specifics]]> http://www.penandpapergames.com/forums/entry.php/1735-D-amp-D-next-playtest-feedback-classes-as-a-whole-fighter-in-specifics Tue, 29 May 2012 16:22:09 GMT I am going to do my best and stay objective. It is nice to see the thingy from mike mearls regarding intention. I think it helps to provide... I am going to do my best and stay objective. It is nice to see the thingy from mike mearls regarding intention. I think it helps to provide constructive feedback. By knowing his motivations, I can properly assess his implementation.

Let's walk through the fighter (in the context of all the classes) section by section.

Regarding AC and HP, these are obviously relative. Without yet playing, I cannot assess if the target was hit, but one must keep in mind the balancing act between length of encounter, survivability, healing, and average damage output.

In the context of equipment's effect on AC, will address that when address "how to play" document.

Leveling up. Again it is relative. It is nice they kept it consistent between classes. It seems like a lot of things are trying to go back to how it was, and that is definitely something that should stay as is, not go back to 1st edition.

The degree seems high, but again, this is a balancing act. If the monsters xp awards are high, then 2000 is not high in context. on monster xp, will comment when I cover bestiary. However, it does seem high. I liked the progression rate of 4e. It felt like you progressed fast enough to get used to a character's changes, adapt them, and utilize them, but not feel like they ever got stale. I think that is important. This is a realistic notion (more on that later) and also good for keeping the game fun. With respect to realism, anybody who keeps training and progresses is going to refine their skills no matter what they do.

I am a molecular modeler. At first I used basic techniques and such. I still use similar techniques, but they are more refined and efficient as I have gained experience. Every once in a while I try something new. Whether I keep it, adapt it, or forget it depends on how it incorporates with my goals and my work style, but that is how it goes. I think the same should go for classes. You should get new or at least improved skills/techniques, have a proper time to assess them and make them your own, and progress from there. If leveling up is too slow, you are stuck with techniques/methods you know don't work or at least could be improved. You as a player master them before the character masters them. The two should do their best to coincide. In 4e, I felt that way. You got a new power. You got enough encounters and such to use it, mess with it, master it. At that point you are ready to incorporate a new element to compliment it or outright replace it.

If it was faster, a player wouldn't get proper assessment of the changes, so they are not as developed as the game says their character is.

So whether what is in place is too slow or too fast, I cannot say. What I can say is the above needs to be kept in mind in assessment. I also can say 4e was better than older editions.

Abilities. Whether these are random or point buy, seems impossible to assess as is. Seems a little low, but again, that is all relative. A 16 sucked in 1st edition, but was pretty worth while in 4e. However, a point buy is the way to go. I think balance is important to keep in mind. I know Mearls has noted that was a downfall of 4e (TOO much balance), but I think it was a strength. This stems from the fact D&D is a GAME.

As a game, distinct advantages in the WHOLE of the game need to be kept in mind. I don't find unbalanced games fun. Why should the other player get to be more powerful because he is a spellcaster and I am a lowly fighter. I want to be a fighter. I want to be a master of my body. I don't want spells and I don't want to be sneaky like a rogue. I want to be an "in your face" attacker. Thematically that is what I want, but mechanically, it seems unfair... I want to be as effective as the wizard. I want my actions to be as visual as the wizard. By ignoring balance, you are giving rewards to one over the other. My price for desire for theme is non-effectiveness. Seems a high price to pay, especially for a game, but less so for a RPG. I know this is a game of story, but it is still a game with mechanics. And to me, when a balance exists in the mechanics, the story results feel that much more rewarding and enjoyable (which is most important in my opinion).

I am an avid board game player. A game I play a lot is dominion. It is a card deck building game like Magic, but with the building of you deck an integral component of the game rather than being a meta-component (that costs real $). You start out with 7 $1 cards and 3 1 VP cards (do nothing but points). Each hand you have 5 cards, so TYPICALLY, you have what we call a 4-3 opening. In other words, you can buy one card worth $4 the first hand and $3 the second before reforming your deck (reshuffling). However, you can get a 5-2 opening (more rare). Depending upon the game setup, that 5-2 opening can be SUCH an advantage that the game is almost decided before the game progresses. As such, playing against the 5-2 opener is no fun. Yes you try your best and apply your skills, but it is a lost cause.

I know you are playing against other players in D&D, but when they get to outshine you the majority of the time due to game inbalance, playing feels futile and the parts of the game with mechanics are not as fun as they could be. That is the kicker, could be.

I think that was a big problem for 3.x hardliners concerning 4e. They never saw combat as fun, so hated that is where the focus was. 4e made combat fun. It made it exciting. It made it just as enjoyable as the RP bits. That should be a goal for D&D next, make all bits equally enjoyable (or at least enjoyable as possible.

Sorry for that tangent, but it will lead into the problems I have with fighter. i.e. fighter is meeh compared to cleric or wizard.

Speed and hit dice. Regarding speed, I don't see its importance regarding realm of mind encounters. But I guess you can use it if you want or disregard it. I think that should be included in mentioning realm of mind gameplay. Concepts like space, speed, reach, etc... should be taken with a grain of salt and not rigidly enforced. In short, put that in the description, so rigid players/DMs are aware.

Hit dice... For those without the playtest, hit dice are replacing healing surges. I LOVED healing surges from 4th edition. Refer to my first post, but having to go without a healer is so nice. I hate REQUIRING a healer. When playing a cleric, I always felt a healing machine. Which meant, refrain from combat when you can (can't have our healer unconscious) and make all of your spells be healing.

So hit dice heal like HS. One big difference: 1/day/level. Seems VERY limited. Unless damage output is not like it was in all editions (hit rate of baddies is low), I feel like this will go back to the old, 2 encounters full rest cycle. "Oh, the dm rolled good, let's take a break before we go on" Storywise this is so frustrating, but as a DM, you don't actually want your players to die and you don't want to have to keep fudging rolls. I think keeping static HP at a level where going unconscious is a fear that will affect the outcome of combat, but once combat is over, you should be able to go to the next one in similar condition. I think about my other favorite system HERO. You can burn through STUN (a form of HP) like no other in a combat, possibly go unconscious. But regaining consciousness during combat is a viable option (while staying at risk for going unconscious again). However, at combat's end, you recover all of that stun with a short rest. If an attack is especially detrimental you take BODY (the other form of HP) which is longer term and harder to recover. I don't suggest breaking up D&D HP like this, but I think being able to recover HP easily is the best way to go. At least between encounters.

The other thing regarding hit dice is the randomness. Because they are so far and few between, maybe it should be a set value, like a HS. Instead of 1d12, have a pool of 12 hp that can be recovered in between battles. Sort of like a separate HP. Nothing I hate more than needing 6 HP (a reasonable amount) and healing 12. Or rather needing 12, and rolling two 1's on two separate rolls. If that is too much healing, maybe the player rolls his hit dice at the beginning of the day. This way, he KNOWS how much is available for the day. If he knows he has 24 available healing, maybe he'll be a bit brash (making for a fun and exciting day) but if he rolls 4, he'll be overtly cautious (still fun in its own respect, especially for the DM ;) )

Without actually playing (hoping to soon), I can't say what is in play achieves that, but that should be the goal. The other thing I know I don't like is how to use them. Only through healing kits? Really? With so explicit usage numbers, this limits it even more.

I think a better way would be a skill check. Either an intelligence, constitution, or dexterity check. If fail, can't try to reheal for another hour. If succeed, successfully apply a HD. Intelligence representing knowledge of healing, dexterity for how well you apply a healing agent, constitution to resist its effects (effect meaning closeness to unconsciousness). I thought wisdom could work (for cleric types), but they have healing spells. Wisdom COULD be a force of will to ignore the pain (similar to consitution), though. In any case, ignore the implement/focus component for using hit dice.

Attacks. I like the concept of races getting specific bonuses on weapons. I think that is cool and makes sense. So props on that WOTC. As for different damage types, I am indifferent. I think it adds complexity (in the light where they are trying to minimize it), but I think it adds to thematics and visualization.

Race: will cover each element later, but I like how clean cut the bonuses are.

Weapon profs: I like how fighters are proficient with everything. No more exotic weapons is nice. Just a clean, proficient with all.

Weapon focus, a little plain, but something to set fighters apart (and aid with balance).

Backgrounds: I like this a lot. I think this is a quick, clean cut way to give bonuses and flesh out a character. Maybe a bit restrictive, but I think providing a framework on how to make your own would be great. By giving trained skills as a set and the background feature, I think it adds that much needed 3rd dimension to a character. So kudos.

Theme: seems like this is taken from the "builds" of 4e. With 4e however, you had the choice to deviate from the suggestions, here, you have no choice (more like essentials line of thinking). This also seems like where you get feats. That I like. With SO MANY feats, it gets cumbersome to really choose one. In this style, the feats are chosen as a suite through a theme. A) it keeps that 3rd dimension concept in mind (mechanical benefits all fit in personality and style of character) B) keeps feat choice easy.

Specifically with the reaper, indifferent. It is nice to have reliability in your attacks. I am curious as to OTHER options, but this one is ok. If anything else, seems like a viable option. However, I don't feel it fits the theme of slayer. I think a better fit would be bonus damage. Like add in ability score mod a second time. To me slayer equates with big damage, not consistent damage. In other words, I frantically swing so I may not always hit and do damage, but when I do, watch out buddy.

"For a more old school experience, don't use background and theme." Absolutely love this. Why? Because it explicitly tells you how to tweak your game style. If you don't want a complex character, it is easy enough to accommodate. A DM/player doesn't have to worry about balance of power (maybe they do, but ideally not) by tweaking the system/character.

Personally, I like theme and background, but as a playtester, I like the idea.

Racial features. Seem typical for a dwarf. I guess if not broke, why fix it. On a general comparison case, I'll do that for certain races (looking at you boring human).

What would be fun are specific themes/backgrounds for a race (or at least suggested so players/DMs don't feel being a dwarf is required). I.e. what theme for a dwarf makes most sense.

Endurance: seems a little lame compared to the features of the other characters, but the skill bonuses seem pretty hardy too, so I think it balances out. Not a background feature I am ecstatic about, but can come in handy. I say this, because as a group, you don't all have endurance, so you are only as strong as your weakest link kind of thing. Yeah I can hold my breath LONG, but he can't so we can't all hide out in this pond....

New HP: Whether it is in the rules to get 6 new hp (with 1d12) or they intend for rolling for new HP is unclear. I PRAY it is set (and the balancing act from earlier is kept in mind on how high to set it). This goes back to balance. Having good luck should not dictate such an important component of the game.

Something I always did was have the player roll three dice for new HP. The player would take the middle value unless the middle level was 1 pts lower than the average. In that case, I let them take the highest (no matter how low the highest was). I.e. with a 1d8, for 8,6,1, the player gets 6. With 6,4,2, the player still gets 4 (near middle). If 7,3,3 the player gets 7 (as 3 is too far away from middle). If 3,1,1 well sucks for him, he gets 3.

I felt this was average enough, but fit in the realm. It never occured to have set hp (and felt the game would account for randomness).

In any case, I think it'd be nice it was set.

For fighter's surge, I like it, but I am not convinced on its twice per day limit. Seems like this is equivalent to an encounter power in 4e. As such, I think a 3/day is more fitting. Would have to playtest the differences, but I just see 3/day being more useful without throwing off balance.

Again, I like the concept the theme dictates the feats gained. As for cleave, it works for slayer. Especially cause movement can be broken up. Without movement allocaiton, this would suck, but with it, I think it makes it fun. A keeper as it would be. Also making it unlimited is nice.

As for the damage bonus, that is probably the way to keep fighters up with spellcasters. Instead of a new spell, you do more dam.

While mechanically balanced, thematically boring. I'd rather do something new than better. (in some cases).

So overall impression.

I have to go back to my initial 45 glance impression. Lack of choices so involvement in combat is boring. This is a balance issue. Out of combat, each class is equally viable (although, a rogue moreso than most), but all a fighter can do is damage (and do it only in one singular way). Hack, slash, do damage, repeat.

While mechanically effective, thematically (and game play) boring. Going back to the board game concept, while it may be fun at first to completely knock out the competition each time, if the game play is exactly the same and the outcome is expected, the fun is lacking.

Again, it goes back to choice. I think choice is what makes a game fun. And in the case of D&D, unique choices. In other editions, anyone could choose to bull rush, or disarm, or whatever. Yes it was a choice, but not a unique one. The choice between using burning hands over magic missile (although not a big difference) is better than a fighter's choice.

I am not saying you need complexity. I respect the motive for simplicity, but simplifying to the point where your choices are pre-determined takes away the fun/challenge. I am also not saying things need to be the same as wizards or clerics. I am saying a level of choice over minimal choice.

I think about my current campaign I play in. I am a runepriest. While super fun and all these neat doo-hickeys, dilly bobs, and what nots make the game neat, the accounting and keeping track of it all gets overwhelming. Trying to keep in mind the +y to dam, the +x to attack (only if adj), the "the target attacks an ally of his, if hit ally of yours" gets to be cumbersome. But the solution is NOT to take it all away, just trim it. In the context of fighter, I think the essentials slayer/knight is a good model to work from.

When Essentials came out, I wasn't really inspired by it (or really like it), but with time I respect it. Considering the alternative (what is present in 3.x and 1st edition), the essentials fighter is a good compromise. What can be taken from that in this edition is the @wills.

I am not saying 10 different attack maneuvers for a fighter, all with long-lasting effects. I am saying a small suite of different effects. Should this suite grow as the player levels up, maybe slightly, but I think it would be better to have a choice of 3 maneuvers from a set of ~10. As you level up, the maneuvers "evolve", but essentially stay the same. If you realize one isn't working out for you, swap it out. But, in combat, it will give you a choice, on HOW you attack someone. While the powers/effects/class features as presented are nice and mechanically sound, the lack of choice takes away from the fun of the game.

I.e. auto damage is nice (reaper feature). However, a choice between auto damage (miss damage), bigger damage (add ability modifier to damage twice), or hit assurance (gain advantage on attack) would minimize complexity while maintaining a choice. Maybe statistically they are all equal (or rather one is distinctly advantageous), but that doesn't matter. Going for the big damage is a fun risk to take (over the assurance of dealing damage). In addition to the choice, a thematic visual element. Not just, "Always do damage", but "your deadly precision is such that even if the foe doesn't take the brunt of the blow, you will still inflict harm." Even the way it is written (can't reproduce obviously), doesn't really invoke that level of visualization.

That's the thing though. Some of us can just imagine what a thing looks/feels like, but others just see it as auto-damage. That is the goal of the writing. To inspire visualization in both the creative and non-creative types. The game must be rewarding to both types, not just creative types.

In terms of suite of maneuvers and leveling up, well, maybe you start to choose which you use each day, or after encounters, or just between gaming sessions. Basically during game downtime. If don't decide, have a default in place. So maybe, at first level you have three. These three are always their and they can't change. You don't get the choice of maneuver set (except during creation), but you still choose maneuvers in battle (their order and frequency). When level up, you gain a 4th but still can only have three to choose from during an encounter. Or, each maneuver has a new caveat that fits in the feel of the maneuver. Maybe with auto-damage, you increase the actual damage. With big dam attack, maybe you can deal your ability mod dam to an adjacent foe (not primary target). Maybe with gain advantage, you can forgoe gaining advantage to GRANT advantage (to your rogue friend who is flanking with you perhaps).

So I said to overall wrap things up and I got into a tangent. Here is the true summary:

I Like the themes and backgrounds. I think they work, simplify things, and give characters a 3rd dimension.

A lot of things depend how they balance against other elements (progression rates vs. XP award rates, HP vs. damage).

I am fine with the revision of HS to hit dice, but I think a skill check would be better than requiring a healing kit. Also, a bit uncomfortable regarding the randomness.

Finally, the lack of choice for fighters specifically does not inspire confidence. I am not saying you need to give fighters the exact same as wizards, but giving them a level of choice would be a huge boon. While the auto-bonuses are nice, I'd rather have a choice than a mechanical advantage. I think it gives a better sense of control over one's destiny. Otherwise, it was just bad dice rolling (or good) that decided what occurred, rather than "I am glad I went for big dam on that last attack. Otherwise that dragon would have had one more attack left in him to totally wipe us out in one breath attack."

Mechanically, it may have ended the same without the choice, but that choice made it feel like an accomplishment for the player. Rather than the player just watching the game, he engaged with it and shaped it. The RP aspect of the game usually does that, but combat needs to also. It can't be once combat has been decided as the viable choice (versus running away or talking your way out of it), that there is no more shaping of what occurs and how it occurs.

Next time, specifics on my opinion regarding the rogue (and possibly in comparison/context of what is said here).

I apologize for the length. Also, I encourage you to leave a comment, but please keep them civil and constructive. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1735-D-amp-D-next-playtest-feedback-classes-as-a-whole-fighter-in-specifics
5e playtest: 45 min glance 1st impressions (3.x hardliners have finally won the flame war) http://www.penandpapergames.com/forums/entry.php/1734-5e-playtest-45-min-glance-1st-impressions-(3-x-hardliners-have-finally-won-the-flame-war) Fri, 25 May 2012 06:54:20 GMT I'll put that into more context as I go on, but this is the first of my feedback/impressions/etc... regarding the playtest released by WOTC for 5th edition.

A bit of foreshadowing, at first glance, it seems as though the game has gone back to a more 3.x mentality/mechanic rather than progressing forward to something new and innovative. To me, that is why have a new edition, and why adopt one. Sooo... let's go back in history.

I grew up on 1st edition AD&D. loved it. I had my problems with it, but what can you do? Have a new edition. We were never adopters of 2nd edition. There wasn't much new, and what was new was meeh at best. So moving on to 3rd edition.

WOW! This is great. So many things I didn't like about 1st edition have been fixed. No race/class restrictions. Cleaner multiclassing rules. Balancing classes with class features rather than XP progression rates. A clean and useful skill system. Feats. I LIKED feats. what a cool new and improving concept.

and with sorcerer, no spell memorization... BRILLIANT! These things to me were always problematic/annoying with older editions. The feats was a neat way to really diversify your character and give him cool abilities/enhancements without breaking the game.

And as time went on and 3.5 was introduced and more books came along, the system became more refined and had some neat concepts.

So, 4e comes out. Now with 3rd edition, there was nothing new I didn't like. Not wit 4e. I was hesitant on some things at first. First, the point buy on ability scores. They seemed so low compared to what we usually rolled for older editions. At first, I planned on upping the points, but then realized what they had was good. with races giving bonuses to abilities and no penalties, the plus 1 to two abilities every 4 levelsish, and +1 to ALL abilities every 10 levels, the opportunity for improvement outweighed the underwhelming start for those abilities.

Second was what they did to the rogue. They switched his "role" from adventurer skill expert guy to damage master. I always felt that is where the rogue shined. He was good in combat, but his ability to scout ahead, pick locks, disarm booby traps, etc... is what made rogues fun. By consolodating skills, I felt this was really taken away. However, after much play/running of 4e games and keeping in mind utility powers, I realize rogues still kind of have that niche they fill better than most. The difference isn't as large as older editions, but it is enough to make the rogue stand out compared to other damage masters.

And honestly, those were my only two problems. LOVED (and I mean it) healing surges (HS). Best concept to be brought to D&D. I always HATED (and I mean it) the necessity for a healer. Even now, I still get people who will get into a full argument saying you need a leader (the 4e healer for those not in the know). But what 4e did that older editions NEVER did was make the concept of "role" a nicety not a necessity. It is nice to have that rogue deal extra damage. It is nice to have that fighter prevent the squishy mage from being hit. Necessary? No, but definitely nice. By being able to heal yourself via HS/second winds, the role of a healer went from a necessity to a nice bonus to have access to. Also, it wasn't like HS broke the game and made HP a resource you could spend willy nilly. I have been playing in this pbp game here, and even with 11 HS, I thought my character would honestly die (spent all 11 and had about 15 hp left BEFORE big encounter). It made that encounter exciting.

Another LOVE. Powers. On all fronts. Powers did a lot of things for me and the game. Regarding spellcasters (the typical "power" wielders), it did away with memorization and one-shot usage. As an older edition wizard, you use your magic missile for the day, and sit in a corner every other minute of every other fight. Wizards stayed useful with their range of spells. Regarding memorization, you didn't have to plan ahead for the day of what would be useful. I got so much gripe the first (and actually only) time I was a cleric and I memorized sanctuary instead of cure light wounds.

The other thing powers did was make things unique for the different classes. It wasn't wizards get these fantastical spells and all rogues and fighters do is swing their swords to do damage. While fighters still swung their swords, what happened was fantastical. Now maybe the mechanical effects between power to power were minimal, but it was that difference that made the difference. In other words, it gave combat a very awesome cinematic element (if only thematic). Instead of swing sword, do damage, it was swing sword do damage and break the foes armor into a MILLION pieces! Or whatever. I think it gave combat a much better visual component than it had EVER done in the past. It made the narrative of the game so much better and inspirted than ever. With 3.x could I say a different thing each time I swing my sword and do damage, yes, but 4e's slight mechanical differences between powers provides a very powerful inspiration for illustrating the same effect in many different lights.

The other thing powers does is really brings in the concept of choice. So I have really been getting into eurogames lately (strategy oriented board games). And the main appealing features of these games as opposed to the typical monopoly or whatever is meaningful choices. Do I gather resources or invest my current resources? Do I go for a long term investment, or an immediate bonus? Etc.. These choices is what makes those games SO fun. And that is what 4e did. Gave choices (either limiting them for spell casters or opening them up for fighters) that made combat challenging. Should I go for big damage or go for temp hp? Both are at will powers, but if I hit with big damage, the encounter may end, if I don't roll high enough though, that baddy is going to hit me back HARD. That simple but important decision never gets old in this game. In short, combat is no longer routine.

On the DM's side of things, a couple of great changes. First, encounter mentality. In that, you get a couple of things. You get easy combat construction. Because of the piecemeal XP nature and target XP total, it was easy to grab a couple of different baddies to make each encounter truly unique. Second, the concept of multiple monsters performing multiple roles made me weary at first, but I embraced it whole-heartily when playing/running a game. It serves the purpose of choice as mentioned previously. Instead of everybody ganging up on the one big dude in the room, you have to choose. Do I choose to attack the guy dealing 20+ dam each hit or the wimpy guy in the corner who gives me a penalty to damage AND attack bonuses... The choice seems simple, but each route plays out so differently. It was THAT decision that made that encounter SOOO fun/exciting/challenging. If it was one dude, meeh. It isn't like I can hit him in a certain way to turn off one or the other (big dam vs. big penalties). Both are there until the one guy is dead.

The other amazing thing 4e D&D did was skill challenges. While rough, hard to implement, etc... such a unique and worthwhile contribution. It is so great, I actually use it in other systems like HERO. When done right, it is such a rewarding piece of the game and a nice break from combat.

Soo, what does 5e have to offer (from a 45 minute glance)? I feel like not much. I feel like the very vocal community of 3.x hardliners have over run what was great about 4e to revert back to 3.x mentality/mechanics. I see some neat things (which I will cover in later feedbacks), but I feel a lot about 4e that was great is now lost.

Spell memorization. Never liked it, will never like it. Now the concept of "minor spells" as an alternative to @will powers is nice for the spell casting types (i.e. magic missile). That way they stay useful. But again, having to plan what you'll use, why not just have access to all of those powers (or a specific set).

Lack of powers for rogue/fighter. While there are class features and themes, I find the lack of colorful powers disheartening. Again, those features and themes may allow for variation between different fighters (at least I hope), again, no flavor/color. The cinematic inspiration stemming from power descriptions is no longer there, making colorful descriptions of your actions that much harder and bland. Also, lack of choice. While I choose my themes/feats, my choices in combat will be slight indeed. Swing sword, do damage is what I see in 5e future.

Singular monsters. Again minimal choices. Attack guy in room. Which guy? The one attacking me. Meh.

So my initial thoughts, luke warm at best. While there may be great elements which are new/refined, I see a lot of reverting back to things I DID NOT like. To me this is more like 3.9 rather than 5th edition. However, I may change my mind. We'll see.

So in future, more in depth feedback analysis of what I read and what I observe through play/dming ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1734-5e-playtest-45-min-glance-1st-impressions-(3-x-hardliners-have-finally-won-the-flame-war)
<![CDATA[D&D character in HERO: binding soulborn tempest]]> http://www.penandpapergames.com/forums/entry.php/1733-D-amp-D-character-in-HERO-binding-soulborn-tempest Tue, 08 May 2012 13:15:57 GMT Name: Groger Race: shifter Total Cost: 175 pts (50 pts of complications) STR: 20 (10) SPD: 3 (10) CON: 14 (4) DEX: 13 (6) OCV: 6 (15) ... Name: Groger Race: shifter
Total Cost: 175 pts (50 pts of complications)

STR: 20 (10) SPD: 3 (10)
CON: 14 (4)
DEX: 13 (6) OCV: 6 (15)
INT: 10 (0) DCV: 4 (5) [+1]
EGO: 14 (4)
PRE: 10 (0)

PD[rPD]: 4 (2) [+8] ED[rED]:: 4 (2) [+2]
REC: 10 (7) END: 60 (8)
STUN: 38 (9) BODY: 14 (4)

Movement modes: 12 m run, 4 m leap, 4 m swim
Characteristic costs: 86

Skills (33):
Everyman skills (acting, climbing, concealment, deduction, paramedics, persuasion, shadowing, stealth, AK: hommlet, TF: horses)
3x CSLs{hammers} (9), WF: hammers (2), two-weapon fighting (hammers) (5), rapid attack (5) [hammers only]
acrobatics (3) 12/-, breakfall (3) 12/-, climbing (3) 12/-, stealth (3) 12/-

Talents(5):
Off-hand defense(2), ambidexterity (3)

Powers(51):
Incarnum Defense: immunity to fear (10 active pts)

(TOTAL cost: 14 pts) Shifting traits: 16-pt reserve multipower (16 active pts) 2 charges/day (lasts 1 turn) (-1) real cost: 8 pts

Beasthide: +5 rPD/ +5 rED (15 active pts) slot: 1f

Cliffwalk: clinging +15 clinging strength (15 active pts) slot: 1f

Longtooth: regeneration 1 body/turn (16 active pts) slot: 2f

Swiftwing: flight 14 m (14 active pts) slot: 1f

Wildhunt: smell as targeting sense +5 smell PER rolls (15 active pts) slot: 1f


Smite opposition: +3 OCV; +1d6 RKA (30 active pts) link (-1/2) charges: 1/day (-2) OAF (-1) no range(-1/2) only vs. opposite alignment (-1/2) real cost: 5 pts

(TOTAL cost: 11 pts) Bind Focalor, prince of tears: multipower 50 pt reserve (50 active pts) side effect [personality influence] (-1/2) only when focalor is bound (-1.25) gestures (-1/4) OAF (-1), incantations(-1/4) full phase (-1/2) x3 END (-1/2) unified(-1/4) no range real cost: 8 pts

Glare of sadness: 2d6 drain expanded effect (STR, DCV, EGO, CON) (+1.5) (50 active pts) side effect [personality influence] (-1/2) only when focalor is bound (-1.25) gestures (-1/4) OAF (-1), incantations(-1/4) full phase (-1/2) x3 END (-1/2) unified(-1/4) no range (-1/2)real cost: 8 pts fixed slot: 1f

Focalor’s breath: 8d6 flash sight 8 m cone (+1/4) (50 active pts) (50 active pts) side effect [personality influence] (-1/2) only when focalor is bound (-1.25) gestures (-1/4) OAF (-1), incantations(-1/4) full phase (-1/2) x3 END (-1/2) unified(-1/4) no range (-1/2)real cost: 8 pts fixed slot: 1f

Lightning strike: 10d6 lightning blast(50 active pts) side effect [personality influence] (-1/2) only when focalor is bound (-1.25) gestures (-1/4) OAF (-1), incantations(-1/4) full phase (-1/2) x3 END (-1/2) unified(-1/4) no range (-1/2)real cost: 8 pts fixed slot: 1f

(TOTAL cost: 11 pts) Pact augmentations: multipower 5 pt reserve (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact health: +6 STUN, +2 BODY (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact energy resistance: +5 ED (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact damage reduction: +5 PD (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact accuracy: +1 OCV (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact armor: +1 DCV (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact reflexes: +2 DEX (4 active pts) only for initiative (-1) side effect (vestige influence) (-1/2) real cost: 2 pts

Pact strength: +5 STR (4 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Drain defense: 5 drain defense (5 active pts) side effect (vestige influence) (-1/2) real cost 3 pts

Vestige influence: super morose and glum. Always feel grief, never smiles. Whenever kill or bring a creature to 0 hp, must take a phase to say a few words of sorrow and regret after combat is over.

Binding focalor: incantations, concentration 0DCV and oblivious, requires charm roll, and requires drawing material.

Complications (50):
Hunted (elemental evil cult) [limited area, as powerful, very frequent] (15 pts)
Lawful Good: psych comp (only kills evil or non-good aggressive creatures, will sacrifice own life to protect others, never lies, always keeps word, follows authority, won’t consciously break law) (very common, total): 25 pts


Equipment:
Heavy Physical Armor: 8rPD/2rED (15 active points) OIF (-1/2) real armor (-1/4) real cost: 9 pts

Hammer (x2): medium HKA 1d6+1 costs no END (+1/2) +1 stun mod (+1/4) (35 active points) real weapon (-1/4) str min 10 (-1/2) OAF(-1) real cost: 13 pts.

and that's that. No more conversion stuff. Hope you enjoy. I am thinking I MAY start up return to the temple of elemental evil in HERO, but who knows? ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1733-D-amp-D-character-in-HERO-binding-soulborn-tempest
<![CDATA[D&D character in HERO: draconic shaman guy]]> http://www.penandpapergames.com/forums/entry.php/1732-D-amp-D-character-in-HERO-draconic-shaman-guy Mon, 07 May 2012 13:35:17 GMT I couldn't think of a good name for this agglomeration of dragon/healing.


Name: Soshani Race: Human
Total Cost: 175 pts (50 pts of complications)

STR: 16 (6) SPD: 3 (10)
CON: 14 (4)
DEX: 13 (6) OCV: 6 (15)
INT: 10 (0) DCV: 3 (0) [+2]
EGO: 16 (6)
PRE: 18 (8)

PD[rPD]: 6 (4) [+6] ED[rED]:: 6 (4) [+4]
REC: 10 (7) END: 45 (5)
STUN: 40 (10) BODY: 16 (6)

Movement modes: 12 m run, 4 m leap, 4 m swim
Characteristic costs: 91

Skills (38):
Everyman skills (acting, climbing, concealment, deduction, paramedics, persuasion, shadowing, stealth, AK: hommlet, TF: horses),
2x CSLs{picks} (6), WF: picks(2), 2x CSLs (breath weapons) (6) acrobatics (3) 12/-, climbing (3) 12/-, stealth (3) 12/-, paramedics (5) 12/-, acting (3) 13/-, survival: underground (2) 11/-, tracking (3) 11/-, Knowledge: dragons (2) 11/-

Talents(0):

Powers(46):
Cure light wounds: 1d6 simplified healing Reduced re-use duration (1 turn) (+1.5) (25 active points): OIF(-1/2) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 8 pts

(TOTAL cost: 15 pts) Channel positive energy: 45 pt reserve multipower (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 12 pts

Disrupt undead: 5d6 radiant blast selective area of effect (8m) (+3/4) (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 12 pts fixed slot: 1f

Mass heal: 3d6 simplified healing area of effect (8m) (+1/2) (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 12 pts fixed slot: 1f

Turn undead: +45 PRE (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) Only to make PRE attack (-1) only works vs. undead (-1) limited effects (-1) cannot rebuke undead (-1/2) full phase (-1/2) x2 END (-1/4) real cost: 6 pts fixed slot: 1f


Wings: 12 m flight (12 active pts) extra END x2 (-1/2) OIF (-1/2) real cost: 6 pts.

(TOTAL cost: 15 pts) Breath Effects: 30 pt multipower reserve 8 m cone (+1/4) (37 active pts) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) no range (-1/2) full phase(-1/2) lockout [can only use 1/turn] (-1/2) OIF (-1/2)real cost: 9 pts

Sleeping breath: Sleep (mind control) 6d6 (30 active points) easy breakout (-1/4) Set effect: sleep (-1/2) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) no range (-1/2) full phase(-1/2) lockout [can only use 1/turn] (-1/2) OIF (-1/2)real cost: 6 pts fixed slot: 1f

Paralyzing breath: 1d6 BODY 2 rED/rPD Takes no damage from attacks [can be “healed”] (+3/4), works against CON not STR (+0) (26 active pts) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) no range (-1/2) full phase(-1/2) lockout [can only use 1/turn] (-1/2) OIF (-1/2)real cost: 6 pts fixed slot: 1f

Slow breath: 3d6 SPD drain (30 active pts) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) no range (-1/2) full phase(-1/2) lockout [can only use 1/turn] (-1/2) OIF (-1/2)real cost: 6 pts fixed slot: 1f

Sickening breath: 2d6 drain, expanded effect (OCV and STR) (+1/2) (30 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) no range (-1/2) full phase(-1/2) lockout [can only use 1/turn] (-1/2) OIF (-1/2)real cost: 6 pts fixed slot: 1f

Weakening breath: 3d6 STR drain (30 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) no range (-1/2) full phase(-1/2) lockout [can only use 1/turn] (-1/2) OIF (-1/2)real cost: 6 pts fixed slot: 1f

Cold Breath: 6d6 cold blast (30 active pts) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) no range (-1/2) full phase(-1/2) lockout [can only use 1/turn] (-1/2) OIF (-1/2)real cost: 6 pts fixed slot: 1f


Scales: 1 rPD/1 rED (3 active pts) OIF (-1/2) real cost: 2 pts

Complications (50):
Hunted (elemental evil cult) [limited area, as powerful, very frequent] (15 pts)
Neutral Good: psych comp (complete code vs. killing) (common, total): 20 pts
Social complication: member of church of bahamut (frequently, major) (15 pts)

Equipment:
Normal Shield: +2 DCV (10 active points) OAF (-1) str min 13 (-1/2) real armor (-1/4) Real cost: 4 pts.
Pick: medium HKA 1d6+1 costs no END (+1/2) +1 stun mod (+1/4) (35 active points) real weapon (-1/4) str min 11 (-1/2) OAF(-1) real cost: 13 pts.
Heavy balanced Armor: 6rPD/4rED (15 active points) OIF (-1/2) real armor (-1/4) real cost: 9 pts
Holy symbol


So next time, my last character. basically a combination of a soulborn, a binder, and a ranger ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1732-D-amp-D-character-in-HERO-draconic-shaman-guy
<![CDATA[D&D character in HERO: the "jedi"]]> http://www.penandpapergames.com/forums/entry.php/1731-D-amp-D-character-in-HERO-the-quot-jedi-quot Fri, 04 May 2012 12:43:08 GMT Now, obviously, I could make a much better jedi in HERO. However, this is piecing together the elements from the D&D toolkit to construct a makeshift jedi. It takes mantles from complete psionic (to resemble "the force"), maneuvers and stances from tome of battle (to simulate the 7 different fighting styles of the jedi), and some monkiness (jump, fast movement, etc...).


Name: Tonk Race: Elf
Total Cost: 175 pts (50 pts of complications)

STR: 18 (8) SPD: 3 (10)
CON: 14 (4)
DEX: 18 (16) OCV: 5 (10)
INT: 10 (0) DCV: 4 (5) [+2]
EGO: 13 (3)
PRE: 13 (3)

PD[rPD]: 8 (6) [+1] ED[rED]:: 8 (6) [+1]
REC: 10 (7) END: 45 (5)
STUN: 40 (10) BODY: 15 (5)

Movement modes: 12 m run, 4 m leap, 4 m swim
Characteristic costs: 98

Skills (25):
Everyman skills (acting, climbing, concealment, deduction, paramedics, persuasion, shadowing, stealth, AK: hommlet, TF: horses)
3x CSLs{heavy blades} (9), WF: heavy blades (2)
acrobatics (3) 13/-, persuasion (2)10/-, breakfall (3) 13/-, climbing (3) 13/-, stealth (3) 13/-

Talents(0):

Powers(57):
Low-light vision: nightvision (5 active pts)
Requires no sleep: 4 active pts
Keen senses: +1 to all PER rolls (3 active pts)

Keep it light: +2 DCV (10 active pts) only when wearing cloth armor (-1) real cost: 5 pts

High Jump: +2 m jumping accurate leap (6 active pts) only when wearing cloth armor or less (-1) Real cost: 3 pts

Speed of thought: +4 m running (4 active pts) only when wearing cloth or less (-1) only when psionically focused (-1/4) real cost: 2 pts

(TOTAL cost: 12 pts) Mantle powers: multipower 30 pt reserve (30 active pts) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 8 pts

Cloud mind: invisibility to sight/hearing (25 active pts) only vs. target (turns off if attack target or do something to make them aware of presence) (-1) must make 11/- roll (-1/2) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 5 pts fixed slot: 1f

Force screen: +4 DCV (20 active pts) costs END each phase it is active (-1/2) does not protect against undetected enemies (-1/4) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 4 pts fixed slot: 1f

Telekinetic Force/manuever: 20 telekinetic STR (30 active pts) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 8 pts fixed slot: 1f

Psionic Charm: 6d6 mind control (30 active pts) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 8 pts fixed slot: 1f

Power Point Reserve: 56 END reserve with REC 12 (28 active pts) only recovers while sleeping or in meditation [0 DCV and completely oblivious] (-1), recovers at rate of REC/5 minutes (-2) real cost: 5 pts

Force Mantle: +1 DCV (5 active pts) only while psionically focused (-1/4) real cost: 4 pts

(TOTAL: 7 pts) Martial Maneuvers: multipower 20 pt reserve (20 active pts) OAF(-1) full phase (-1/2) link(-1/2) lockout: all must be used before can reuse (-1/2) only when wearing cloth armor (-1) real cost: 4 pts

Flashing sun: 3d6 AID SPD (18 Active pts) OAF(-1) full phase (-1/2) link(-1/2) self only (-1) lockout: all must be used before can reuse (-1/2) only when wearing cloth armor (-1) real cost: 3 pts fixed slot: 1f

Desert Tempest: +20 m ground movement (20 active pts) OAF(-1) full phase (-1/2) link (only for pass-by attacks) (-1/2) lockout: all must be used before can reuse (-1/2) only when wearing cloth armor (-1) real cost: 4 pts fixed slot: 1f

Diamond nightmare blade: +1d6+1 physical RKA (20 active pts) no range (-1/2) requires psionics roll (-1/2) side effect: -2 OCV if miss psionics roll (-1/4) OAF(-1) full phase (-1/2) link (only for pass-by attacks) (-1/2) lockout: all must be used before can reuse (-1/2) only when wearing cloth armor (-1) real cost: 3 pts fixed slot: 1f


(TOTAL: 7 pts) Martial Stances: multipower 10 pt reserve (10 active pts) gestures (-1/4) costs END to activate (-1/4) full phase to change slots (-1/2) only when wearing cloth armor (-1) Real cost: 3 pts.

Supreme Blade Parry: -2 damage negation physical DCs (10 active pts) gestures (-1/4) costs END to activate (-1/4) only when wearing cloth armor (-1) real cost: 4 pts fixed slot: 1f

Giant’s Stance: -3 m knockback resistance, +2 m reach, +5 STR (10 active pts) gestures (-1/4) costs END to activate (-1/4) only when wearing cloth armor (-1) real cost: 4 pts fixed slot: 1f

Wolf pack tactics: 6m Teleport trigger (hit opponent, automatic recharge) (+3/4) (10 active pts) gestures (-1/4) costs END to activate (-1/4) only when wearing cloth armor (-1) real cost: 4 pts fixed slot: 1f


next time, a very dragon-themed healer ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1731-D-amp-D-character-in-HERO-the-quot-jedi-quot
<![CDATA[D&D in HERO: the mauling rager]]> http://www.penandpapergames.com/forums/entry.php/1730-D-amp-D-in-HERO-the-mauling-rager Thu, 03 May 2012 17:45:53 GMT So now we have this nifty toolkit, I thought I piecemeal some interesting characters together. With a SLIGHT emphasis on what could NEVER happen in... So now we have this nifty toolkit, I thought I piecemeal some interesting characters together. With a SLIGHT emphasis on what could NEVER happen in 3.x due to level restrictions or even alignment restrictions.

The first is a kind of combination between a monk and a barbarian and slightly a rogue


Name: Tonk Race: Dwarf
Total Cost: 175 pts (50 pts of complications)

STR: 20 (10) SPD: 3 (10)
CON: 15 (5)
DEX: 18 (16) OCV: 5 (10)
INT: 10 (0) DCV: 4 (5) [+1]
EGO: 13 (3)
PRE: 13 (3)

PD[rPD]: 7 (5) [+1] ED[rED]:: 7 (5) [+5]
REC: 10 (7) END: 50 (6)
STUN: 40 (10) BODY: 15 (5)

Movement modes: 12 m run, 4 m leap, 4 m swim
Characteristic costs: 100

Skills (41):
Everyman skills (acting, climbing, concealment, deduction, paramedics, persuasion, shadowing, stealth, AK: hommlet, TF: horses)
3x CSLs{martial maneuvers} (9), martial maneuvers (10) [OCV/DCV] defensive strike [+1/+3] STR strike, offensive strike [-2/+1] STR+4d6 strike
acrobatics (3) 13/-, acting (2)10/-, breakfall (3) 13/-, climbing (3) 13/-, concealment (2) 10/-, lockpicking (3) 13/- (14/-), mechanics (3) 11/- (12/-), stealth (3) 13/-

Talents(0):

Powers(34):
Keep it light: +1 DCV (5 active pts) only when wearing light armor or less (-1/2) real cost: 3 pts

Flurry of blows: Two weapon fighting (10 active pts) only with martial maneuvers (-1) only when wearing light armor or less (-1/2) real cost: 4 pts

Improved evasion: 25% energy damage reduction (10 active pts) only vs. area attacks (-3/4) only when wearing light armor or less (-1/2) Real Cost: 4 pts

Whirling frenzy: 4d6 AID expanded effect (STR, DCV, SPD) (+1) (48 active pts) only works in combat (-1/2) self only (-1) one at a time (-1) side effect: always enraged (14/- enter, 8/- to exit) (-1) side effect: -5 STR, -5 DEX until end of encounter or until healed after wear off (-1/4) side effect: -2 OCV while raging (-1/2) x2 END (-1/4) only when wearing light armor or less (-1/2) real cost: 8 pts

Damage Reduction: -2 DC physical damage negation (10 active pts) only when wearing light armor or less (-1/2) real cost: 7 pts

Darkvision: infrared perception (5 active pts)

Resilient to poisons: immunity to poison on a con check (3 active pts)

Complications (50):
Hatred: psych limitation: hatred of orcs and goblinoids (common, moderat) (10 pt complication)Distinctive features (dwarf) (concealable with difficulty) (10 pts complication), Hunted (elemental evil cult) [limited area, as powerful, very frequent] (15 pts) Neutral Good: psych comp (only kills evil or non-good aggressive creatures, will sacrifice own life to protect others) (uncommon, total): 15 pts


Equipment:
Light energy Armor: 1rPD/5rED (9 active points) OIF (-1/2) real armor (-1/4) real cost: 5 pts
Thief’s picks and tools: +1 to mechanic and lockpicking skills real cost: 4 pts


next, my version of a jedi ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1730-D-amp-D-in-HERO-the-mauling-rager
<![CDATA[Convert 3.x D&D to HERO: equipment, alignment, and a "4th level half-orc barbarian"]]> http://www.penandpapergames.com/forums/entry.php/1729-Convert-3-x-D-amp-D-to-HERO-equipment-alignment-and-a-quot-4th-level-half-orc-barbarian-quot Wed, 02 May 2012 12:29:04 GMT Starting money: 300 gp. Equipment: Weapons: Cost = (active cost + real cost) x2. Axes Hand axe: short HKA 1d6 costs no END (+1/2) STR... Starting money: 300 gp.

Equipment:
Weapons:
Cost = (active cost + real cost) x2.

Axes
Hand axe: short HKA 1d6 costs no END (+1/2) STR range base (+1/4) (26 active points) real weapon (-1/4) str min 6 (-1/4) OAF(-1) real cost: 10 pts.

Battle axe: medium HKA 1.5d6 costs no END (+1/2) (37 active points) real weapon (-1/4) str min 10 (-1/2) OAF(-1) real cost: 13 pts.

War axe: medium HKA 2d6 costs no END (+1/2) (45active points) real weapon (-1/4) str min 13 (-1/2) OAF(-1) 1.5 hands (-1/4) real cost: 15 pts.

Great axe: medium HKA 2.5d6 costs no END (+1/2) (60 active points) real weapon (-1/4) str min 16 (-3/4) OAF(-1) two-handed (-1/2) real cost: 17 pts.

Halbred: long HKA 2d6 costs no END (+1/2) (52 active points) real weapon (-1/4) str min 16 (-3/4) OAF(-1) two-handed (-1/2) side effect (-1OCV) (-1/2) real cost: 13 pts.


Maces:
Mace, small: medium H2H 3d6 costs no END (+1/2) increased stun (+1/4)(26 active points) real weapon (-1/4) str min 8 (-1/4) OAF(-1) H2H(-1/4) real cost: 9 pts.

Mace: medium H2H 4d6 costs no END (+1/2) increased stun (+1/4) (35 active points) real weapon (-1/4) str min 10 (-1/2) OAF(-1) H2H(-1/4) real cost: 12 pts.

Great Mace: medium H2H 6d6 costs no END (+1/2) increased stun (+1/4) (52 active points) real weapon (-1/4) str min 15 (-3/4) OAF(-1) two-handed (-1/2) H2H(-1/4) real cost: 14 pts.

Hammers
Throwing hammer: short HKA 1d6-1 costs no END (+1/2) STR range base (+1/4) +1 stun mod (+1/4) (26 active points) real weapon (-1/4) str min 8 (-1/4) OAF(-1) real cost: 10 pts.

Hammer: medium HKA 1d6+1 costs no END (+1/2) +1 stun mod (+1/4) (35 active points) real weapon (-1/4) str min 10 (-1/2) OAF(-1) real cost: 13 pts.

War hammer: medium HKA 1.5d6 costs no END (+1/2) +1 stun mod (+1/4) (44 active points) real weapon (-1/4) str min 13 (-1/2) OAF(-1) 1.5 hands (-1/4) real cost: 15 pts.

Maul: medium HKA 2d6+1 costs no END (+1/2) +1 stun mod (+1/4) (61 active points) real weapon (-1/4) str min 18 (-3/4) OAF(-1) two-handed (-1/2) real cost: 17 pts.


Picks
Small pick: short HKA 1d6-1 costs no END (+1/2) STR range base (+1/4) armor-piercing (+1/4) (26 active points) real weapon (-1/4) str min 8 (-1/4) OAF(-1) real cost: 10 pts.

Pick: medium HKA 1d6+1 costs no END (+1/2) +1 stun mod (+1/4) (35 active points) real weapon (-1/4) str min 11 (-1/2) OAF(-1) real cost: 13 pts.

Military Pick: medium HKA 1.5d6 costs no END (+1/2) + armor-piercing (+1/4) (44 active points) real weapon (-1/4) str min 13 (-1/2) OAF(-1) 1.5 hands (-1/4) real cost: 15 pts.

War pick: medium HKA 2d6+1 costs no END (+1/2) armor-piercing (+1/4) (61 active points) real weapon (-1/4) str min 15 (-3/4) OAF(-1) two-handed (-1/2) real cost: 17 pts.


Swords:
dagger:+1 OCV short HKA 1d6-1 costs no END (+1/2) STR range base (+1/4) (26 active points) real weapon (-1/4) str min 6 (-1/4) OAF(-1) real cost: 10 pts.

Short sword: +1 OCV medium HKA 1d6+1 costs no END (+1/2) (33 active points) real weapon (-1/4) str min 10 (-1/2) OAF(-1) real cost: 12 pts.

Long sword: +1 OCV medium HKA 1.5d6 costs no END (+1/2) (40 active points) real weapon (-1/4) str min 13 (-1/2) OAF(-1) real cost: 15 pts.

Katana: +1 OCV medium HKA 2d6 costs no END (+1/2) (48 active points) real weapon (-1/4) str min 13 (-1/2) OAF(-1) 1.5 hands (-1/4) real cost: 16 pts.

Rapier:+1 OCV medium HKA 1d6+1 costs no END (+1/2) armor-piercing (+1/4) (38 active points) real weapon (-1/4) str min 10 (-1/2) OAF(-1) real cost: 14 pts.

Swallow: +3 OCV medium HKA 1.5d6 costs no END (+1/2) (46 active points) real weapon (-1/4) str min 13 (-1/2) OAF(-1) two-handed (-1/2) real cost: 14 pts.

Great sword: +1 OCV medium HKA 2d6+1 costs no END (+1/2) (55 active points) real weapon (-1/4) str min 17 (-3/4) OAF(-1) two-handed (-1/2) real cost: 16 pts.

Clubs:

Club: medium HA 4d6 costs no END (+1/2) (30 active points) real weapon (-1/4) str min 8 (-1/4) OAF(-1) H2H (-1/4) real cost: 11 pts.

War club: medium HA 5d6 costs no END (+1/2) (37 active points) real weapon (-1/4) str min 12 (-1/2) OAF(-1) 1.5 handed (-1/4) H2H (-1/4) real cost: 11 pts.

Great club: medium HA 6d6 costs no END (+1/2) (45 active points) real weapon (-1/4) str min 15 (-3/4) OAF(-1) two-handed (-1/2) H2H (-1/4) real cost: 12 pts.


Misc:
Whip (as defined in 6e2)
Quarterstaff (as defined in 6e2)
Rod: either mace or club

Claws: small HKA 1d6 costs no END (+1/2) (22 active points) str min 3 (-0) OIF(-1/2) real cost: 15 pts.

Ranged weapons:

Crossbow: 1.5d6 RKA costs 0 END to use (+1/2) (30 active points) 10 STR min (-1/2) real weapon (-1/4) OAF (-1) 2-handed (-1/2) beam (-1/4) 1 phase to reload (-3/4) 4 clips of 6 charges (-0) Real cost: 7 pts.

Bows: 1d6+1 RKA costs 0 END to use (+1/2) 32 charges (+1/4) (35 active points) 13 STR min (-1/2) real weapon (-1/4) OAF (-1) 2-handed (-1/2) beam (-1/4) Real cost: 11 pts.

Hand Gun: 1d6 RKA 2 clips of 32 charges (+1/2) (22 active points) 6 STR min (-1/4) real weapon (-1/4) OAF (-1) beam (-1/4) Real cost: 8 pts.

Rifle: 2d6 RKA 2 clips of 32 charges (+1/2) (45 active points) 10 STR min (-1/2) real weapon (-1/4) OAF (-1) beam (-1/4) 2-handed (-1/2) Real cost: 13 pts.

SPECIAL:
Mages: implement: 5d6 blast (no special effects, special effect ONLY from spell) (25 Active cost) incantations(-1/4), guestures(-1/4), OAF(-1) costs END not MANA (-0) real cost 10 pts.

Defensive:

Cost: 12* average between real and active cost.

Shields

Small Shield: +1 DCV (5 active points) OAF (-1) str min 5 (-1/4) real armor (-1/4) Real Real cost: 2 pts.

Normal Shield: +2 DCV (10 active points) OAF (-1) str min 13 (-1/2) real armor (-1/4) Real cost: 4 pts.

Large Shield: +3 DCV (15 active points) OAF (-1) str min 18 (-3/4) real armor (-1/4) Real cost: 5 pts.

Body armor:
Heavy Physical Armor: 8rPD/2rED (15 active points) OIF (-1/2) real armor (-1/4) real cost: 9 pts
Heavy balanced Armor: 6rPD/4rED (15 active points) OIF (-1/2) real armor (-1/4) real cost: 9 pts
Heavy energy Armor: 3rPD/7rED (15 active points) OIF (-1/2) real armor (-1/4) real cost: 9 pts

Medium Physical Armor: 5rPD/3rED (12 active points) OIF (-1/2) real armor (-1/4) real cost: 7 pts
Medium balanced Armor: 4rPD/4rED (12 active points) OIF (-1/2) real armor (-1/4) real cost: 7 pts
Medium Energy Armor: 3rPD/5rED (12 active points) OIF (-1/2) real armor (-1/4) real cost: 7 pts


Light physical Armor: 4rPD/2rED (9 active points) OIF (-1/2) real armor (-1/4) real cost: 5 pts
Light balanced Armor: 3rPD/3rED (9 active points) OIF (-1/2) real armor (-1/4) real cost: 5 pts
Light energy Armor: 1rPD/5rED (9 active points) OIF (-1/2) real armor (-1/4) real cost: 5 pts

Cloth: 1rPD/1rED (3 active points) OIF (-1/2) real cost: 2 pts


Alignments (player allowable):

Lawful Good: psych comp (only kills evil or non-good aggressive creatures, will sacrifice own life to protect others, never lies, always keeps word, follows authority, won’t consciously break law) (very common, total): 25 pts

Neutral Good: psych comp (only kills evil or non-good aggressive creatures, will sacrifice own life to protect others) (uncommon, total): 15 pts

Chaotic Good: psych comp (only kills evil or non-good aggressive creatures, will sacrifice own life to protect others, reckless, overconfident) (common, total): 20 pts

Lawful Neutral: psych comp (holds laws and regulations as absolutes, never lies, always keeps word, rigid, inflexible) (common, total): 20 pts

True Neutral: psych comp (believes in true balance between life and death, laws and freedom, must seek true balance in actions) (uncommon, total) : 15 pts
Alignments (NPCs ONLY!):
Chaotic Neutral: negative reputation (unreliable, untrustworthy, will kill mother for a nickel, no regard for life) frequently, extreme: 15 pts

Lawful Evil: neg rep (no regard for life, cruel) frequently, extreme: 15 pts; psych comp (always keeps word within interpretation, never tells bold lies, rigid, inflexible, holds law and order as absolutes) (uncommon, total) 15 pts: total 30 pts

Neutral Evil: negative reputation (no regard for life, killer, cruel) frequently, extreme: 15 pts

Chaotic Evil: negative reputation (no regard for life, killer, cruel, destructive, violent, vicious, uncontrollable, ruthless brutal) very frequently, extreme: 20 pts


Name: Galmanok Class: Barbarian Race: half-orc
Total Cost: 175 pts (50 pts of complications)

STR: 21 (11) SPD: 3 (10)
CON: 16 (6)
DEX: 18 (16) OCV: 5 (10)
INT: 10 (0) DCV: 4 (5)
EGO: 10 (0)
PRE: 13 (3)

PD[rPD]: 6 (4) [+4] ED[rED]:: 6 (4) [+4]
REC: 10 (7) END: 65 (9)
STUN: 40 (10) BODY: 20 (10)

Movement modes: 12 (16) m run, 4 m leap, 4 m swim
Characteristic costs: 105

Skills (33):
Everyman skills (acting, climbing, concealment, deduction, paramedics, persuasion, shadowing, stealth, AK: hommlet, TF: horses)
3x CSLs{axes} (9), WF: axes (2), acrobatics (5) 14/- climbing (5) 14/-, persuasion (5) 14/-, survival (4) 12/- fast draw (3) 13/-

Talents(6):
Striking appearance (6 pts) - +2d6 on PRE attacks and +2 to PRE skills involving fear

Powers(31):
Fast movement: +4 m ground movement (4 active pts) not when wearing heavy armor (-1/4) real cost: 3 pts

Rage: 3d6 AID expanded effect (STR, CON, EGO, STUN) (+1.5) (45 active pts) only works in combat (-1/2) self only (-1) one at a time (-1) side effect: always enraged (14/- enter, 8/- to exit) (-1) side effect: -5 STR, -5 DEX until end of encounter or until healed after wear off (-1/4) side effect: -2 DCV while raging (-1/2) x2 END (-1/4) not while wearing heavy armor (-1/4) real cost: 8 pts;

Rage power (renewed vigor): 1d6 simplified healing (10 active pts) only works in combat (-1/2) self only (-1) side effect: always enraged (14/- enter, 8/- to exit) (-1) not while wearing heavy armor (-1/4) link(-1/2) real cost: 2 pts;

Rage power (guarded stance): +1 DCV (5 active pts) only works in combat (-1/2) side effect: always enraged (14/- enter, 8/- to exit) (-1) not while wearing heavy armor (-1/4) link(-1/2) non-persistent (-1/4) only against designated target (-1/2) real cost: 1 pts;

Uncanny Dodge: +3 DCV (15 active points) only when surprised or attacked by invisible attacker (-1) not while wearing heavy armor (-1/4) real cost: 7 pts

Trap sense: +3 DCV (15 active points) only vs. traps (-1.5) not while wearing heavy armor (-1/4) real cost: 5 pts

Darkvision: infrared perception (5 active pts)


Complications (50):
Distinctive features (tusks and low brow) (concealable with difficulty) 10 pts, Chaotic Good: psych comp (only kills evil or non-good aggressive creatures, will sacrifice own life to protect others, reckless, overconfident) (common, total): 20 pts, vulnerability 1.5x flash sight (5 pts), Hunted (elemental evil cult) [limited area, as powerful, very frequent] (15 pts)

Equipment:
Great axe: medium HKA 2.5d6 costs no END (+1/2) (60 active points) real weapon (-1/4) str min 16 (-3/4) OAF(-1) two-handed (-1/2) real cost: 17 pts.
Medium balanced Armor: 4rPD/4rED (12 active points) OIF (-1/2) real armor (-1/4) real cost: 7 pts


Kind of boring, but it works. So what's next? Not much actually. I am going to do 4 characters that would either be VERY difficult in 3.x or impossible according to the rules (especially for a 4th level type of character). ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1729-Convert-3-x-D-amp-D-to-HERO-equipment-alignment-and-a-quot-4th-level-half-orc-barbarian-quot
<![CDATA[Convert D&D 3.x to HERO: psionic and incarnum races]]> http://www.penandpapergames.com/forums/entry.php/1728-Convert-D-amp-D-3-x-to-HERO-psionic-and-incarnum-races Tue, 01 May 2012 17:51:17 GMT now I didn't do EVERY race, (some were kind of lame), but I did do some:


DROMITE

Ability Maxes:
STR CON DEX INT EGO PRE
15 20 21 25 18 25


Hard to perceive: +2 to stealth (4 active pts)

Small: +1 DCV (5 active pts) unified (-1/4) real cost: 4 pts +1 OCV(5 active pts) unified (-1/4) real cost: 4 pts TOTAL cost: 8 pts

Compound eyes: +1 to sight PER rolls, increased arc of perception (240o) (7 active pts)

Scent: smell as targeting sense (10 active pts)

Chitin: 2rPD/2rED (6 active pts)

Energy ray: 4d6 blast (choose energy type upon creation) x2 extra stun (+1/2) (30 active pts) one per day (-2) x3 END (-1/2) incantations (-1/4) gestures (-1/4) real cost: 7 pts

Distinctive features (dromite) (concealable with difficulty) (10 pts complication)
Physical complication: small (infrequently, slightly impairing) (10 pt complication)


TOTAL cost: 42 pts
TOTAL complications: 20 pts


DUERGAR

Ability Maxes:
STR CON DEX INT EGO PRE
24 25 18 20 25 15

Slow and steady: -4 m movement, but ignore movement side effect from armor (-4 active pts)

Darkvision: infrared perception (5 active pts)

Dwarven resilience: +1 SPD (10 active pts) only to take a recovery phase (-1) real cost: 5 pts

Defensive Training: +3 DCV (15 Active pts) only vs. one opponent (-1/2) non-persistent (-1/4) only vs. giants (-1.25) Real cost: 5 pts

Stonecunning: KS: stonework 11/-, +3 to concealment (6 active pts) only to notice stuff with stone (i.e. traps) (-1) real cost: 3 pts TOTAL cost: 5

Stability: -4 knockback resistance (4 active pts)

Resilient to poisons: immunity to poison on a con check (3 active pts)

Goblinoid hatred: +1 OCV (5 active pts) only vs. orcs and goblinoids (-1/2) real cost: 3 pts

Expansion: growth to large (+3 m height, +2m width, +180 kg, +15 STR, +5 CON, +5 PRE, +3 PD/ED, +3 BODY, +6 STUN, +1 m reach, -6 m KB) (20 active pts) 2 charges per day (lasts 1 turn) (-1) costs END (-1/2) opponents receive +2 OCV and +2 PER rolls vs. target (-0) real cost: 8 pts

Hatred: psych limitation: hatred of orcs and goblinoids (common, strong) (15 pt complication)

Distinctive features (dwarf) (concealable with difficulty) (10 pts complication)
Vulnerability: x2 to sight flash attacks (10 pts complication)

TOTAL cost: 34 pts
TOTAL complications: 35 pts


DUSKLING

Ability Maxes:
STR CON DEX INT EGO PRE
23 25 20 15 22 20

Low-light vision: nightvision (5 active pts)

Duskling sprint: +6 m movement (6 active pts) costs x2 END (-1/2) real cost: 4 pts

Distinctive features (duskling) (concealable with difficulty) (10 pts complication)

TOTAL cost: 9 pts
TOTAL complications: 10 pts


SKARN

Ability Maxes:
STR CON DEX INT EGO PRE
25 22 16 23 23 20


Spines: 1d6 HKA (15 active pts) reduced penetration (-1/4) x2 END (-1/4) real cost: 10 pts

Distinctive features (Skarn) (concealable with difficulty) (10 pts complication)


TOTAL cost: 10 pts
TOTAL complications: 10 pts


SYNAD

Ability Maxes:
STR CON DEX INT EGO PRE
20 20 20 20 25 20

Darkvision: infrared perception (5 active pts)

Naturally psionic: 10 pt reserver multipower (10 active pts) 3 charges per day lasts 1 turn (-3/4) costs END (-1/2) real cost: 4 pts

Oracle: +2 OCV (10 active pts) fixed slot: 1 pts

Collective: +10 INT (10 active pts) fixed slot: 1 pts

Multitasking: +1 SPD (10 active pts) fixed slot: 1 pt

TOTAL cost: 8 pts
TOTAL complications: 0 pts

So..., what's left you ask. Really not much. Next time I am going to do equipment, alignment, and a 4th level barbarian as defined by 3.x/pathfinder and my conversion kit. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1728-Convert-D-amp-D-3-x-to-HERO-psionic-and-incarnum-races
<![CDATA[convert 3.x D&D to HERO: warforged, shifters, and genasi]]> http://www.penandpapergames.com/forums/entry.php/1726-convert-3-x-D-amp-D-to-HERO-warforged-shifters-and-genasi Mon, 30 Apr 2012 17:04:26 GMT So I could have done changeling, OTHER faerun races, or kalashtar, but didn't feel like it...


WARFORGED

Ability Maxes:
STR CON DEX INT EGO PRE
25 23 20 22 18 17

Immune to poison: 5 active pts

Immune to sleep effects: 4 active pts

Resistant to disease: 5 drain defense (5 active pts)

Resistant to paralysis: -4 DC entangles (20 active pts) only vs. mental or physical paralysis (-1) Real cost: 10 pts.

Self-contained breathing 10 active pts

Does not need to eat: 3 active pts

Composite plating: counts as equipment – but not bought as real armor or OIF

Light fortification: +10 rPD (15 active pts) only vs. critical hits (-2) real cost: 5 pts

Slam: naked advantage to 25 STR; extra STUN (+1/4) (6 active pts)

Distinctive features (warforged) (concealable with difficulty) (10 pts complication)
Physical complication: cannot heal BODY through REC score (Frequently, greatly impairing) (20 pts complication)

TOTAL cost: 43 pts
TOTAL complications: 30 pts


With warforged, the composite plating should count as equipment. The player should choose what type (ironwood, mithral, etc...) when he makes his character.


SHIFTER

Ability Maxes:
STR CON DEX INT EGO PRE
23 19 23 17 23 17

Shifting traits: 16-pt reserve multipower (16 active pts) 2 charges/day (lasts 1 turn) (-1) real cost: 8 pts
All slots fixed together: 16 pts

Beasthide: +5 rPD/ +5 rED (15 active pts) slot: 1f

Cliffwalk: clinging +15 clinging strength (15 active pts) slot: 1f

Dreamsight: 15 active pts (bought as animal handler [all categories] 9+PRE/5) slot: 1f

Longtooth: regeneration 1 body/turn (16 active pts) slot: 2f

Razorclaw: 1d6 HKA (15 active pts) slot 1f

Swiftwing: flight 14 m (14 active pts) slot: 1f

Wildhunt: smell as targeting sense +5 smell PER rolls (15 active pts) slot: 1f

Distinctive features (shifter) (concealable with difficulty) (10 pts complication)

TOTAL cost: 16 pts
TOTAL complications: 10 pts


The genasi is solely from 4th edition. I am sure the 3rd edition one is nice, but I don't have access to those books, and I liked how 4e handled things.


GENASI

Ability Maxes:
STR CON DEX INT EGO PRE
23 20 20 23 20 19

Elemental manifestion: 20 pt reserve multipower (20 active pts) 4 charges/day (-1) real cost: 10 pts

Earthshock: naked advantage: area of effect (8 m, nonselective) personal immunity (+1/2) up to 20 pts of STR; quadruple knockback (+1) knockdown, not knockback (-0) (20 active pts) fixed slot: 2f

Firepulse: 2d6 fire blast trigger (full phase to recharge, trigger is being hit)) (+1/4) penetrating (+1/2) armor piercing (+1/4) (20 active pts) fixed slot: 2f

Promise of storm: +1d6+1 RKA (20 active pts) link (-1/2) real cost: 13 pts fixed slot: 1f

Swift current: teleport 20 m (20 active pts) fixed slot: 2f

Wind Walker: flight 20 m (20 active pts) fixed slot: 2f

Acid surge: teleport 12m (12 active pts) must pass through physical space (-1/4) real cost: 10 pts 1d6 acid blast NND (acid resistance, aquatic, acess to lots of water) (+1/2) (7 active pts) link (-1/2) only if pass by a target (-1/2) real cost: 3 pts TOTAL cost: 13 pts fixed slot: 1f

Firedeath: 25% energy/physical damage reduction (20 active pts) must be used as an abort (-0) fixed slot: 2f

Plaguebearer: 2d6 drain STR (20 active pts) fixed slot: 2f

Void assumption: extra-dimensional travel (20 active pts) must return at beginning of next phase (-1/2) real cost: 13 pts fixed slot: 1f

Ashfall: 4d6 flash to sight (20 active pts) fixed slot: 2f

Flowing magma: 1d6 BODY 3 rPD/ 3 rED entangle (20 active pts) fixed slot: 2f

Sandslide: desolidifcation (40 active pts) doesn’t protect against damage (-1) cannot pass through solid objects (-1/2) real cost: 16 pts fixed slot: 2f

Sunflare: 2d6 drain OCV (20 active pts) fixed slot: 2f

Total cost: 32 pts
Distinctive features (genasi) (concealable with difficulty) (10 pts complication)

TOTAL complications: 10 pts


Soooo... next time will do psionic and incarnum races. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1726-convert-3-x-D-amp-D-to-HERO-warforged-shifters-and-genasi
<![CDATA[convert 3.x D&D to HERO: rest of PH races]]> http://www.penandpapergames.com/forums/entry.php/1724-convert-3-x-D-amp-D-to-HERO-rest-of-PH-races Thu, 26 Apr 2012 14:39:22 GMT DWARVES Ability Maxes: STR CON DEX INT EGO PRE 23 25 18 20 23 18 Slow and steady: -4 m movement, but ignore movement side effect from... DWARVES

Ability Maxes:
STR CON DEX INT EGO PRE
23 25 18 20 23 18

Slow and steady: -4 m movement, but ignore movement side effect from armor (-4 active pts)
Darkvision: infrared perception (5 active pts)

Dwarven resilience: +1 SPD (10 active pts) only to take a recovery phase (-1) real cost: 5 pts

Defensive Training: +3 DCV (15 Active pts) only vs. one opponent (-1/2) non-persistent (-1/4) only vs. giants (-1.25) Real cost: 5 pts

Stonecunning: KS: stonework 11/-, +3 to concealment (6 active pts) only to notice stuff with stone (i.e. traps) (-1) real cost: 3 pts TOTAL cost: 5

Stability: -4 knockback resistance (4 active pts)

Resilient to poisons: immunity to poison on a con check (3 active pts)

Goblinoid hatred: +1 OCV (5 active pts) only vs. orcs and goblinoids (-1/2) real cost: 3 pts

Appraisal: analyze (metals and jewels) 10/- (2 active pts)

Hatred: psych limitation: hatred of orcs and goblinoids (common, strong) (15 pt complication)

Distinctive features (dwarf) (concealable with difficulty) (10 pts complication)

TOTAL cost: 28 pts
TOTAL complications: 25 pts


ELVES

Ability Maxes:
STR CON DEX INT EGO PRE
20 15 23 23 20 21

Low-light vision: nightvision (5 active pts)

Requires no sleep: 4 active pts
Keen senses: +1 to all PER rolls (3 active pts)


Elven resistance: +5 EGO (5 active pts) only vs. mind-affecting spells (-1) real cost: 2 pts

Elven magic: analyze (magic) 10/- (2 active pts)

Fey Step: Teleport 10 m (10 active pts) 4 charges per day (-1) real cost: 5 pts

Distinctive features (elf) (concealable with difficulty) (10 pts complication)

TOTAL cost: 21 pts
TOTAL complications: 10 pts


GNOMES

Ability Maxes:
STR CON DEX INT EGO PRE
15 22 20 23 22 23


Hard to perceive: +2 to stealth (4 active pts)
Low-light vision: nightvision (5 active pts)

Stubby legs: -4 m movement (-4 active pts)

Not easily fooled: +2 to all PER rolls (6 active pts) only vs. illusions (-1) real cost: 3 pts

Small: +1 DCV (5 active pts) unified (-1/4) real cost: 4 pts +1 OCV(5 active pts) unified (-1/4) real cost: 4 pts TOTAL cost: 8 pts

Goblinoid hatred: +1 OCV (5 active pts) only vs. reptilian creatures and goblinoids (-1/2) real cost: 3 pts

Defensive Training: +3 DCV (15 Active pts) only vs. one opponent (-1/2) non-persistent (-1/4) only vs. giants (-1.25) Real cost: 5 pts

Fade away: invisibility to sight group (20 active pts) only when not attacking (-1/2) 2 charges per day (lasts 1 turn) (-1) real cost: 8 pts

Ghost sound: images to sound (5 active pts) 1 charge per day (-2) real cost: 2 pts

Dancing lights: images to sight (10 active pts) only to produce balls of light (-1) 1 charge per day (-2) real cost: 2 pts

Prestidigitation: 5 STR telekinesis (7 active pts) charge per day (-2) real cost: 2 pts

Keen ears: +1 to hearing PER (2 active pts)


Distinctive features (gnome) (concealable with difficulty) (10 pts complication)
Physical complication: small (infrequently, slightly impairing) (10 pt complication)
Hatred: psych limitation: hatred of reptilian creatures and goblinoids (common, strong) (15 pt complication)


TOTAL cost: 40 pts
TOTAL complications: 35 pts


HALFLINGS

Ability Maxes:
STR CON DEX INT EGO PRE
15 18 23 20 23 23


Hard to perceive: +2 to stealth (4 active pts)

Bravery: +10 EGO (10 active pts) only vs. fear effects (-1) real cost: 5 pts

Small: +1 DCV (5 active pts) unified (-1/4) real cost: 4 pts +1 OCV(5 active pts) unified (-1/4) real cost: 4 pts TOTAL cost: 8 pts

Keen senses: +1 to all PER rolls (3 active pts)

Halfling luck: combat luck (6 pts) 3 hardened, resistant PD/ED

Distinctive features (halfling) (concealable with difficulty) (10 pts complication)
Physical complication: small (infrequently, slightly impairing) (10 pt complication)


TOTAL cost: 26 pts
TOTAL complications: 20 pts


Next time, races of eberron and faerun (warforged, shifters, and genasi) ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1724-convert-3-x-D-amp-D-to-HERO-rest-of-PH-races
<![CDATA[convert 3.x D&D to HERO: races of destiny]]> http://www.penandpapergames.com/forums/entry.php/1723-convert-3-x-D-amp-D-to-HERO-races-of-destiny Wed, 25 Apr 2012 13:07:42 GMT like with prestige classes, I didn't do ALL of the races. Some seemed lame. Others didn't seem worth it in the context of HERO.
To reflect bonuses from characters on abilities, each race will have different ability maxes.

STR CON DEX INT EGO PRE

So here are some very humany races:

humans - nothing except ability maxes are 20 EXCEPT one ability (chosen when created) if it is Dex, the max is 23 and one OTHER ability takes a -1 on its max. Otherwise one ability has a max of 25.


HALF-ELVES

Ability Maxes:
STR CON DEX INT EGO PRE
20 22 20 20 20 23


Low-light vision: nightvision (5 active pts)

Elven resistance: +5 EGO (5 active pts) only vs. mind-affecting spells (-1) real cost: 2 pts

Lightsleeper: 3 pts

Keen senses: +1 to all PER rolls (3 active pts)


Distinctive features (half-elf) (easily concealable) (5 pts complication)
Social complication: belongs to neither elven or human society (infrequently, minor reaction) (5 pt complication)


TOTAL cost: 13 pts
TOTAL complications: 10 pts



HALF-ORCS (CALIBAN)

Ability Maxes:
STR CON DEX INT EGO PRE
25 22 20 15 20 18


Swift Charge: +4 m movement (4 active pts) only when approaching an enemy or pass through/by attack (-1/2) real cost: 3 pts

Darkvision: infrared perception (5 active pts)

Striking appearance (ugly) +1 to intimidate/similar skills and +1d6 PRE attacks to instill fear or something similar: 3 pts


Distinctive features (tusks and low brow) (concealable with difficulty) (10 pts complication)


TOTAL cost: 11 pts
TOTAL complications: 10 pts


I have NEVER liked "half-orcs" I remember coming across a variant called "caliban" (like the creature in Shakespeare's The Tempest). He is exactly the same as half-orc, but it is more of a thematic thing. Calibans come from humans who experienced serious horror or were exposed to something bad while the mother was pregnant. The horror or the agent transforms the caliban to make them a bit more tough and strong, but physically warped.

I also included some 4e stuff to some of the races


KARSITE

Ability Maxes:
STR CON DEX INT EGO PRE
20 22 20 20 20 23

Damage Reduction: -1 physical DCs (5 active pts)

Spell healing: 5 pts of energy absorption to STUN, counts as ED (+1/2) (7 active pts) only restore to starting value (-1/2) real cost: 5 pts

Magic Draining attacks: 1d6 drain variable effect (magic items) (+1/4) (12 active pts) OAF (-1) link(-1/2) costs x3 END (-1/2) full phase (-1/2) real cost: 3 pts


TOTAL cost: 13 pts
TOTAL complications: 0 pts


next time: the remaining PH races. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1723-convert-3-x-D-amp-D-to-HERO-races-of-destiny
<![CDATA[convert 3.x D&D to HERO: the rest of the prestige classes worth doing]]> http://www.penandpapergames.com/forums/entry.php/1722-convert-3-x-D-amp-D-to-HERO-the-rest-of-the-prestige-classes-worth-doing Tue, 24 Apr 2012 20:03:52 GMT Again, it is amazing how many prestige classes are not THAT original from the core classes, but they obviously are the loop hole for multiclassing. ... Again, it is amazing how many prestige classes are not THAT original from the core classes, but they obviously are the loop hole for multiclassing.


INCANDESCENT CHAMPION

Incandescent Essentia: 6 pt VPP (6 active pts) 22 pt control cost (11 active pts) OAF(-1) ONLY the powers below (-1.5) real cost: 3 pts TOTAL COST: 9 pts

Incandescent Strike: 3.5d6 AID STR (21 active pts) self only (-1) one at a time (-1/2) OAF (-1) real cost: 6 pts

Fast Healing: 3.5d6 AID REC (21 active pts) self only (-1) one at a time (-1/2) OAF (-1) real cost: 6 pts

Unbearable countenance: 2d6 drain DCV (20 active pts) OAF (-1) one at a time (-1/2) fear effect (-1/2) limited range (PRE-based) (-1/4) extra END (x2) (-1/4) real cost: 6 pts

Incandescent Ray: 3d6 light blast, AP (+1/4) extra STUN (+1/4) (22 active pts) OAF(-1) no knockback (-1/4) beam (-1/4) extra END (x3) (-1/2) does not work in “darkness” or on blinded targets (-1/2) real cost: 6 pts

Incandescent Aura: change environment: 3 pts of damage area of effect 4 m personal immunity (+1/2) (22 active pts) does not work in “darkness” or on blinded targets (-1/2) OAF (-1) no range (-1/2) extra END (x2) (-1/2) real cost: 6 pts

Incandescent flight: flight 16 m (16 active pts) OAF (-1) x2 END (-1/2) real cost: 6 pts

Incandescent transformation: desolidification (affected by darkness) (40 active pts) OAF (-1) concentration (0 DCV) (-1) cannot pass through solid objects (-1/2) does not work in “darkness” (-1/2) real cost: 10 pts



ELOCATOR

Scorn earth: flight 12 m (active cost 12 pts) only when wearing light armor or less (-1/2) only in contact with a solid surface (-1/4) real cost: 7 pts

Sidestep Charge: +2 DCV (10 active pts) only vs. move through or move by attacks (-1) only when wearing light armor or less (-1/2) real real cost: 4 pts

Opportunistic Stk: two 8-point CSLs (16 active points) only with proficient weapons (-1/2), only if target was damaged since his last phase (-1/2); only when wearing light armor or less (-1/2) real cost: 6 pts

Dimension step: teleport 12 m (12 active pts) only when wearing light armor or less (-1/2) End comes from both PP pool and normal END (-1/2) real cost: 6 pts.

Accelerated action: +1 SPD, +2 OCV, +2 DCV (30 active pts) 4 charges that last one turn per day (-1/2) costs END to activate (-1/2) costs END from both PP pool and normal END (-1/2) only when wearing light armor or less (-1/2) real cost: 10 pts.



COMBAT TRAPSMITH

Combat Traps: 25 pt multipower reserve Trigger(full phase to recharge) (+1/4) (31 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 8 pts

Befuddler: change environment: -2 to INT and PRE skills and ability rolls; uncontrolled (breathing apparatus, antidote, or strong breeze) (+1/2) (24 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Enfeebler: 1.5d6 drain expanded effect (STR, CON) (+1/2) (22 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 5 pts

Entangler: 2d6 Body 3rPD/3rED entangle (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Flashbang:5d6 sight flash (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Footspiker: 2.5d6 drain ground movement (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Glitterburst: 8d6 dispel invisibility (24 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Scorcher: 5d6 fire blast (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Inferno: 4d6 fire blast 16 m radius explosion (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Spiderweb: 2d6 Body, 2 rPD/2 rED entangle sticky (free one victim, free all) (+1/4) (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Poisonburst: 1 RKA NND (poison immunity can stop it) (+1/2) dam over time (3 time each every 4 segments) (+2) Does body (+1) Active cost (22) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 5 pts

Sleeper: Sleep (mind control) 5d6 (25 active points) CON resists vs. EGO (-1/4) easy breakout (-1/4) Set effect: sleep (-1/2) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 5 pts Real cost: 5 pts.


I LIKED the combat trapsmith. Not really in the 3.x context, but as a HERO class, seems cool.

But honestly, those are the only ones that appealed to me.... So what's next? Races and some of their traits. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1722-convert-3-x-D-amp-D-to-HERO-the-rest-of-the-prestige-classes-worth-doing
<![CDATA[convert 3.x D&D to HERO: prestige classes from DMG, location, and race books]]> http://www.penandpapergames.com/forums/entry.php/1721-convert-3-x-D-amp-D-to-HERO-prestige-classes-from-DMG-location-and-race-books Wed, 18 Apr 2012 14:35:40 GMT it is AMAZING how many prestige classes are meeh in the context of free-building in HERO. There are some things that are new and not included in the... it is AMAZING how many prestige classes are meeh in the context of free-building in HERO. There are some things that are new and not included in the classes already covered, but they aren't worth covering. I might if a player so wishes it, but I am finding out, I will only cover classes that seem interesting.

The cryokineticist is really the first P class from a location book (frost fell), so it got covered. There are interesting bits though.

CRYOKINETICIST

Glacial ray: 5d6 cold blast (25 active pts) no knockback (-1/4) beam (-1/4) costs x3 END (-1/2) full phase (-1/2) gestures (-1/4) incantations (-1/4) real cost: 8 pts

Cold adaptation:4 rED (6 active pts) only vs. cold attacks (-1/2) unified(-1/4) real cost: 3 pts; +1 DCV (5 active pts) only vs. cold attacks (-1/2) unified(-1/4) real cost: 3 pts; TOTAL cost: 6 pts

Weapon afrost: +3d6 cold blast (15 active pts) full phase (-1/2) link(-1/2) no range (-1/2) OAF(-1) real cost: 4 pts

Frostfell creature insight: 4 8-pt CSLs (32 active pts) only with proficient weapons (-1/2) only vs. creatures with cold subtype (-1.5) real cost: 11 pts

Cold walk: 12 m flight (12 active points) only when weather is below 0oC (-1) real cost: 6 pts

Wall of ice: barrier 3m high, 3m wide, 1 m thick, 1 Body, 6 rPD, 6 rED (297 active pts) cannot englobe(-1/4) costs x3 END (-1/2) full phase (-1/2) gestures (-1/4) incantations (-1/4) real cost: 10 pts

Bone chill: 2d6 AP (+1/4) cold RKA (37 active pts) costs x3 END (-1/2) full phase (-1/2) gestures (-1/4) incantations (-1/4) real cost: 15 pts

From planar handbook, this one seemed nifty enough to cover. Obviously, a player could be allowed to pick multiple manifestations if they so chose.

ELEMENTAL WARRIOR

Elemental affinity::6 rED (9 active pts) only vs. [element] attacks (-1/2) real cost: 6 pts
Element is based on chosen element

Air manifestation: -4 DC physical damage negation (20 active pts) only vs. ranged attacks (-1/2) 1 minute charge/day (-1) real cost: 8 pts

Earth manifestation: 8 rPD hardened (+1/4) impenetrable (+1/4) (16 active pts) 1 minute charge/day (-1) real cost: 8 pts

Fire manifestation: 1/2d6 fire RKA uncontrolled [only when not hitting target] (+1/2) constant (+1/2) (20 active pts) no range(-1/2) 1 minute charge/day (-1)

Water manifestation: -4 DC physical damage negation (20 active pts) not effective vs. piercing attacks (-1/2) 1 minute charge/day (-1) real cost: 8 pts

Elemental weapon: 4d6 [elemental] blast (20 active pts) no range(-1/2) link(-1/2) OAF(-1) 8 charges per day (-1/2) real cost: 6 pts

Elemental burst: 1d6 [elemental] RKA AP(+1/4) (19 active pts) no range(-1/2) link(-1/2) OAF(-1) only on a critical hit (-2) real cost: 4 pts

Air movement: 10 m flight (10 active pts)

Earth movement: 6 m tunneling through 4 PD of material (14 active pts) rock and soil only (-1/2) real cost: 9 pts

Water movement: 16 m of swimming (8 active pts) unified(-1/4) real cost: 6 pts; underwater breathing (5 active pts) unified (-1/4) real cost: 4 pts; TOTAL cost: 10 pts

Fire movement: 10 m of running (10 active pts)

Air strike: 4d6 physical air blast double knockback (+1/2) (30 active pts) link(-1/2) no range (-1/2) OAF(-1) 1 charge per day (-2) real cost: 6 pts

Earth strike: 2d6 physical RKA (30 active pts) link(-1/2) no range (-1/2) OAF(-1) 1 charge per day (-2) real cost: 6 pts

Fire strike: 1 fire RKA penetrationg (x2;+1) dam over time (6 time each every segment) (+4) Active cost (30 active pts) link(-1/2) no range (-1/2) OAF(-1) 1 charge per day (-2) real cost: 6 pts

Water strike: 1/2d6 RKA AVAD [be well hydrated or an aquatic creature] (+1/2) (15 active pts) link(-1/2) no range (-1/2) OAF(-1) 1 charge per day (-2) unified(-1/4) real cost: 3 pts; 1.5d6 drain CON (15 active pts) link(-1/2) no range (-1/2) OAF(-1) 1 charge per day (-2) unified(-1/4) real cost: 3 pts; TOTAL cost: 6 pts

Out of all the P classes from Races of ____, there was only one I actually liked and found worth doing. Of course, the title fits the P class, but in Hero, I think the powers could fit ANY class:


OUTCAST CHAMPION

Aura of confidence: 3d6 AID EGO area of effect 8m radius (+1/2) (27 active pts) only others (-1/2) boost (-1/2) real cost: 13 pts

Avenging Strike: two 8-point CSLs (16 active points) only to increase damage (-1/2), only with proficient weapons (-1/2), only if enemy has damaged ally (-3/4) real cost: 6 pts

Desperate Fury: 3d6 AID expanded effect (STR, CON, DEX) (+1) (36 active pts) only in combat (-1/2) only when below ˝ STUN or BODY (-3/4) self only (-1) one use at a time (-1/2) real cost: 10 pts

Share Desperation: 2d6 AID expanded effect (STR, CON, DEX) (+1) area of effect 4 m radius (+1/4) (27active pts) only in combat (-1/2) only when under effects of desperate fury (-3/4) others only (-1/2) one use at a time (-1/2) real cost: 8 pts

Together we can do this!: when use teamwork skill, use it to give bonuses to OCV, DCV, or skill rolls of allies.

Finally, from the DMG but reworked in pathfinder is the stalwart defender.


STALWART DEFENDER

Dodge bonus: +1 DCV (5 active pts) only vs. one opponent (-1/2) non-persistent (-1/4) real cost: 3 pts

Defensive stance: +5 STR, +10 CON, +10 EGO, +4 DCV (45 active pts) 2 charges per day (lasts 1 turn) (-1) OAF [shield] (-1) side effect: drain 12 m of movement (-1) all unified (-1/4) real cost: 10 pts

Uncanny Dodge: +3 DCV (15 active points) only when surprised or attacked by invisible attacker (-1) OAF (-1) real cost: 5 pts

Improved uncanny dodge: defensive maneuvers IV (10 active pts) OAF(-1) real cost: 5 pts

Trap sense: +3 DCV (15 active points) only vs. traps (-1.5) OAF (-1) real cost: 4 pts

Damage reduction: +3 rED +3 rPD (9 active pts) OAF (-1) real cost: 4 pts

Clear mind: +10 EGO (10 active points) only AFTER affected by mental or PRE attack to breakout (-1) Real cost: 5 pts.

Fearless Defense: add immunity to fear to defensive stance (10 active pts) 2 charges per day (lasts 1 turn) (-1) OAF [shield] (-1) side effect: drain 12 m of movement (-1) unified (-1/4) real cost: 2 pts

Internal fortitude: add 10 drain defense to defensive stance (10 active pts) 2 charges per day (lasts 1 turn) (-1) OAF [shield] (-1) side effect: drain 12 m of movement (-1) unified(-1/4) real cost: 2 pts

Renewed defense: +1 SPD added to defensive stance (10 active pts) 2 charges per day (lasts 1 turn) (-1) OAF [shield] (-1) side effect: drain 12 m of movement (-1) only for a new recovery phase (-1) unified(-1/4) real cost: 2 pts

Mighty resilience: +10 rPD (15 active pts) only vs. critical hits (-2) real cost: 5 pts

Last word: 2d6 HKA trigger (full phase to reactivate) (+1/4) (37 active pts) link(-1/2) OAF(-1) only if dropped below 0 STUN or 0 BODY (-1.5) costs x4 END (-1) 1 charge per day (-2) real cost: 5 pts


so what's next? Well, after looking through monster books (libris mortis and such), race books, location books, there REALLY isn't much left for prestige classes. I am thinking specialized magic books (dragon magic, psionics, incarnum, tome of battle, and tome of magic) ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1721-convert-3-x-D-amp-D-to-HERO-prestige-classes-from-DMG-location-and-race-books
<![CDATA[convert 3.x D&D to HERO: rogue, ranger, sorcerer, wizard]]> http://www.penandpapergames.com/forums/entry.php/1720-convert-3-x-D-amp-D-to-HERO-rogue-ranger-sorcerer-wizard Tue, 17 Apr 2012 13:32:58 GMT RANGER Favored enemy: +10 PRE (10 active pts) only in relation to favored enemy type (skills and attacks) (-1) unified (-1/4) Real cots: 4 pts +10... RANGER

Favored enemy: +10 PRE (10 active pts) only in relation to favored enemy type (skills and attacks) (-1) unified (-1/4) Real cots: 4 pts +10 INT(10 active pts) only in relation to favored enemy type (skills and perception) (-1) unified (-1/4) Real cots: 4 pts; +2 OCV (10 active pts) only in relation to favored enemy type (-1) unified (-1/4) Real cots: 4 pts; 2 8-pt CSLs (16 active pts) only with proficient weapons (-1/2) only for damage (-1/2) only in relation to favored enemy type (-1) unified (-1/4) real cost: 5 pts; TOTAL COST: 17 pts.

Wild Empathy: 15 CP (bought as animal handler [all categories] 9+PRE/5)

Favored terrain: flight 10 m (active cost 10 pts) only for terrain choice (-1) only in contact with a solid surface (-1/4) unified (-1/4) real cost: 4 pts; +10 INT (10 active pts) only in relation to favored terrain (skills and perception) (-1) unified(-1/4) real cost: 4 pts; +5 DEX (10 active pts) only when in favored terrain (-1) unified (-1/4) real cost: 4 pts; TOTAL cost: 12 pts

Hunter’s bond: 3d6 AID OCV area of effect (4 m radius) (+1/4) (22 active pts) only vs. favored enemy (-1) one at a time (-1) others only (-1/2) real cost: 6 pts

Evasion: energy damage negation (6 DCs) (30 active points) only vs. area attacks (-3/4) only when wearing cloth armor or less (-1) Real Cost: 11 pts.

Improved evasion: 50% energy damage reduction (20 active pts) only vs. area attacks (-3/4) only when wearing cloth armor or less (-1) Real Cost: 7 pts

Quarry: +2 OCV (10 active pts) only vs. select enemy (-1/2) non-persistent (-1/4) real cost: 6 pts

Camouflage: +1 stealth skill (2 active pts) only when wearing light armor or less (-1/2) real cost: 1 pt

Hide in plain sight: invisibility to sight group, 0 END (+1/2) (30 active pts) requires a stealth roll (-1/2), only works when near natural terrain (-1/2) only when wearing light armor or less (-1/2) Real cost: 12 pts.

Master Hunter: 5d6 severe transform (turn into stone) (75 active pts) link(-1/2) OAF(-1) all or nothing(-1/2) favored enemy only (-1) full phase (-1/2) 1 charge/day (-2) requires a intimidate roll (-1/2) only in combat (-1/2) real cost: 10 pts

Adaptation: do each one individually (found in APG)

Shifter’s blessing: do each one individually (found in APG)

Hunter’s trick: do each one individually (found in APG)

Spells:


ROGUE

Sneak attack: two 8-point CSLs (16 active points) only to increase damage (-1/2), only with proficient weapons (-1/2), only if flanking opponent or opponent is at ˝ DCV (-1/2) real cost: 6 pts
.
Evasion: energy damage negation (6 DCs) (30 active points) only vs. area attacks (-3/4) only when wearing cloth armor or less (-1) Real Cost: 11 pts.

Improved evasion: 50% energy damage reduction (20 active pts) only vs. area attacks (-3/4) only when wearing cloth armor or less (-1) Real Cost: 7 pts

Uncanny Dodge: +3 DCV (15 active points) only when surprised or attacked by invisible attacker (-1) not while wearing heavy armor (-1/4) real cost: 7 pts

Trap sense: +3 DCV (15 active points) only vs. traps (-1.5) not while wearing heavy armor (-1/4) real cost: 5 pts

Improved uncanny dodge: defensive maneuvers IV (10 active pts) not while wearing heavy armor (-1/4) real cost: 8 pts

Talents: too many to do, do upon request

Fearsome strike: 2d6 drain OCV (20 active pts) only if flanking opponent or opponent is at ˝ DCV (-1/2) requires a stealth roll (-1/2) full phase (-1/2) OAF(-1) link(-1/2) x2 END (-1/4) no range (-1/2) real cost: 4 pts

Master strike: multipower 75 pt reserve (75 active pts) only if flanking opponent or opponent is at ˝ DCV (-1/2) requires a stealth roll (-1/2) full phase (-1/2) OAF(-1) link(-1/2) x2 END (-1/4) no range (-1/2) 1 charge per day (-2) real cost: 11 pts

Death strike: 5d6 severe transform (turn into stone) (75 active pts) only if flanking opponent or opponent is at ˝ DCV (-1/2) requires a stealth roll (-1/2) full phase (-1/2) OAF(-1) link(-1/2) x2 END (-1/4) no range (-1/2) sentient beings only (-1/4) only in combat (-1/2) all or nothing(-1/2) real cost: 12 pts

Paralyzing strike: 3d6 BODY, 3 rPD/3 rED entangle works against CON, not STR (+1/4) takes no dam from attacks (+1) (67 active pts) only if flanking opponent or opponent is at ˝ DCV (-1/2) requires a stealth roll (-1/2) full phase (-1/2) OAF(-1) link(-1/2) x2 END (-1/4) no range (-1/2) real cost: 12 pts

Sleep strike: Sleep (mind control) 15d6 (75 active points) easy breakout (-1/4) Set effect: sleep (-1/2) only if flanking opponent or opponent is at ˝ DCV (-1/2) requires a stealth roll (-1/2) full phase (-1/2) OAF(-1) link(-1/2) x2 END (-1/4) no range (-1/2) real cost: 10 pts

BRIGAND

This was a class I made up myself when tinkering with 3.x back in the day. Really it was a piecemeal of abilities from different classes and they really worked well together. For brevity and considering the whole point of this conversion is to make this more piecemeal for HERO, I will only list what features made up the brigand.

Uncanny dodge, improved uncanny dodge, trap sense, evasion, improved evasion, damage reduction, flurry of blows, sneak attack, keep it light, whirling frenzy.

The point of the class was to mimic the character from the movie Payback. A pickpocket robber type, tough as nails, who can hold his own in a fight. The above allows for that I think.


SORCERER

Spontaneous Magic: multipower 40 pt reserve 16 charges/day (-0) (40 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) real cost: 8 pts

Summon familiar: as hexblade

Bloodlines: too many to list, but use both from APG and ultimate magic


WIZARD

Spellbook arcane magic: VPP 8 pt pool (8 active pts) 40 control cost 16 charges/day (-0) (20 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) requires 20 minutes to “memorize” spells and full nights sleep and access to spell book to change slots (-3/4) real cost: 4 pts; TOTAL cost: 12 pts.

Summon familiar: as hexblade

School specialization: too many to list, but use both from APG and ultimate magic.

Spells like magic missile should be independent of the magic VPP, considering there use in combat. Only will do magic missile as an example, but the player should feel free to choose others he wants available all the time (with no charges)

Magic missile: 1d6+1 magic RKA, autofire 3 (+1/4) (25 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) no knockback(-1/4) beam (-1/4) real cost: 5 pts


so, unless I missed one, that is ALL of the 3.x/pathfinder classes. Sooo.. what's next. PRESTIGE CLASSES! But a lot of them are just ways for a class to get evasion, or whatever. As such, I will only do select ones. In all honesty, if a player wants to have wild shape as a rogue, who am I to stop them. If a player wants to be able to rage but have the punching power of a monk, WHY THE HECK NOT! So.... next time will just have some prestige classes that I think warrant building. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1720-convert-3-x-D-amp-D-to-HERO-rogue-ranger-sorcerer-wizard
<![CDATA[convert 3.x D&D to HERO: Druid, Fighter, Monk, and paladin]]> http://www.penandpapergames.com/forums/entry.php/1719-convert-3-x-D-amp-D-to-HERO-Druid-Fighter-Monk-and-paladin Mon, 16 Apr 2012 14:31:55 GMT DRUID

Nature’s bond: do domains, but will do upon request

Wild Empathy: 15 CP (bought as animal handler [all categories] 9+PRE/5)

Woodland stride: flight 12 m (active cost 12 pts) only for natural surroundings (-1/2) only in contact with a solid surface (-1/4) real cost: 7 pts

Resist nature’s lure: +10 EGO (10 active pts) only vs. fey attacks (-1) Real cost: 5 pts

Venom immunity: immunity to all poisons (5 active pts)

Wild shape: multiform 3 forms [attacker, flyer/surveyor, sneaker] biggest built with 150 CP (40 active pts) costs END to switch to each form (-1/2) one charge per day (-2) only when wearing natural armor (-1/2) real cost: 10 pts

A thousand faces: shape shift [sight group, humanoids only] (13 active pts) affects body only (-1/2) real cost: 9 pts

Timeless body: longevity (5 active pts)

Spells

Obviously, the forms tied into wild shape need GM approval, but I figure that works for wild shape.


FIGHTER

Bravery: +10 EGO (10 active pts) only vs. fear effects (-1) real cost: 5 pts

Deflective shield: naked advantage to armor up to 12 active pts; hardened (+1/4) (3 active pts) real cost: 3 pts

Weapon training: CSLs

Armor mastery: -1 physical damage negation (5 active pts) only while wearing armor (-1/4) real cost: 4 pts

Fortification: +10 rPD (15 active pts) only vs. critical hits (-2) real cost: 5 pts

Bonus feats: do each upon request

Weapon mastery: +10 STR (10 active pts) only to prevent disarming (-1.5) real cost: 4 pts

Hawkeye: +1 perception (3 pts); -1 range PSL (1 pt) total 4 pts

Trickshot: naked advantage to disarm, trip, push, grapple: ranged (+1/2): 10 pts (STR equals DC of ranged attack): OAF (-1) real cost: 5 pts

Evasive archer: +2 DCV (10 active pts) only vs. physical ranged attacks (-1) Real cost: 5 pts

Volley: naked advantage to ranged weapons up to 35 active pts; autofire 3 (+1/4) (9 active pts); costs x2 END (-1/2) real cost: 6 pts

Ranged defense: -1 physical damage negation (5 active pts) only vs. ranged attacks (-1/2) real cost:3 pts

Defensive flurry: +1 DCV (5 active pts) only when make a multi-attack (-3/4) real cost: 3 pts



4E STUFF

Combat Challenge: mind control: 6d6 mind control (30 active pts) set effect: only to attack fighter (-1) incantation (-1/4) gestures (-1/4) link (-1/2) no range (-1/2) real cost: 9 pts.

Brawler: +1 DCV (5active pts) only when wielding no shield and one-handed weapons (-1/2) unified (-1/4) real cost: 3 pts. +5 CON (5active pts) only when wielding no shield and one-handed weapons (-1/2) unified (-1/4) real cost: 3 pts. TOTAL cost: 6 pts

Martial maneuvers: martial grab (3), martial throw(3), martial escape (4)

again included stuff from pathfinder including content from ultimate combat


MONK

Keep it light: +2 DCV (10 active pts) only when wearing cloth armor (-1) real cost: 5 pts

Martial maneuvers: any that fit

Flurry of blows: Two weapon fighting (10 active pts) only with fists (-1) real cost: 5 pts

Stuning fists: naked advantage to unarmed STR attacks; extra stun (+1/4) (5 active pts) x2 END (-1/4) real cost: 4 pts

Fast movement: +6 m running (6 active pts) only when wearing cloth armor or less (-1) Real cost: 3 pts

Still Mind: +10 EGO (10 active pts) only to resist enchantment spells (-1/2) real cost: 6 pts.

Ki pool: multipower 20 pt reserve (20 active pts) 6 continuing charges/day (lasts 1 turn) (-1/4) only when wearing cloth armor (-1) requires ki roll (-1/2) real cost: 7 pts

Ki strike: +4 OCV (20 active pts) only when use multi-attack (-1/2) only when wearing cloth armor (-1) requires ki roll (-1/2) real cost: 7 pts

Ki burst: +20 m running (20 active pts) only when wearing cloth armor (-1) requires ki roll (-1/2) real cost: 8 pts

Ki rejuvenate: regeneration (1 body/turn) (16 active pts) only when wearing cloth armor (-1) requires ki roll (-1/2) real cost: 6 pts

Wholeness of body: +2 SPD (20 active pts) only to make recoveries (-1) only when wearing cloth armor (-1) requires ki roll (-1/2) real cost: 6 pts

Ki body: desolidification (40 active pts) only when wearing cloth armor (-1) requires ki roll (-1/2) uses 2 charges (-1/4) real cost: 15 pts (CAN’T TAKE until up reserve total)

Drunken strength: +20 STR (20 active pts) only to make recoveries (-1) only when wearing cloth armor (-1) requires ki roll (-1/2) only if have had at least one drink within the last hour (-1/2) real cost: 5 pts


High Jump: +2 m jumping accurate leap (6 active pts) only when wearing cloth armor or less (-1) Real cost: 3 pts

Purity of body: immunity to diseases (5 active pts)

Diamond body: immunity to poisons (5 active pts)

Drunken courage: immunity to fear (10 active pts) only if have had at least one drink within the last hour (-1/2) real cost: 7 pts

Drunken resilience: -1 DC physical damage negation (5 active pts) only if have had at least one drink within the last hour (-1/2) real cost: 3 pts

Firewater breath: 6d6 fire blast 8 m cone (+1/4) (37 active pts) no range (-1/2) full phase (-1/2) OAF, expendable (drink alcohol) (-1.25) only when wearing cloth armor (-1) requires ki roll (-1/2) real cost: 8 pts

Punishing kick: naked advantage to unarmed strike; extra knockback (+1/2) (10 active pts) x2 END (-1/4) real cost: 8 pts

Life funnel: 1d6 simplified healing; trigger[score crit hit, full phase to reactivate) (+1/4) (12 active pts) only on crit hit (-2) self only (-1) real cost: 3 pts

Abundant step: teleport 20 m (20 active pts) only when wearing cloth armor or less (-1) real cost: 10 pts

Evasion: energy damage negation (6 DCs) (30 active points) only vs. area attacks (-3/4) only when wearing cloth armor or less (-1) Real Cost: 11 pts.

Improved evasion: 50% energy damage reduction (20 active pts) only vs. area attacks (-3/4) only when wearing cloth armor or less (-1) Real Cost: 7 pts

Quivering palm: 16d6 dispel rPD (48 active pts) only when wearing cloth armor or less (-1) link(-1/2) no range (-1/2) requires a ki roll (-1/2) x4 END (-1.25) full phase (-1/2) 1 per day (-2) real cost: 8 pts

Timeless body: longevity (5 active pts)

Perfect self: -2 DC physical damage negation (10 active pts) not effective against chaotic weapons (-1) Real cost: 5 pts



PALADIN


Smite evil: +3 OCV; +1d6 RKA (30 active pts) link (-1/2) charges: 1/day (-2) OAF (-1) no range(-1/2) only vs. evil (-1/2) real cost: 5 pts

Detect evil: detect evil at range (10 active pts)

Multipower (lay on hands): 20 pt reserve, 16 charges/day (-0) (active cost 20 points) requires paramedic roll (-1/2) OAF(-1) gestures(-1/4) incantations(-1/4) cost 7 points

Cure Poison: 6d6 dispel poison effect (18 active points) no range (-1/2) requires paramedic roll (-1/2) OAF(-1) gestures(-1/4) incantations(-1/4) cost 5 points

Cure blindness: heal simplified flash dam +2d6 (20 Active points) requires paramedic roll (-1/2) OAF(-1) gestures(-1/4) incantations(-1/4) cost 7 points

Cure deafness: heal simplified flash dam +2d6 (20 Active points) requires paramedic roll (-1/2) OAF(-1) gestures(-1/4) incantations(-1/4) cost 7 points

Mercy: 2d6 aid variable effect (+1/2) (18 active pts) one at a time (-1) only others (-1/2) only to heal to original (-1/2) requires paramedic roll (-1/2) OAF(-1) gestures(-1/4) incantations(-1/4) real cost: 4 pts

Cure wound: 2d6 simplified healing (20 active pts) requires paramedic roll (-1/2) OAF(-1) gestures(-1/4) incantations(-1/4) real cost: 7 pts

Cure paralysis: 1d6+1 RKA (20 active points) only vs. entangles (-3/4) no range (-1/2) requires paramedic roll (-1/2) OAF(-1) gestures(-1/4) incantations(-1/4) Real cost: 4 pts.

Channel positive energy: 45 pt reserve multipower (45 active pts) 4 charges per day (-1) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 9 pts

Disrupt undead: 5d6 radiant blast selective healing area of effect (8m) (+3/4) (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 12 pts

Mass heal: 3d6 simplified healing area of effect (8m) (+1/2) (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 12 pts

Turn undead: +45 PRE (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) Only to make PRE attack (-1) only works vs. undead (-1) limited effects (-1) cannot rebuke undead (-1/2) full phase (-1/2) x2 END (-1/4) real cost: 6 pts


Fearless: immunity to fear (10 active pts)

Aura of justice: naked advantage to smite evil; UOO (+1/4) (2 active pts)

Aura of courage: 2d6 aid EGO area of effect (4 m radius) (+1/4) (15 active pts) one at a time (-1) only others (-1/2) real cost: 6 pts

Aura of righteousness: physical damage negations -2 DC (10 active pts) not effective against evil attacks (-1/2) real cost: 7 pts

Aura of defense: 2d6 AID rPD and rED (1d6 each) area effect (4 m radius) (+1/4) (15 active pts) one at a time (-1) only others (-1/2) real cost: 6 pts

Oaths: from ultimate magic, but because of so many, do upon request.

Divine health: immunity to disease


Spells:

So for next time, rogue, ranger, wizard and sorcerer ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1719-convert-3-x-D-amp-D-to-HERO-Druid-Fighter-Monk-and-paladin
<![CDATA[Converting D&D 3.x to HERO: BBC core classes (barbarian, bard, and cleric)]]> http://www.penandpapergames.com/forums/entry.php/1718-Converting-D-amp-D-3-x-to-HERO-BBC-core-classes-(barbarian-bard-and-cleric) Thu, 12 Apr 2012 18:23:20 GMT BARBARIAN Fast movement: +4 m ground movement (4 active pts) not when wearing heavy armor (-1/4) real cost: 3 pts Rage: 3d6 AID expanded effect... BARBARIAN

Fast movement: +4 m ground movement (4 active pts) not when wearing heavy armor (-1/4) real cost: 3 pts

Rage: 3d6 AID expanded effect (STR, CON, EGO, STUN) (+1.5) (45 active pts) only works in combat (-1/2) self only (-1) one at a time (-1) side effect: always enraged (14/- enter, 8/- to exit) (-1) side effect: -5 STR, -5 DEX until end of encounter or until healed after wear off (-1/4) side effect: -2 DCV while raging (-1/2) x2 END (-1/4) not while wearing heavy armor (-1/4) real cost: 8 pts

-OR-

Whirling frenzy: 3.5d6 AID expanded effect (STR, DCV, SPD) (+1) (42 active pts) only works in combat (-1/2) self only (-1) one at a time (-1) side effect: always enraged (14/- enter, 8/- to exit) (-1) side effect: -5 STR, -5 DEX until end of encounter or until healed after wear off (-1/4) side effect: -2 OCV while raging (-1/2) x2 END (-1/4) not while wearing heavy armor (-1/4) real cost: 7 pts

Uncanny Dodge: +3 DCV (15 active points) only when surprised or attacked by invisible attacker (-1) not while wearing heavy armor (-1/4) real cost: 7 pts

Trap sense: +3 DCV (15 active points) only vs. traps (-1.5) not while wearing heavy armor (-1/4) real cost: 5 pts

Improved uncanny dodge: defensive maneuvers IV (10 active pts) not while wearing heavy armor (-1/4) real cost: 8 pts

Damage Reduction: -1 DC physical damage negation (5 active pts) not while wearing heavy armor (-1/4) real cost: 4 pts

Rage powers [pathfinder]: too big of a list to do all. But build as a multipower and a bare minimum limiation of: only while in rage (-3/4)

Can do ones for ultimate combat and APG

Destructive: +5 STR (5 active pts) only when attacking item (-1) Real cost: 2 pts

Pit fighter: martial maneuvers

Naked courage: +1 DCV (5 active pts) only when not wearing armor (-1) non-persistent (-1/4) only versus targeted foe (-1/2) real cost: 2 pts

Natural toughness: 2 rPD and 2rED (6 active pts) only when not wearing armor (-1) real cost: 3 pts

Big game hunter: +5 STR and +1 OCV (10 active pts) only vs. enemies larger than himself (-1) real cost: 5 pts

Jotungrip: +5 STR (5 active pts) only to wield 1.5 or 2-haned weapons (-1) real cost: 2 pts

Titanic rage: grow to large costs END only to activate (+1/4) (31 active pts) only works in combat (-1/2) only while raging (-1/2) side effect: always enraged (14/- enter, 8/- to exit) (-1) side effect: -5 STR, -5 DEX until end of encounter or until healed after wear off (-1/4) side effect: -2 DCV while raging (-1/2) not while wearing heavy armor (-1/4) real cost: 10 pts


4E content

Barbarian agility: +1 DCV (5 active pts) not while wearing heavy armor (-1/4) Real cost: 4 pts

Rampage: +1 SPD (10 active pts) only after scoring a critical hit (-2) only for one turn (-1) real cost: 2 pts

Rageblood vigor: +1 SPD (10 active pts) only to recover (-1) only for one turn (-1) only after bringing enemy to 0 STUN or 0 Body (-1/2) real cost: 3 pts

Thaneborn triumph: 2d6 aid OCV trigger (bring enemy below ˝ total STUN or total BODY, recharge full phase) (+1/4) (15 active pts) only for one turn (-1/2) only vs. that foe (-1/2) one at a time(-1) real cost: 5 pts

Whirling slayer: teleport 6 m trigger (bring enemy below ˝ total STUN or total BODY, recharge full phase) (+1/4) (7 active pts) only via trigger (-1/2) must pass through intervening space (-1/4) real cost: 4 pts


BARD

Multipower (song): 30 pt reserve (30 active pts) gestures both hands (-1/2) requires a perform roll (-1/2) OAF (-1) incantations (-1/4) full phase (-1/2) real cost: 8 pts

Songs from advanced player’s guide, ultimate combat, and ultimate magic can be used, but built upon request.

Counter song: aid +5d6 EGO (30 active pts) only others (-1/2) one at a time (-1) gestures both hands (-1/2) requires a perform roll (-1/2) OAF (-1) incantations (-1/4) full phase (-1/2) real cost: 6 pts

Fascinate: +30 PRE (30 active pts) only to make PRE attacks (-1) set effect: do nothing (-1/2) gestures both hands (-1/2) requires a perform roll (-1/2) OAF (-1) incantations (-1/4) full phase (-1/2) real cost: 6 pts

Frightening tune: +30 PRE (30 active pts) only to make PRE attacks (-1) set effect: run (-1) gestures both hands (-1/2) requires a perform roll (-1/2) OAF (-1) incantations (-1/4) full phase (-1/2) real cost: 6 pts

Inspire courage: 2.5d6 aid expanded effect (EGO, STR or a blast, OCV) (+1) (30 active pts) only others (-1/2) one at a time (-1) gestures both hands (-1/2) requires a perform roll (-1/2) OAF (-1) incantations (-1/4) full phase (-1/2) real cost: 6 pts

Dirge of doom: 3d6 drain OCV (30 active pts) one at a time (-1) gestures both hands (-1/2) requires a perform roll (-1/2) OAF (-1) incantations (-1/4) full phase (-1/2) real cost: 6 pts

Inspire greatness: 2.5d6 aid expanded effect (OCV, CON, and STUN) (+1) (30 active pts) only others (-1/2) one at a time (-1) gestures both hands (-1/2) requires a perform roll (-1/2) OAF (-1) incantations (-1/4) full phase (-1/2) real cost: 6 pts

Soothing performance: 2d6 simplified healing area of effect 8 m radius (+1/2) (30 active pts) gestures both hands (-1/2) requires a perform roll (-1/2) OAF (-1) incantations (-1/4) full phase (-1/2) real cost: 8 pts

Inspire heroics: 2.5d6 aid expanded effect (DCV, CON, and EGO) (+1) (30 active pts) only others (-1/2) one at a time (-1) gestures both hands (-1/2) requires a perform roll (-1/2) OAF (-1) incantations (-1/4) full phase (-1/2) real cost: 6 pts

Deadly performance: 4d6 sonic blast NND (deafness, earplugs, hearing flash dam, etc…) (+1/2) (30 active pts) gestures both hands (-1/2) requires a perform roll (-1/2) OAF (-1) incantations (-1/4) full phase (-1/2) real cost: 8 pts

Suggestion: take away set effect limitation on fascinate

Well-versed: +2 DCV (10 active pts) only vs. sonic attacks (-1) real cost: 5 pts

Spells


CLERIC


Channel positive energy: 45 pt reserve multipower (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 12 pts

Disrupt undead: 5d6 radiant blast selective healing area of effect (8m) (+3/4) (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 12 pts

Mass heal: 3d6 simplified healing area of effect (8m) (+1/2) (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 12 pts

Turn undead: +45 PRE (45 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) Only to make PRE attack (-1) only works vs. undead (-1) limited effects (-1) cannot rebuke undead (-1/2) full phase (-1/2) x2 END (-1/4) real cost: 6 pts


Cure light wounds: 1d6 simplified healing Reduced re-use duration (1 turn) (+1.5) (25 active points): OIF(-1/2) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x2 END (-1/4) real cost: 8 pts

Aero: 5d6 physical blast double knockback (+1/2) (37 active points) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) full phase (-1/2) x3 END (-1/2) real cost: 9 pts

Domains: do when player picks cleric as class

Spells

As you can see, I added SOME stuff from 4E, but added a good amount of stuff from pathfinder. I didn't add EVERYTHING, but did what I could.

next time, druid, fighter, paladin and monk ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1718-Converting-D-amp-D-3-x-to-HERO-BBC-core-classes-(barbarian-bard-and-cleric)
<![CDATA[Converting 3.x D&D to HERO: extra pathfinder classes]]> http://www.penandpapergames.com/forums/entry.php/1713-Converting-3-x-D-amp-D-to-HERO-extra-pathfinder-classes Fri, 06 Apr 2012 13:01:45 GMT as said before, all content for samurai and ninja were added to the earlier entries for their pathfinder counterparts. CAVALIER Challenge:... as said before, all content for samurai and ninja were added to the earlier entries for their pathfinder counterparts.


CAVALIER

Challenge: +1d6 RKA (15 active pts) link (-1/2) OAF(-1) no range (-1/2) concentration [1/2 DCV] (-1/4) only vs. challenged foe (-1/2) real cost: 4 pts

Demanding challenge: 3d6 drain DCV (30 active pts) link (-1/2) OAF(-1) no range (-1/2) concentration [1/2 DCV] (-1/4) only vs. challenged foe (-1/2) only for non-samurai attacks (-1/4) real cost: 7 pts

Orders: do upon request

why not all the mounted stuff? I don't do mounts. They complicate the game and they limit what can and can be done. Not super easy to have a mount in a dungeon. My suggestion to any person doing cavalier is either stick with just cavalier, do a samurai, or add the above to paladin


ALCHEMIST

Extracts: VPP 6 pt pool (6 active pts) 40 control cost 16 charges/day (-0) trigger (imbibe potion) (+1/4) (25 active pts) OAF, fragile (-1.25) gestures throughout (-1/2) incantations throughout (-1/2) only with light armor or less (-1/2) concentration (0 DCV) (-1) 5 min to prepare (-2) only from formula book or discoveries (-1/2) requires alchemy roll (-1/2) real cost: 3 pts; TOTAL cost: 9 pts.

Bomb: 5d6 fire blast (explosion area 8 m) (+1/4) (31 active pts) OAF, fragile (-1.25) 8 charges per day (-1/2) requires alchemy roll (-1/2) range: STR-based (-1/4) full phase (-1/2) concentration (1/2 DCV) (-1/4) real cost: 7 pts.

Mutagen: +10 STR, +10 CON, OR +5 DEX AND +2 rPD,+2 rED (variable effect +1/4) trigger (imbibe potion) (+1/4) (24 active pts) OAF, fragile (-1.25) gestures throughout (-1/2) incantations throughout (-1/2) only with light armor or less (-1/2) concentration (0 DCV) (-1) 1 hr to prepare (-3) 1 charge (lasts 5 minutes) per day (-3/4) requires alchemy roll (-1/2) side effect: -5 to mental attribute (STR-INT, CON-PRE, DEX-EGO) (-1/2) real cost: 3 pts

Contagen: same as mutage, but bonuses are to INT, EGO, and PRE

Discoveries: for those affecting potions or poisons:

Enhance potions:5 VPP pt pool (5 active pts) 18 control cost can affect limitations/adders/advantages (+1) (18 active pts) aid potions only (-1.5) requires alchemy roll (-1/2) one at a time (-1) self only (-1) real cost: 4 pts; TOTAL cost: 9 pts

Discoveries: for those affecting bombs, replace bombs (above) with:

Variable bomb: VPP 7 pt pool 30 pt control cost (explosion area 8 m) (+1/4) (19 active pts) Only blasts (-1) OAF, fragile (-1.25) 8 charges per day (-1/2) requires alchemy roll (-1/2) range: STR-based (-1/4) full phase (-1/2) concentration (1/2 DCV) (-1/4) real cost: 4 pts. TOTAL cost: 11 pts

Discoveries: grand mutagen: take away variable effect, change OR to AND, and up the side effect to -1 for a total active cost of 45 and a real cost of 4 pts.

Feral mutagen: 2d6 HKA trigger (imbibe potion) (+1/4) (37 active pts) OAF, fragile (-1.25) gestures throughout (-1/2) incantations throughout (-1/2) only with light armor or less (-1/2) concentration (0 DCV) (-1) 1 hr to prepare (-3) only while under effects of mutagen (-3/4) requires alchemy roll (-1/2) side effect: -5 to mental attribute (STR-INT, CON-PRE, DEX-EGO) (-1/2) reduced penetration (-1/2) real cost: 4 pts



Spontaneous healing: +1 SPD (10 active pts) only to make recoveries (-1) 4 charges per day (lasts one turn) (-1/2) real cost: 4 pts

Healing touch: 1d6 simplified healing (10 active pts) 4 charges per day (-1) real cost: 5 pts

Parasitic twin: +10 EGO (10 active points) only AFTER affected by mental or PRE attack to breakout (-1) Real cost: 5 pts.

Preserve organs: +10 rPD (15 active pts) only vs. critical hits (-2) real cost: 5 pts

Nauseating flesh:

Vestigal arm: extra limbs (5 active pts)

Wings: 10 m flight (10 active pts) extra END x2 (-1/2) real cost: 7 pts.

Poison resistance: immunity to poisons (5 active pts)

Swift alchemy: reduce limitation on prep time

Persistent mutagen: reduce limitation of effect time for mutagen

Instant alchemy: reduce limitation on prep time to full phase (-1/2)

Grand discovery (see list)

Awakened intellect: +5 INT (5 active pts)

Eternal youth: longevity (5 active pts)

Fast healing: +5 REC (5 active pts)

True mutagen: up mutagen in terms of bonuses


GUN SLINGER

Deadeye: bought as range PSLs

Utility shot: bought as a skill power

Shoot unattended object: 6 STR telekinesis (9 active pts) OAF (-1) affects whole object ; only to push, but to pull or grab (-1/2) crosses intervening space (-1/4) real cost: 3 pts

Blaze of fury: naked advantage to rifle; autofire 5 (+1/2) (4 active pts)

Dead shot: either deadly sprayfire or precise spray fire II from APG

Targeting: martial arts (with gun):

Target legs = legsweep (3)
Target arms = martial disarm (4)
Target torso = offensive stk (5)

Startling shot: +20 PRE (20 active pts) only for PRE attacks (-1) OAF(-1) real cost: 7 pts

Bleeding wound: 1d6 drain variable effect (stun, end, rec, body, str, con, or dex) (+1/2) (15 active pts) OAF (-1) full phase (-1/2) link (-1/2) real cost: 5 ps

Evasive: energy damage negation (6 DCs) (30 active points) only vs. area attacks (-3/4) Real Cost: 17 pts.

Slinger’s luck: 1d6 (5 active pts) Real cost: 5 pts

Cheat death: +4 REC (4 active pts) unified (-1/4) only when below 0 STUN (-1) real cost: 2 pts; regen 1 BODY/turn (16 active pts) unified (-1/4) only when below 0 BODY (-1) real cost: 7 pts; TOTAL cost: 9 pts

Head shot: +5d6 blast NND (+1/2) [head gear of sorts protects] (37 active pts) OAF (-1) full phase (-1/2) link (-1/2) real cost: 12 pts

Stunning shot: naked advantage to rifle; extra stun+2 (+1/2) (4 active pts)

Nimble: +1 DCV (5 active pts) only vs. one opponent (-1/2) non-persistent (-1/4) only if wearing light armor or less (-1/2); real cost: 2 pts.

Gun training: 2x 3-pt CSLs [guns] (6 active pts) only to do damage (-1/2) real cost: 4 pts


MAGUS


Arcane pool: either CSLs on weapon or naked advantages to weapon

Magus arcana: too many to list, but can do from ultimate magic or ultimate combat

Iaijutsu master: lightning reflexes: +20 DEX (only to draw weapons) 4 pts.

Armor mastery: -1 physical damage negation (5 active pts) only while wearing armor (-1/4) real cost: 4 pts

Spells


SUMMONER

Instead of summoning an eidolon as a separate entity, you BECOME the eidolon (like merge) when summoned.

Summon: Create as multiform (along with GM) Create with no more than 30 active points (150 CP with 25 pts of “new” complications (max)). All complications of summoner apply to multiform (a summoner who has enraged still can be enraged in multiform). Limitations include requires summon roll, OAF, incantations, gestures, and full phase, costs END to maintain (total of -3.0).

Spells:

The main reason I did this was because companions and "summon" are tricky enough things. They complicate things. I bet a summoner isn't doing too much personal combat anyway, just having his eidolon do the work. So this way, he does the work.

NOW, as is, summon is JUST like wild shape. But I am cool with that. However, as GM, the summoner is free to do ANYTHING with his summon, whereas a druid with wildshape is limited by animal, elemental, or vegetable.

WITCH

Hexes: VPP 9 pt pool (8 active pts) 40 control cost (20 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) only hexes from list (-1/2) x2 END (-1/4) real cost: 4 pts; TOTAL cost: 13 pts.

Spells:

there was a lot of hexes, so this made it easy.

INQUISITOR

Domain powers: too many to list, but can use inquisitions too

Judgements: multipower 10 pt reserve (10 active pts) 4 charges per day (lasts 1 turn) (-1/2) real cost: 7 pts

Slot are all variable slots

Destruction: +1d3 RKA (10 active pts) link(-1/2) real cost: 7 pts

Healing: +10 REC (10 active pts) Real cost: 10 pts

Justice: +2 OCV (10 active pts) OAF(-1) real cost: 5 pts

Piercing: +2 OCV (10 active pts) only for spells (-1/2) real cost: 7 pts

Protection: +2 DCV (10 active pts) real cost: 10 pts

Mental Purity: +10 EGO (10 active pts) real cost: 10 pts

Physical purity: +10 CON (10 active pts) real cost: 10 pts

Resiliency: -2 DC physical damage negation (10 active pts) only versus non-magic weapons (-1/2) real cost: 7 pts

Resistance: 6 rED (9 active pts) only vs. a certain type of energy [variable] (-1/4) real cost: 7 pts

Smiting: 2d6 minor transform (weapon to magic/aligned/adamantine) (10 active pts) fast healing [REC per segment] (-2.5) real cost: 3 pts

Stern gaze: striking appearance (intimidation): real cost: 3 pts

Cunning initiative: lightning reflexes

Detect alignment: detect alignment of choice at range (10 active pts)

Bane: +2 OCV (10 active pts) 4 charges/day (-1) link(-1/2) requires a knowledge roll (-1/2) full phase(-1/2) real cost: 3 pts; +1d6 RKA (15 active pts) 4 charges/day (-1) link(-1/2) requires a knowledge roll (-1/2) no range (-1/2) full phase(-1/2) real cost: 4 pts; TOTAL cost: 7 pts

Discern lies: telepathy 4d6 (20 active pts) surface thoughts only (-1/4) no range (-1/2) receive only (-1/2) language barrier (-1/2) empathy (-1/2) real cost: 6 pts

Stalwart: 5 power defense (drains, flashes, entangles, and transforms) (20 active pts) unified (-1/4) costs END to activate (-1/4) requires a magic roll (-1/2) not while wearing heavy armor (-1/4) real cost: 9 pts.

Exploit weakness: naked advantage for weapons up to 40 active pts; armor piericing (+1/4) (10 active pts) only on critical hits (-2) real cost: 3 pts

Shutdown regeneration: 6d6 dispel regeneration (18 active pts) link(-1/2) OAF(-1) only on critical hits (-2) real cost: 4 pts

Exploit vulnerability: +1d3 RKA (variable effect) (+1/4) (12 active pts) link(-1/2) only if target is vulnerable to energy type of linked power (-3/4) real cost: 5 pts


True judgment: 5d6 severe transform (turn into stone) (75 active pts) link(-1/2) OAF(-1) all or nothing(-1/2) sentient beings only (-1/4) full phase (-1/2) 1 charge/day (-2) requires a intimidate roll (-1/2) only in combat (-1/2) real cost: 11 pts


Spells:

ORACLE

Mysteries/revelations: too many to list, do upon request

Oracle’s Curse: pick one. Others listed could be done by complications or were lame (as in they sucked)

Clouded vision: detect large group of objects (10 pts) sense (2 pts) targeting sense (10 pts) passive (22 active pts) no real sight (-35 active pts) Total -13 pts (get 13 pts to spend elsewhere)

Deaf: loss of hearing (-25 active pts) enhanced perception+3 to all PER rolls (9 active pts) smell becomes targeting (10 active pts) tremorsense: sense (2 pts) targeting sense (10 pts) detect small group of objects (5 pts) passive (17 active pts) TOTAL cost: 11 pts

Wasting: taken as a complication (choose appropriate, but most likely social). Striking appearance for intimidate (3 pts) immunity to disease (5 active pts) Real cost: 8 pts

Spells:

So that looks like it for "extra classes". Now we move onto the core 11. I will include 4E stuff (when it fits), pathfinder, archetypes, and everything in between for the different classes. Not ALL archetype stuff, just the interesting stuff.

So next time, barbarian, bard, and cleric ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1713-Converting-3-x-D-amp-D-to-HERO-extra-pathfinder-classes
<![CDATA[Converting 3.x D&D to HERO: psionic classes]]> http://www.penandpapergames.com/forums/entry.php/1712-Converting-3-x-D-amp-D-to-HERO-psionic-classes Wed, 04 Apr 2012 15:48:24 GMT so here's all of the psionics. I tried my best to emulate the concept of power points and boosting powers. I figure a END reserve would best emulate power points. As for boosting, keeping the powers in a VPP allow for having it as "powerful" as you need to be. Obviously, the less powerful, the less END (power points) to be used.


PSION

Natural Psionics: VPP 8 pt pool (8 active pts) 40 control (1/2 phase to change) (+1/2) (30 active pts) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) cannot be from non-specialty and from psionic handbook (-1/2) real cost: 7 pts TOTAL cost: 15 pts

Power Point Reserve: 56 END reserve with REC 12 (28 active pts) only recovers while sleeping or in meditation [0 DCV and completely oblivious] (-1), recovers at rate of REC/5 minutes (-2) real cost: 5 pts


PSYCHIC WARRIOR

Trained Psionics: multipower 40 pt reserve (40 active pts) gestures (-1/4) incantations (-1/4) only with light armor or less (-1/2) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 12 pts

Power Point Reserve: 56 END reserve with REC 12 (28 active pts) only recovers while sleeping or in meditation [0 DCV and completely oblivious] (-1), recovers at rate of REC/5 minutes (-2) real cost: 5 pts


4E BATTLEMIND

Battlemind’s demand: mind control: 6d6 mind control (30 active pts) set effect: only to attack battlemind (-1) incantation (-1/4) gestures (-1/4) one target at a time (-1/2) real cost: 10 pts.

Blurred step: teleport 2 m trigger [goes off when victim of demand moves 2 m, 0-phase action to reset] (+1/2) (3 active pts) must pass through intervening space (-1/4) Real cost: 2 pts

Battle resilience: +6 rPD, +6 rED (18 active pts) only for one phase after being attacked for first time in an encounter (-1) real cost: 9 pts

Speed of thought: teleport 10 m trigger [combat begins, full phase to reset] (+1/4) (12 active pts) must pass through intervening space (-1/4) only at beginning of an encounter (-1) Real cost: 5 pts

Persistent Harrier: 1d6 physical RKA [you are attacked, full phase to reset] (+1/4) (19 active pts) only after being attacked for the first time (-1) Real cost: 9 pts


SOULKNIFE

Wild Talent: 16 END reserve with REC 3 (8 active pts) only recovers while sleeping or in meditation [0 DCV and completely oblivious] (-1), recovers at rate of REC/5 minutes (-2) real cost: 2 pts

Mind blade: 1d6+1 energy HKA (20 active pts) OIF [weapon of opportunity] (-1/2) real cost: 13 pts

Weapon focus: 2-pt CSL for mind blade

Throw mind blade: naked advantage to mind blade; ranged (STR based) (+1/4) (4 active pts) x2 END from wild talent (-1/4) real cost: 3 pts

Free draw: lightning reflexes: +20 DEX (only to manifest mind blade) 4 pts.

Shape mind blade: two weapon fighting (10 active pts) mind blade only (-1.5) real cost: 4 pts

Mind blade enhancements: naked advantage to mind blade; variable advantage[up to +1/4] (+1/2) (7 active pts)

-OR-

Mind blade enhancement: 3x 2-pt CSL (6 pts) only to give +1 OCV, +1 DC (-1/2) real cost: 3 pts.

-OR-

do each EFFECT individually

Speed of thought: +4 m running (4 active pts) not while wearing heavy armor (-1/4) only when psionically focused (-1/4)

PSIONICALLY FOCUSED – will be defined for feats. For feats that “expend it” or are only active while you are focused, consider it a form of non-persistant. So above would turn off if go unconscious until you take a half-phase to activate it.

Bladewind: naked advantage to mindblade; area of effect 4m radius, hole in middle selective (+3/4) (10 active pts) full phase (-1/2) x3 END from wild talent (-1/2) Real cost: 7 pts.

Psychic infusion: multipower 20 pt reserve (20 active pts) no range (-1/2) link (-1/2) OIF (-1/2) only vs. living creatures (-3/4) full phase action (-1/2) real cost: 4 pts

Psychic strike: +1d6+1 RKA (20 active pts) no range (-1/2) link (-1/2) OIF (-1/2) only vs. living creatures (-3/4) full phase action (-1/2) real cost: 4 pts

Mindstab: 2d6 INT drain (20 active pts) no range (-1/2) link (-1/2) OIF (-1/2) only vs. living creatures (-3/4) full phase action (-1/2) real cost: 4 pts

Blow to the Ego: 2d6 EGO drain (20 active pts) no range (-1/2) link (-1/2) OIF (-1/2) only vs. living creatures (-3/4) full phase action (-1/2) real cost: 4 pts

Attack on character: 2d6 PRE drain (20 active pts) no range (-1/2) link (-1/2) OIF (-1/2) only vs. living creatures (-3/4) full phase action (-1/2) real cost: 4 pts


Multiple throw: naked advantage to throw mind blade; Autofire 3 (+1/4) (active cost: 4 pts) x2 END from wild talent (-1/4) real cost: 3 pts.


The wilder was trickier in terms of boosting with power points. I built a second VPP JUST for adding active pts to a power from psionics. I figure this works better than an aid power in terms of versatility.


WILDER

Wild Psionics: multipower 40 pt reserve (40 active pts) gestures (-1/4) incantations (-1/4) only with light armor or less (-1/2) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 12 pts

Power Point Reserve: 56 END reserve with REC 12 (28 active pts) only recovers while sleeping or in meditation [0 DCV and completely oblivious] (-1), recovers at rate of REC/5 minutes (-2) real cost: 5 pts

Wild Surge: VPP 2 pt pool (2 active pts) 10 pt control cost 0 phase to change (+1) (10 active pts) link (-1/2) requires a psionics roll (at -1 per 5 TOTAL active pts) (-1) gestures (-1/4) incantations (-1/4) only with light armor or less (-1/2) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) side effect: if miss roll; suffer 2d6 STUN (-1/4) only to boost a trained psionics power (-1/2) real cost: 2 pts; TOTAL cost: 4 pts

Surging Euphoria: +1 OCV (5 active pts) only when successful with wild surge (-1/2) non-persistent [wild surge activates it] (-1/4) unified (-1/4) real cost 2pts; 2x5pt CSLs (10 active pts) only to increase damage (-1/2) only when successful with wild surge (-1/2) non-persistent [wild surge activates it] (-1/4) unified (-1/4) real cost: 4 pts; +1 DCV (5 active pts) only when successful with wild surge (-1/2) non-persistent [wild surge activates it] (-1/4) unified (-1/4) ineffective vs. melee attacks or physical ranged attacks (-1/2) real cost 2 pts; +5 EGO (5 active pts) only when successful with wild surge (-1/2) non-persistent [wild surge activates it] (-1/4) unified (-1/4) real cost 2 pts; +5 CON (5 active pts) only when successful with wild surge (-1/2) non-persistent [wild surge activates it] (-1/4) unified (-1/4) real cost 2 pts; TOTAL COST: 12 pts

Volatile Mind: 1d6 mental blast trigger (+1/4) (12 active pts) only when target of telepathy (-1) Real cost: 6 pts

ARDENT

psionics and pp reserve as just as before. As for mantles, there are too many to do each one individually, so will define them upon request.

DIVINE MIND

Mantle powers: multipower 40 pt reserve (40 active pts) gestures (-1/4) incantations (-1/4) only with light armor or less (-1/2) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 12 pts

Power Point Reserve: 56 END reserve with REC 12 (28 active pts) only recovers while sleeping or in meditation [0 DCV and completely oblivious] (-1), recovers at rate of REC/5 minutes (-2) real cost: 5 pts

Mantle Ability: define when taken

Psychic Aura: multipower 27 pt reserve 4 m radius (+1/4) (34 active pts) requires 1 hr to change slots (-3) OIF (-1/2) full phase to use (-1/2) real cost: 7 pts

WON’T do EVERY ONE, but will do the basic 3 as aura of power

Aura of power: 3d6 aid variable effect (main 6 attributes, OCV, DCV, or blast) (+1/2) (27 active pts) OIF (-1/2) full phase to use (-1/2) one at a time (-1) only allies (-1/2) Real cost: 8 pts

Obviously if take aura of power separate from psychic aura, add the advantage for a total real cost of 9 pts

LURK

Lurk powers: multipower 40 pt reserve (40 active pts) gestures (-1/4) incantations (-1/4) only with light armor or less (-1/2) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 12 pts

Power Point Reserve: 56 END reserve with REC 12 (28 active pts) only recovers while sleeping or in meditation [0 DCV and completely oblivious] (-1), recovers at rate of REC/5 minutes (-2) real cost: 5 pts

Ghost strike: naked advantage for weapons up to 40 active pts; affects desolidified (+1/2) (20 active pts) all spent END comes from END reserve AND normal END (-1/2) x5 END (-1) real cost: 8 pts

Lurk augments: multipower 50 pt reserve (50 active pts) link(-1/2) OAF(-1) all spent END comes from END reserve AND normal END (-1/2) x5 END (-1) no range (-1/2) real cost: 11 pts

Solid strike: +10d6 physical blast (50 active pts) link(-1/2) OAF(-1) all spent END comes from END reserve AND normal END (-1/2) x5 END (-1) no range (-1/2) real cost: 11 pts

Stunning strike: +5d6 physical blast x4 extra stun (+1) (50 active pts) link(-1/2) OAF(-1) all spent END comes from END reserve AND normal END (-1/2) x5 END (-1) no range (-1/2) real cost: 11 pts

Power drain: +5d6 drain END (50 active pts) link(-1/2) OAF(-1) all spent END comes from END reserve AND normal END (-1/2) x5 END (-1) no range (-1/2) real cost: 11 pts

Mental assault: 3d6 drain expanded effect (INT and EGO) (+1/2) (45 active pts) link(-1/2) OAF(-1) all spent END comes from END reserve AND normal END (-1/2) x5 END (-1) no range (-1/2) real cost: 10 pts

Deceptive strike: +5d6 drain DCV (50 active pts) link(-1/2) OAF(-1) all spent END comes from END reserve AND normal END (-1/2) x5 END (-1) no range (-1/2) all returns after one whole turn (-1/2) real cost: 10 pts

Stygian weapon: 2d6 drain expanded effect (OCV, CON, EGO, DCV) (+1.5) (50 active pts) link(-1/2) OAF(-1) all spent END comes from END reserve AND normal END (-1/2) x5 END (-1) no range (-1/2) real cost: 11 pts

Synaptic disconnect: +5d6 drain OCV (50 active pts) link(-1/2) OAF(-1) all spent END comes from END reserve AND normal END (-1/2) x5 END (-1) no range (-1/2) OCV for spells/spell like abilities only (-1) real cost: 9 pts

Morphed attack: 16d6 dispel physical damage negation (48 active pts) link(-1/2) OAF(-1) all spent END comes from END reserve AND normal END (-1/2) x5 END (-1) no range (-1/2) real cost: 11 pts


Psionic Sneak attack: two 8-point CSLs (16 active points) only to increase damage (-1/2), only with proficient weapons (-1/2), only if flanking opponent or opponent is at ˝ DCV (-1/2) only when psionically focused (-1/4) real cost: 6 pts

Initiative boost: lightning reflexes

Slippery mind: +10 EGO (10 active points) only AFTER affected by mental or PRE attack to breakout (-1) Real cost: 5 pts.

Evasion: energy damage negation (6 DCs) (30 active points) only vs. area attacks (-3/4) Real Cost: 17 pts.


SOOOO.... that's all for psionics and D&D splash books. I could do core classes next, but realized pathfinder has some of their content online. Before I do core classes, I figure, why not cover THOSE classes too. While I have already edited samurai and ninja from the previous posts with regards to pathfinder stuff, next time I will cover Magus, gunslinger, alchemist, cavalier, inquisitor, oracle, summoner, and witch ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1712-Converting-3-x-D-amp-D-to-HERO-psionic-classes
<![CDATA[Converting D&D 3.x to HERO: tome of battle and magic of incarnum classes]]> http://www.penandpapergames.com/forums/entry.php/1711-Converting-D-amp-D-3-x-to-HERO-tome-of-battle-and-magic-of-incarnum-classes Tue, 03 Apr 2012 14:04:20 GMT So still chugging along. Here is the classes (but not specific maneuvers or souldmelds) from tome of battle and magic of incarnum: CRUSADER ... So still chugging along. Here is the classes (but not specific maneuvers or souldmelds) from tome of battle and magic of incarnum:


CRUSADER

Martial Maneuvers: multipower 30 pt reserve (30 active pts) OAF(-1) full phase (-1/2) lockout [can’t reuse until use 3 other maneuvers] (-1/2) link(-1/2) real cost: 9 pts

OAF being the weapon the user trained the maneuver with. Link being linked to a standard weapon attack (the OAF).

Martial Stances: multipower 10 pt reserve (10 active pts) gestures (-1/4) costs END to activate (-1/4) full phase to change slots (-1/2) Real cost: 5 pts.

Furious counterstike: two 3-point CSLs (6 active points) only to increase damage (-1/2), only if took more than 5 pts of STUN since last phase (-3/4) only against target who hurt you (-1/2) real cost: 2 pts

Indomitable soul: use PRE instead of EGO to defend against mental attacks: 2 points

Zealous Surge: 5d6 dispel negative status, variable effect (+1/2) (22 active pts) charges: 1/day (-2) full phase (-1/2) Real cost: 6 pts

Smite: +3 OCV; +1d3 RKA (25 active pts) link (-1/2) charges: 1/day (-2) OAF (-1) no range(-1/2) real cost: 5 pts

Die hard: +4 REC (4 active pts) unified (-1/4) only when below 0 STUN (-1) real cost: 2 pts; regen 1 BODY/turn (16 active pts) unified (-1/4) only when below 0 BODY (-1) real cost: 7 pts; TOTAL cost: 9 pts

Mettle: 5 power defense (drains, flashes, entangles, and transforms) (20 active pts) unified (-1/4) costs END to activate (-1/4) requires a magic roll (-1/2) real cost: 10 pts.


SWORDSAGE

Martial Maneuvers: multipower 30 pt reserve (30 active pts) OAF(-1) full phase (-1/2) lockout [can’t reuse until use 3 other maneuvers] (-1/2) link(-1/2) real cost: 9 pts

OAF being the weapon the user trained the maneuver with. Link being linked to a standard weapon attack (the OAF).

Martial Stances: multipower 10 pt reserve (10 active pts) gestures (-1/4) costs END to activate (-1/4) full phase to change slots (-1/2) Real cost: 5 pts.

Keep it light: +2 DCV (10 active pts) only when wearing light armor or less (-1/2) real cost: 7 pts

Discipline focus: two 2-point CSLs (4 active points) only to increase OCV with chosen discipline (-1/2) real cost: 3 pts

Insightful strike: two 2-point CSLs (4 active points) only to increase damage with chosen discipline (-1/2) real cost: 3 pts

Defensive Stance: +5 CON (5 active pts) only when in a stance from chosen discipline (-1/2) real cost 3 pts +5 EGO(5 active pts) only when in a stance from chosen discipline (-1/2) real cost 3 pts +1 DCV (5 active pts) only when in a stance from chosen discipline (-1/2) not vs. melee or ranged weapons (-1/2) 2 active pts TOTAL cost: 8 pts.

Quick to act: lightning reflexes

Sense Magic: analyze: magic 15/- (15 active pts) extra time: 20 min (-2.5) only to understand properties of magic weapons or armor (-1) real cost: 3 pts

Evasion: energy damage negation (6 DCs) (30 active points) only vs. area attacks (-3/4) Real Cost: 17 pts.

Improved evasion: 50% energy damage reduction (20 active pts) only vs. area attacks (-3/4) Real Cost: 11 pts

Dual boost: cost: 5 pts (built as two-weapon fighting, only for two different boosts (-1))


WARBLADE

Martial Maneuvers: multipower 30 pt reserve (30 active pts) OAF(-1) full phase (-1/2) lockout [can’t reuse until use 3 other maneuvers] (-1/2) link(-1/2) real cost: 9 pts

OAF being the weapon the user trained the maneuver with. Link being linked to a standard weapon attack (the OAF).

Martial Stances: multipower 10 pt reserve (10 active pts) gestures (-1/4) costs END to activate (-1/4) full phase to change slots (-1/2) Real cost: 5 pts.

Battle clarity: +2 DCV (10 active pts) non-persistent (-1/4) only when aware of opponent (-1/4) not vs. physical ranged or melee attacks (-1/2) real cost: 5 pts

Weapon Aptitude: weapon master

Uncanny Dodge: +3 DCV (15 active points) only when surprised or attacked by invisible attacker (-1) real cost: 7 pts

Battle Ardor: +1d6 RKA (15 active pts) link (-1/2) only on a critical hit (-2) OAF (-1) no range (-1/2) real cost: 3 pts

Battle cunning: two 8-point CSLs (16 active points) only to increase damage (-1/2), only with proficient weapons (-1/2), only if flanking opponent or opponent is at ˝ DCV (-1/2) real cost: 6 pts

Battle Skill: +15 STR (15 active pts) only to resist grab, pushes, or disarms (-1) Real cost: 7 pts

Improved uncanny dodge: defensive maneuvers IV (10 active pts)

Stance Mastery: remove full phase to change slots from stances multipower, make slots variable vs. fixed.


INCARNATE

Incarnum: 10 VPP pt pool (10 active pts) 40 control cost (20 active pts) OIF(-1/2) requires 20 minutes to shape melds and a full nights sleep (-1/2) meld must come from list and not violate alignment (-1/2) only one meld per item spot (-1/2) real cost: 8 pts TOTAL cost: 18 pts

Detect opposition: detect opposite alignment at range (10 active pts)

Good Incarnum Radiance: +2 DCV (10 active pts) 3 continuing charges (lasts 1 turn) per day (-1/2) real cost: 6 pts

Evil Incarnum Radiance: +10 STR (10 active pts) 3 continuing charges (lasts 1 turn) per day (-1/2) real cost: 6 pts

Lawful Incarnum Radiance: +2 OCV (10 active pts) 3 continuing charges (lasts 1 turn) per day (-1/2) real cost: 6 pts

Chaotic Incarnum Radiance: +10 m movement (10 active pts) 3 continuing charges (lasts 1 turn) per day (-1/2) real cost: 6 pts

Share radiance: 3d6 AID (area of effect 8 m radius) (+1/2) (real cost: 27 pts) lasts 1 turn (-1/2) 1 charge per day (-2) only on others (-1/2) real cost: 7 pts


SOULBORN

Incarnum: 10 VPP pt pool (10 active pts) 40 control cost (20 active pts) OIF(-1/2) requires 20 minutes to shape melds and a full nights sleep (-1/2) meld must come from list and not violate alignment (-1/2) only one meld per item spot (-1/2) real cost: 8 pts TOTAL cost: 18 pts

Smite opposition: +3 OCV; +1d6 RKA (30 active pts) link (-1/2) charges: 1/day (-2) OAF (-1) no range(-1/2) only vs. opposite alignment (-1/2) real cost: 5 pts

Lawful Good Incarnum Defense: immunity to fear (5 active pts)

Chaotic Good Incarnum Defense: -2 DC entangles (10 active pts) only vs. mental or physical paralysis (-1) Real cost: 5 pts.

Lawful Evil Incarnum Defense: +8 REC (8 active pts) only for recovering END (-1/2) real cost: 5 pts

Chaotic Evil Incarnum Defense: 10 drain defense (10 active pts) only vs. STR drains (-1) real cost: 5 pts

Share Defense: naked advantage for incarnum defense: UOO (+1/4) (1 active pts)

Timeless body: longevity (5 active pts)


TOTEMIST

Incarnum: 10 VPP pt pool (10 active pts) 40 control cost (20 active pts) OIF(-1/2) requires 20 minutes to shape melds and a full nights sleep (-1/2) meld must come from list and not violate alignment (-1/2) only one meld per item spot (-1/2) real cost: 8 pts TOTAL cost: 18 pts

Wild Empathy: 15 CP (bought as animal handler [all categories] 9+PRE/5)

Totem’s protection: +5 CON, +1 DCV, +5 EGO (15 active pts) only vs. attacks from magical beasts (-1) real cost: 7 pts

Next time on the HORROR OF YUKON, psionics. As best as I could do them anyway. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1711-Converting-D-amp-D-3-x-to-HERO-tome-of-battle-and-magic-of-incarnum-classes
<![CDATA[Converting D&D 3.x to HERO: tome of magic and general spell mechanics]]> http://www.penandpapergames.com/forums/entry.php/1709-Converting-D-amp-D-3-x-to-HERO-tome-of-magic-and-general-spell-mechanics Mon, 02 Apr 2012 14:40:27 GMT So I figured a central location of how all spells (and spell like whatnots) would be beneficial. While the cost COULD be negotiable, I figure these... So I figured a central location of how all spells (and spell like whatnots) would be beneficial. While the cost COULD be negotiable, I figure these are nice starting numbers for classes:


Invocations: multipower 40 pt reserve (40 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with light armor or less (-1/2) real cost: 8 pts

OAF is either a rod/mace (warlock) or a staff (dragonfire adept). Also, dragonfire adept has only cloth armor or less (-1)

Spellbook arcane magic: VPP 8 pt pool (8 active pts) 40 control cost 16 charges/day (-0) (20 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) requires 20 minutes to “memorize” spells and full nights sleep and access to spell book to change slots (-3/4) real cost: 4 pts; TOTAL cost: 12 pts.

OAF is rod/mace, wand, staff, spellbook itself, or an orb. Each day, the wizard can prepare spells from his spell book (which contains ALL spells from PH/pathfinder). He can opt to not use spells in favor of others.

Out of game, the player must have the spells predesigned and easily referenced. Would be easiest to reference with a spreadsheet of sorts.

Spells that are common in combat (would be used EVERY combat) like magic missile should NEVER be part of this (unless the player wants an END free spell that uses a charge instead).

Spontaneous Magic: multipower 40 pt reserve 16 charges/day (-0) (40 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) real cost: 8 pts

OAF is dependent on class, but most likely dagger or staff. If the spells are divine, the OAF becomes and OIF for holy symbol. If the spells are nature (spirit shaman and such) the OAF is and oaken staff OR an OIF (totem). All slots should be fixed. Obviously, the armor limitation could change from class to class.

Prayerbook divine magic: VPP 8 pt pool (8 active pts) 40 control cost 16 charges/day (-0) (20 active pts) OIF(-1/2) gestures (-1/4) incantations (-1/4) not with heavy armor (-1/4) concentration (1/2 DCV) (-1/4) full phase (-1/2) requires 20 minutes to “memorize” spells, full nights sleep, and access to prayer book to change slots (-3/4) spell must not betray ethos of diety (-1/2) real cost: 5 pts TOTAL cost: 13 pts

Just like spellbook, but with a holy symbol and better armor. HOWEVER, I am requiring clerics to have this. Why should they not have to lug around a spellbook and just “pray” for their spells.

Either THIS, or the player can opt to “pray” for spells and add the limitation: character has no choice HOW they change. In this way, the deity (the GM) will decide what the character gets. This would replace spell must not betray ethos or diety, and rid of the need for a prayer book (but still needs full nights sleep and memorize spells
Nature magic: VPP 8 pt pool (8 active pts) 40 control cost 16 charges/day (-0) (20 active pts) OIF(-1/2) gestures (-1/4) incantations (-1/4) only with natural armor (-1/4) concentration (1/2 DCV) (-1/4) full phase (-1/2) requires 20 minutes to “memorize” spells, full nights sleep and natural conditions (-3/4) spells chosen by “nature” (-1/2) real cost: 5 pts TOTAL cost: 13 pts

The OIF COULD be an OAF (oaken staff) if the player so chooses. OIF would be a totem. If it is an OAF, the cost is 12 total pts. Again, all spells from PH/pathfinder


PSIONICS

Natural Psionics: VPP 8 pt pool (8 active pts) 40 control (1/2 phase to change) (+1/2) (30 active pts) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) cannot be from non-specialty and from psionic handbook (-1/2) real cost: 7 pts TOTAL cost: 15 pts

Only for psions

Power Point Reserve: 56 END reserve with REC 12 (28 active pts) only recovers while sleeping or in meditation [0 DCV and completely oblivious] (-1), recovers at rate of REC/5 minutes (-2) real cost: 5 pts

Trained Psionics: multipower 40 pt reserve (40 active pts) gestures (-1/4) incantations (-1/4) only with light armor or less (-1/2) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 12 pts

For all other psionic classes


Incarnum: 10 VPP pt pool (10 active pts) 40 control cost (20 active pts) OIF(-1/2) requires 20 minutes to shape melds and a full nights sleep (-1/2) meld must come from list and not violate alignment (-1/2) only one meld per item spot (-1/2) real cost: 8 pts TOTAL cost: 18 pts

Binding Vestiges: 10 VPP pt pool (10 active pts) 40 control cost (20 active pts) requires a full nights sleep (-1/2) must know symbol for vestige and powers dependent upon chosen vestige (-3/4) can only change 1/day (-1/2) concentration [0 DCV, oblivious, only to activate] (-1) incantations to activate (-1/4) need drawing material (-1/4) side effect [personality influence] (-1/2) real cost: 4 pts TOTAL cost: 14 pts

Truename Magic: multipower 30 pt reserve (30 active pts) incantations (-1/4) full phase (-1/2) requires a truespeak roll (-1/2) extra END x2 (-1/4) real cost: 12 pts

Martial Maneuvers: multipower 30 pt reserve (30 active pts) OAF(-1) full phase (-1/2) lockout [can’t reuse until use 3 other maneuvers] (-1/2) link(-1/2) real cost: 9 pts

OAF being the weapon the user trained the maneuver with. Link being linked to a standard weapon attack (the OAF).

Martial Stances: multipower 10 pt reserver (10 active pts) gestures (-1/4) costs END to activate (-1/4) full phase to change slots (-1/2) Real cost: 5 pts.


With that, the classes from Tome of magic


BINDER

Binding Vestiges: 10 VPP pt pool (10 active pts) 40 control cost (20 active pts) requires a full nights sleep (-1/2) must know symbol for vestige and powers dependent upon chosen vestige (-3/4) can only change 1/day (-1/2) concentration [0 DCV, oblivious, only to activate] (-1) incantations to activate (-1/4) need drawing material (-1/4) side effect [personality influence] (-1/2) real cost: 4 pts TOTAL cost: 14 pts

Pact augmentations: multipower 5 pt reserve (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact health: +6 STUN, +2 BODY (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact energy resistance: +5 ED (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact damage reduction: +5 PD (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact accuracy: +1 OCV (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact armor: +1 DCV (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact reflexes: +2 DEX (4 active pts) only for initiative (-1) side effect (vestige influence) (-1/2) real cost: 2 pts

Pact strength: +5 STR (4 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Soul guardian: immunity to fear effects (5 active pts) side effect (vestige influence) (-1/2)

Drain defense: 5 drain defense (5 active pts) side effect (vestige influence) (-1/2) real cost 3 pts

Slippery mind: +10 EGO (10 active points) only AFTER affected by mental or PRE attack to breakout (-1) side effect (vestige influence) (-1/2) Real cost: 4 pts.

Iron mind: +30 EGO (30 active pts) side effect (vestige influence) (-1/2) real cost: 20 pts


SHADOWCASTER

Shadow Magic: multipower 40 pt reserve 16 charges/day (-0) (40 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) real cost: 8 pts

Build each power separately


Fundamentals are separate. Some examples below. Build others if player wants them.

Arrow of dusk: 6d6 necrotic blast extra stun (+1/4) (37 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) full phase (-1/2) extra END x2 (-1/4) Real cost: 9 pts

Shadow hood: drain 2d6 OCV (20 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) full phase (-1/2) extra END x2 (-1/4) real cost: 5 pts change environment -1 DEX rolls only costs END to activate (+1/4) (4 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) full phase (-1/2) extra END x2 (-1/4) link (-1/2) real cost: 1 pts Total cost: 6 pts

Caul of Shadow: +1 DCV (5 active pts) costs x2 END to activate (turns off after a minute) (-3/4) only in the presence of shadows (-1/2) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) full phase (-1/2) real cost: 1 pt

Umbral sight: nightvision (5 active pts)

Sustaining shadow: diminished eating (3 active pts) self-contained breathing (10 active pts) diminished sleep (3 active pts) immunity to disease (5 active pts) immunity to poisons (5 active pts) ALL unified (-1/4) only in the presence of shadows/darkness (-1/2) total real cost: 11 pts


TRUENAMER

Truename Magic: multipower 30 pt reserve (30 active pts) incantations (-1/4) full phase (-1/2) requires a truespeak roll (-1/2) extra END x2 (-1/4) real cost: 12 pts

Build each utterance separately

Truename Research: +10 INT (10 active pts) only to gain a bonus to research truename (-1.5) Real cost: 4 pts

See the named: clairsentience (sight group) 4x range (30 active pts) requires a truespeak roll [-1 to roll for every 5 active pts] (-1) incantations (-1/4) extra END x2 (-1/2) full phase (-1/2) real cost: 9 pts

Sending: mind link only allies (10 active pts) requires a truespeak roll [-1 to roll for every 5 active pts] (-1) incantations (-1/4) extra END x2 and costs to activate (-1/2) full phase (-1/2) real cost: 3 pts

Speak unto the masses: area of effect 8 m radius for a utterance up to 30 active pts (15 active pts) extra END x2 (-1/4) only affects creatures of one type [chosen when used] (-1/4) real cost: 10 pts


So next time, I'll do incarnum classes and the classes with martial maneuvers (tome of battle). ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1709-Converting-D-amp-D-3-x-to-HERO-tome-of-magic-and-general-spell-mechanics
<![CDATA[Converting D&D 3.x to HERO: PH2 and minis handbook classes]]> http://www.penandpapergames.com/forums/entry.php/1708-Converting-D-amp-D-3-x-to-HERO-PH2-and-minis-handbook-classes Fri, 30 Mar 2012 13:55:15 GMT Regarding the beguiler, it is kind of like the warmage and wu jen. Just spells (pretty much). The other things are a core component of HERO... Regarding the beguiler, it is kind of like the warmage and wu jen. Just spells (pretty much). The other things are a core component of HERO already, so no need to make explicit powers.

The duskblade wasn't too far off. However, I did do some of the cantrips from arcane attunement.


DUSKBLADE

Arcane attunement: multipower 10 pt reserve; (10 active pts) 8 charges/day(-1/2) real cost: 8 pts

Detect magic: detect magic items (5 active pts)

Flare: 2d6 flash (10 active pts)

Dancing lights: images to sight (10 active pts) only to produce balls of light (-1) real cost: 5 pts

Ghost sounds: images to sound (5 active pts) r

Quick cast: +1 SPD (10 active pts) only to cast a spell without extra time (-1/2) real cost: 6 pts

Spells

With dragon shaman, I built as described. However, when I was doing 3.x back in the day, I home-brewed this one a bit to include ANY true dragon. Whether it be a gold dragon or even an incarnum dragon. As long as it had an age chart, I gave the dragon shaman options.

I would do the same in this case, but I couldn't find my homebrew stuff for other dragons, so just did what was included.


DRAGON SHAMAN

Draconic Aura: 2d6 AID 4m radius (+1/4) variable effect [PRE, STR, blasts, INT, PD, ED, or REC] (+1/2)(21 active pts) incantations (-1/4), others only (-1/2) real cost: 12 active pts

Energy shield: 1d6 blast trigger: hit with melee attack (auto reset, always triggered, no action to activate) (+3/4) (9 active pts) no range (-1/2) real cost: 6 pts

Draconic adaptations:
Water breathing: expanded breathing (5 active pts)
Ventriloquism: sound images (5 active pts)
Endure Elements: safe environment (intense cold and heat) (4 active pts)
Spider climb: clinging (10 active pts)
Treasure seeker: detect precious metals (5 active pts)
Feather fall: flight 12 m (12 active pts) gliding (-1) limited movement [ downwards] (-1) real cost: 4 pts
Icewalker: environmental movement: 2 pts

Share draconic adaptation: naked advantage for draconic adaptation: UOO (+1/4) (1 active pt)

Breath weapon: 4d6 blast 8 m cone (+1/4) (25 active pts) costs x3 END (-1/2) no range (-1/2) full phase(-1/2) lockout [can only use 1/turn] (-1/2) real cost: 8 pts

Immune to paralysis: -10 DC entangles (50 active pts) only vs. mental or physical paralysis (-1) Real cost: 25 pts.

Immune to sleep: life support: diminished sleep (3 active pts) real cost: 3 pts

Multipower (touch of vitality): 12 pt reserve, 16 charges/day (-0) autofire 5 (+1/2) (active cost 18 points) requires paramedic roll (-1/2) extra segment(-1/2) cost 9 points

Cure Poison: 4d6 dispel poison effect (12 active points) no range (-1/2) requires paramedic roll (-1/2) extra segment(-1/2) cost 5 points

Cure Shakened: Aid 2d6 OCV (12 Active points) requires paramedic roll (-1/2) extra segment(-1/2) one at a time (-1), only usable on others (-1/2) only to remove a fear effect (-1) Real cost: 3 pts.

Cure blindness: heal simplified flash dam +1d6 (10 Active points) requires paramedic roll (-1/2) extra segment(-1/2) cost 5 points

Cure deafness: heal simplified flash dam +1d6 (10 Active points) requires paramedic roll (-1/2) extra segment(-1/2) cost 5 points

Cure Disease: 4d6 dispel disease effect (12 active points) no range (-1/2) requires paramedic roll (-1/2) extra segment(-1/2) cost 5 points

Cure wound: heal 2 BODY re-use every 5 minutes (+1) (10 active pts) requires paramedic roll (-1/2) extra segment(-1/2) cost 5 points


Scales: 1 rPD/1 rED (3 active pts)

Energy immunity: 50% resistant energy damage reduction (30 active pts) only vs. X attacks (either -1 or -1/2) real cost either 15 or 20 pts

Commune with dragon spirit: clairsentience (precognition, visual and voices) (45 active pts) extra time 20 min (-2.5) precog only (-1) yes or no questions (-1) requires diplomacy roll (-1/2) time modifiers (-1/2) concentration [oblivious, 0 DCV] (-1.5) charges (1/week) (-2.5) real cost: 4 pts

Wings: 10 m flight (10 active pts) extra END x2 (-1/2) real cost: 7 pts.

It is kind of fun/funny looking back at these classes, especially the newer ones. You can see how some mechanics were the preamble to 4e concepts. With the knight, definitely a first stab at the "marking" mechanic. Marking in 4e is way better, but this is a good first try.

But it got me thinking. I should do 4e concepts too. Not EVERY power (cause that would get old fast), but JUST the class features. Maybe at @will power here and there. In any case, there is only one class that I have covered that is also in 4e (warlock). I might go back to that post and add a bit of 4e "stuff" (mainly the cursing mechanic). However, I did not build the fighting challenge as a "mark". I will do that when I cover Fighter/paladin. Anyhoo... Here is the knight


KNIGHT


Fighting Challenge: +5 PRE (5 active pts) only to make PRE attacks (-1) set effect (-1) Real cost: 2 pts; +5 EGO, +1 OCV, +5 STR (15 active pts) link (-1/2) only vs. target of challenge (-1/2) real cost: 7 pts; TOTAL cost: 9 pts

Call to battle: 2d6 AID EGO (12 active points) only AFTER affected by mental or PRE attack to breakout (-1) usable only on other (-1/2) one at a time (-1)Real cost: 3 pts.

Daunting challenge: drain 2d6 OCV area of effect (8m) (+1/2) (30 active pts) one use at a time (-1), fear based (-1/4) limited range (-1/4) only beings who understand language (-1/2) real cost :10 pts

Loyal beyond Death: simplified healing 1d6 trigger (requires no action, but no control, when go unconscious, requires full turn action to recharge) (+1/4) (12 active pts)

Fearless: immunity to fear effects (5 active pts)

Shield Block: +1 DCV (5 active pts) non-persistent (-1/4) only vs. designated target (-1/4) OAF (-1) real cost: 2 pts

Bulwark of defense: change environment -6 m ground movement costs END to activate (+1/4) 4 m radius, hole in middle (+1/2) (10 active pts) real cost: 10 pts

Shield ally: +10 Dex (Active cost 20 pts) Only to dive for cover to protect an ally (-1.25) OAF(-1) Real cost: 6 pts.

unfortunately, there is only so much conversion can do. Healer still is lame in my opinion. It is a great support character, but it could really benefit from some "power". Maybe allow for turn undead. Maybe allow the class to have protection from the things she cures. MAYBE allow her to also IMPOSE those things. We'll see.

HEALER

Healing hands: 2d6 aid healing (12 active pts) self only (-1) one use at a time (-1) Real cost: 4 pts

Multipower (treatment): 21 pt reserve (active cost 21 points) requires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) real cost 6 points

Cleanse Petrification: Heal transform dam +2d6 (20 Active points) requires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) real cost 6 points

Cleanse Poison: 7d6 dispel poison effect (21 active points) no range (-1/2) requires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) real cost 5 points

Cleanse Fear: Aid 3d6 EGO (18 Active points) requires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) one at a time (-1), only usable on others (-1/2) only to remove a fear effect (-1) Real cost: 3 pts.

Unshake: Aid 3d6 OCV (18 Active points) requires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) one at a time (-1), only usable on others (-1/2) only to remove a fear effect (-1) Real cost: 3 pts.

Cleanse paralysis: 1d6+1 RKA (20 active points) only vs. entangles (-3/4) no range (-1/2) equires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) Real cost: 4 pts.

Cleanse blindness: heal simplified flash dam +2d6 (20 Active points) requires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) real cost 6 points

Cleanse Disease: 7d6 dispel disease effect (21 active points) no range (-1/2) requires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) real cost 5 points

Greater restoration: +2d6 AID variable effect(+1/2) (18 active pts) only to heal (-1/2) requires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) real cost 6 points

New limb: heal 1.5d6 BODY (regrow limbs) (20 active pts) requires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) regrow limbs only (-1/2) real cost 5 points

New life: heal 1d6 BODY (resurrection) (30 active pts) requires paramedic roll (-1/2) extra segment(-1/2) x3 END(-1/2) gestures [both hands] (-1/2) incantations (-1/4) concentration [1/2 DCV] (-1/4) resurrection only(-1/2) real cost 7 points

CELESTIAL COMPANION: … I have never been a fan of familiars and creature companions etc… Make things… messy. Rather do without this if I can.

Spells: cleric


speaking of 4e. Marshal is the prelude to warlord. I tried to do all of the features, but the always give allies bonuses is hard to build. So this is what you get:

MARSHAL

Auras: 2d6 AID 4m radius (+1/4) variable effect [characteristics, movement, and blasts] (+1/2)(21 active pts) incantations (-1/4), others only (-1/2) real cost: 12 active pts

Grant Move action: teleport 6 m UOO [only to others, within standard range] (+1/4) (7 active pts) must pass through physical space (-1/4) real cost: 6 pts


4E – WARLORD

Inspiring word: 2d6 simplified healing; limited range (+1/4) (20 active pts) incantations (-1/4) OAF (-1) requires oratory roll (-1/2) real cost: 7 pts

Commander’s strike: 4d6 AID SPD (24 active pts) incantations (-1/4) side effect: drain own SPD same amount (-1.5) only on others (-1/2) one at a time (-1) requires tactics roll (-1/2) real cost: 5 pts.

Commanding presence: choose one:

Inspiring presence: 3d6 AID REC; limited range (+1/4) (22 pts) incantations (-1/4) requires oratory roll (-1/2) full phase (-1/2) x2 END (-1/4) one at a time (-1) only others (-1/2) real cost: 5 pts

Tactical presence: 3d6 AID OCV; limited range (+1/4) (22 pts) incantations (-1/4) requires tactics roll (-1/2) full phase (-1/2) x2 END (-1/4) one at a time (-1) only others (-1/2) real cost: 5 pts

Insightful presence: 3d6 AID DCV; limited range (+1/4) (22 pts) incantations (-1/4) requires EGO roll (-1/2) full phase (-1/2) x2 END (-1/4) one at a time (-1) only others (-1/2) real cost: 5 pts

Skirmishing presence: 3d6 AID ground movement; limited range (+1/4) (22 pts) incantations (-1/4) requires tactics roll (-1/2) full phase (-1/2) x2 END (-1/4) one at a time (-1) only others (-1/2) real cost: 5 pts

Resourceful presence: 3d6 AID STR; limited range (+1/4) (22 pts) incantations (-1/4) requires tactics roll (-1/2) full phase (-1/2) x2 END (-1/4) one at a time (-1) only others (-1/2) real cost: 5 pts

Bravura presence: 3d6 AID SPD; limited range (+1/4) (22 pts) incantations (-1/4) requires tactics roll (-1/2) full phase (-1/2) x2 END (-1/4) one at a time (-1) only others (-1/2) real cost: 5 pts

in a sense, the auras are just like the presences. The big difference is the cost, the magnitude of the AID, and ranged vs. area effect. But I like to think of it as a specialized "aura" so I would take both. You can boost most abilities in general, but you are REALLY good at boosting OCV (for example).

But one thing that 4e has that 3.x didn't was commander's strike (an @will from PH). What a nifty power. Why should you hit when the barbarian with the HUGE hammer can do it for you?? So here you go.

So next time: two things. The classes from tome of magic and a general, but more official, workup of spellcasting. It will include everything from spontaneous spells to psionics to incarnum. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1708-Converting-D-amp-D-3-x-to-HERO-PH2-and-minis-handbook-classes
<![CDATA[Converting D&D 3.x to HERO: oddball classes]]> http://www.penandpapergames.com/forums/entry.php/1707-Converting-D-amp-D-3-x-to-HERO-oddball-classes Thu, 29 Mar 2012 13:12:06 GMT These are the classes that have to be hunted for. The archivist and dread necromancer from heroes of horror, the dragonfire adept from dragon magic,... These are the classes that have to be hunted for. The archivist and dread necromancer from heroes of horror, the dragonfire adept from dragon magic, and the factotum from dungeonscape


FACTOTUM
All of the factotum is versatility, so I figure lots of mutlipowers and VPPs were the best bet The charges represent the "inspiration pts".

Cunning: multipower 5 pt pool; 12 continuing charges/day (extra phase) (5 active pts) real cost: 5 pts
Slots
Improved X: +5 to (STR, CON, INT, EGO, PRE, each bought as a separate slot) (5 active pts) fixed slot: 1f
Improved OCV: +1 OCV (5 active pts) fixed slot: 1f
Improved DCV: +1 DCV (5 active pts) fixed slot: 1f
The following two spots can ONLY be purchased after the pool increased to 10
Improved DEX: +5 DEX (10 active pts) fixed slot: 1f
Improved SPD: +1 SPD (10 active pts) fixed slot: 1f

Opportunistic Strike: multipower 15 pt pool (15 active pts) only if flanking opponent or opponent is at ˝ DCV (-1/2), link (-1/2), OAF(-1) real cost: 5 pts

Cunning Strike: +1d6 HKA (15 active pts) only if flanking opponent or opponent is at ˝ DCV (-1/2), link (-1/2), OAF(-1) real cost: 5 pts fixed slot: 1f

Cunning breach: +3d6 dispel damage negation cumulative (+1/2) (15 active pts) only if flanking opponent or opponent is at ˝ DCV (-1/2), link (-1/2), OAF(-1) real cost: 5 pts fixed slot: 1f

Opportunistic Piety: multipower 30 pt pool (30 active pts) OAF(-1) 4 charges/day (-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) real cost: 7 pts

Turn undead: +30 PRE (30 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) Only to make PRE attack (-1) only works vs. undead (-1) limited effects (-1) cannot rebuke undead (-1/2) real cost: 5 pts fixed slot 1f

If roll EGO/PRE+40, destroy undead

harm undead: 6d6 radiant blast (30 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) only works vs. undead (-1) real cost: 7 pts fixed slot 1f

Cure wounds: standard heal 3d6 (30 active pts) OAF(-1) full phase (-1/2) gestures (-1/4), incantations (-1/4) real cost: 10 pts fixed slot 1f

Improved cunning defense: +1 DCV (5 active pts) only vs. one opponent (-1/2) non-persistent (-1/4) real cost: 3 pts.

Arcane dilettente: 6 pt VPP (6 active pts) 30 pt control cost (15 active pts) 8 charges per day (-1/2) gestures (-1/4), incantations (-1/4) costs x4 END (-3/4) only sorcerer/wizard spells (-1/4) OAF (-1) real cost: 4 pts; TOTAL cost: 10 pts

OAF is a wand, staff, orb, rod, tome, or dagger.

Cunning brilliance: 6 pt VPP (6 active pts) 30 pt control cost (15 active pts) only powers from other classes (not spells ) (-1/2) must match limitations and advantages (-1/2) real cost: 10 pts TOTAL cost 16 pts.


Obviously, didn't do any spells with this one. I think this class would be pretty fun as is though, with this "tapping into necrotic magic" concept rather than being a lord of undead. Maybe use necrotic magic to battle evil demons. Who knows.


DREAD NECROMANCER

Charnel Touch: 3d6 necromancy blast NND [doesn’t affect non-living creatures or creatures under protection from evil or if have necromancy resistance] (+1/2) (22 active pts) no range (-1/2) incantations (-1/4), gestures (-1/4) costs x3 END (-1/2) full phase (-1/2) Real cost: 7 pts

Turn Undead: +40 PRE (40 active pts) only to make PRE attacks (-1), only works against undead (-1), full phase (-1/2) limited effect (attack, stay put, DIE) (-1) Real cost: 9 pts

Lich body: -1 DC physical damage negation (5 active pts) not effective against bludgeoning weapons (-1/2) real cost: 3 pts

Negative energy burst: naked advantage for charnel touch; area of effect 4 m radius, personal immunity (+1/2) (3 active pts)

Mental bastion: immunity to all diseases (5 active pts) unified (-1/4), real cost: 4 active pts; immunity to all poisons (5 active pts) unified (-1/4), real cost: 4 active pts; 5 mental defense (5 active pts) unified (-1/4), real cost: 4 active pts; +5 CON (5 active pts) unified (-1/4), real cost: 4 active pts; -1 DC entangles (5 active pts) unified (-1/4), real cost: 4 active pts. TOTAL COST: 20 pts

Fear Aura: drain 2d6 OCV area of effect 4 m radius, personal immunity (+1/2) (30 active pts) one use at a time (-1), fear based(-1/4) no range (-1/2)

Scabrous touch: 1.5d6 Drain variable effect (main 6 characteristics) (+1/4) (19 active pts) only affects living creatures (-1/2) doesn’t affect those immune to disease (-1/4) link (-1/2) no range (-1/2) incantations (-1/4), gestures (-1/4) costs x3 END (-1/2) full phase (-1/2) real cost: 4 pts.

Familiar: refer to hexblade

Negative energy resistance: 25% energy damage resistance; includes drains and other effects (+1/2) (15 active pts) necrotic damage only (-1) real cost: 7 pts

Light fortification: +10 rPD (15 active pts) only vs. critical hits (-2) real cost: 5 pts

Enervating touch: +2d6 drain expanded effect (OCV, DCV, STUN, BODY) (+1.5) (50 active pts) only affects living creatures (-1/2) link (-1/4) no range (-1/2) incantations (-1/4), gestures (-1/4) costs x3 END (-1/2) full phase (-1/2) 1 charge/day (-2)real cost: 9 pts.

Lich transformation: takes no STUN; (60 active pts) Real cost: 60 pts
Get points back by removing CON score, convert defenses


Spells: wizard


The archivist was all about aids and such so this is how he was built. Looks like a reasonable class.

ARCHIVIST

Dark Knowledge: multipower 36 pt pool; (36 active pts) requires a knowledge roll (-1/2) only usable on others (-1/2) one at a time (-1) incantations (-1/4) OAF(-1), full phase (-1/2) real cost: 8 pts

Tactics: 6d6 aid OCV (36 active pts) requires a knowledge roll (-1/2) only usable on others (-1/2) one at a time (-1) incantations (-1/4) OAF(-1), full phase (-1/2) real cost: 8 pts fixed slot 1f

Puissance: 3d6 aid expanded effect (DCV, CON, EGO) (+1) (36 active pts) requires a knowledge roll (-1/2) only usable on others (-1/2) one at a time (-1) incantations (-1/4) OAF(-1), full phase (-1/2) real cost: 8 pts fixed slot 1f

Foe: 4d6 aid variable effect (STR or Blasts) (+1/2) (36 active pts) requires a knowledge roll (-1/2) only usable on others (-1/2) one at a time (-1) incantations (-1/4) OAF(-1), full phase (-1/2) real cost: 8 pts fixed slot 1f

Foreknowledge: 4d6 aid expanded effect (PD,ED) (+1/2) (36 active pts) requires a knowledge roll (-1/2) only usable on others (-1/2) one at a time (-1) incantations (-1/4) OAF(-1), full phase (-1/2) real cost: 8 pts fixed slot 1f

Dark Secret: 4d6 mental blast (40 active pts) gestures (-1/4) incantations (-1/4) OAF (-1) concentration [1/2 DCV] (-1/4), full phase (-1/2) extra END x2 (-1/4) requires a knowledge roll (-1/2) Real cost: 10 pts

Still Mind: +10 EGO (10 active pts) only to resist enchantment spells (-1/2) real cost: 6 pts.

Spells: cleric


NORMALLY, I wouldn't do all of the spells/invocations for a class. However, I DID decide to do the breath effects for dragon fire adept. They weren't that bad though. Mainly a bunch of naked advantages:


DRAGONFIRE ADEPT

Breath weapon: 6d6 fire blast (30 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with cloth armor or less (-1) no range (-1/2) real cost: 6 pts

Breath Effects: naked advantages specifically applied to

Cone breath: naked advantage for breath weapon: area of effect: 8 m cone (+1/4), (2 active pts)

Line breath: naked advantage for breath weapon: area of effect: 16 m line (+1/4), (2 active pts)

Shaped breath: naked advantage for breath weapon: area of effect: 8 m selective cone (+1/2), (3 active pts)

Cloud breath: naked advantage for breath weapon: area of effect: 4 m area(+1/4), personal immunity (+1/4) (3 active pts)

Enduring breath: naked advantage for breath weapon: dam over time [3 times every 4 segments] (+2) (13 active pts)

Force Breath: naked advantage for breath weapon: affects desolidified (+1/2) (3 active pts)

Discoporating breath of bahamut: naked advantage for breath weapon; x3 increased stun (+3/4) AP (+1/4) becomes magic blast (-0) (7 active pts) side effect: take 3d6 STUN (-1/2) full phase action(-1/2) real cost: 3 pts.

Fivefold breath of tiamat: naked advantage for breath weapon; autofire (5) (+1/2) double knockback (+1/2) effects: one fire, one cold, one lightning, one sonic, one acid (-0) (7 active pts) side effect: take 3d6 STUN (-1/2) full phase action(-1/2) real cost: 3 pts.

Elemental breath: naked advantage for breath weapon: variable effect (fire, cold, lightning, acid, sonic, or physical dam) (+1/4) (2 active pts)

Variable Breath: naked advantage for breath weapon: variable advantage[+1/4] (+1/2) (3 active pts)


Scales: 1 rPD/1 rED (3 active pts)

Dragonkin: +10 PRE (10 active pts) only when dealing with dragons or draconic creatures (-1) Real cost: 5 pts

Damage Reduction: -1 DC physical damage negation (5 active pts) effective vs. magic weapons (-1/2) real cost: 3 pts

Immune to paralysis: -10 DC entangles (50 active pts) only vs. mental or physical paralysis (-1) Real cost: 25 pts.

Immune to sleep: life support: diminished sleep (3 active pts) real cost: 3 pts

Breath Effects: multipower 35 pt pool; area of effect: 8m cone(+1/4) (44 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with cloth armor or less (-1) no range (-1/2) real cost: 9 pts

Includes all breaths below

Sleeping breath: Sleep (mind control) 7d6 (35 active points) ACV (-1/4) easy breakout (-1/4) Set effect: sleep (-1/2) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with cloth armor or less (-1) no range (-1/2) real cost: 6 pts; fixed slot: 1f

Paralyzing breath: 2d6 BODY 2 rED/rPD Takes no damage from attacks [can be “healed”] (+3/4), works against CON not STR (+0) (35 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with cloth armor or less (-1) no range (-1/2) real cost: 7 pts; fixed slot: 1f

Slow breath: 3.5d6 SPD drain (35 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with cloth armor or less (-1) no range (-1/2) real cost: 7 pts; fixed slot: 1f

Sickening breath: 2d6 drain, expanded effect (OCV and STR) (+1/2) (30 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with cloth armor or less (-1) no range (-1/2) real cost: 6 pts; fixed slot: 1f

Weakening breath: 3.5d6 STR drain (35 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with cloth armor or less (-1) no range (-1/2) real cost: 7 pts; fixed slot: 1f


Invocations: multipower 30 pt pool; (30 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with cloth armor or less (-1) real cost: 7 pts


SOOO what's next? Player's handbook 2 classes and classes from minis handbook.

Also, you may be asking (why not do PH FIRST). For two-fold reason. There are so many classes, doing it this way breaks it up easier. Two, I plan on doing PH and classes from pathfinder in parallel. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1707-Converting-D-amp-D-3-x-to-HERO-oddball-classes
<![CDATA[Converting D&D 3.x to HERO: complete divine and complete warrior (classes)]]> http://www.penandpapergames.com/forums/entry.php/1706-Converting-D-amp-D-3-x-to-HERO-complete-divine-and-complete-warrior-(classes) Wed, 28 Mar 2012 13:30:39 GMT complete divine was pretty involved because of spirit shaman. Also, a lot of free "feats" in a lot of classes. If the free feat is a group of feats, I don't plan on covering it. If it is ONE feat (like quick draw), well then, it is now defined ;)


FAVORED SOUL


Damage Reduction: -1 DC physical damage negation (15 active pts) not effective vs. cold iron [or silver, player’s choice] weapons (-1/4) real cost: 4 pts

Diety’s weapon focus: 2-pt CSLs

Wings: 10 m flight (10 active pts) extra END x2 (-1/2) real cost: 7 pts.

Energy resistance: 25% energy damage reduction (10 active pts) real cost: 10 pts

Can choose type of energy resistance

Spells: multipower 30 pt pool (30 active pts) OIF(-1/2) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) real cost: 11 pts

OIF because a holy symbol, to me, can just be worn around the neck. As long as it is in plain sight, I say go for it.


SHUGENJA

Detect elements: detect source of elements (5 active pts) real cost: 5 pts

Spells: multipower 30 pt pool (30 active pts) OIF(-1/2) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) real cost: 11 pts


SPIRIT SHAMAN


Wild Empathy: 15 CP (bought as animal handler [all categories] 9+PRE/5)

Chastise Spirits: 3d6 energy blast; area of effect (+1/4) (active cost 22 pts) only vs spirits [elementals, desolidified, fey] (-3/4) no range (-1/2) OAF (-1) real cost: 8 pts.

Detect spirits: detect elementals, desolidified creatures, and fey creatures (5 active pts)

Blessing of the spirits: +2 DCV (10 active pts) extra time [20 minutes] (-2.5), concentration [0 DCV, unaware during casting] (-1.5) nonpersistent (-1/4) real cost:2 pts.

Follow the Guide: +10 EGO (10 active points) only AFTER affected by mental or PRE attack to breakout (-1) Real cost: 5 pts.

Ghost warrior: 6d6 minor transform (give weapon affects desolidified advantange) (30 active pts) OAF(-1), full phase (-1/2) REC/turn (-2) all or nothing (-1/2) real cost: 7 pts

Warding of the spirits: +2 DCV UOO [up to 4 recipients, only to others, within reach, must remain within 6 m) +1/4 (12 active pts) charge 1/day (-2), extra time [1 minute] (-1.5), concentration [0 DCV, unaware during casting] (-1.5) lasts 1 hr (-3/4) real cost:2 pts.

Bind Spirit: entangle: 1 mental defense 1d6 body ; cannot be escaped with teleportation (+1/2) affects desolidified (+1/2) entangle takes no damage [turns off if caster goes unconscious, and is affected by mental attacks] (+3/4) use EGO instead of STR (+1/4) delayed effect (+1/4) (32 active pts) charge 1/day (-2), extra time [1 minute] (-1.5), concentration [0 DCV, unaware during casting] (-1.5) real cost: 5 pts.

Spirit form: desolidification (40 active pts) 1 minute continuing charge (-1) full phase (-1/2) gestures (-1/4) incantation (-1/4) concentration (0 DCV) (-1/2) real cost: 11 pts.

Guide magic: remove concentration from a power

Exorcism: 12d6 dispel possession/mind control (36 active pts) full phase (-1/2), concentration (0 DCV) (-1/2) gestures (-1/4) incantations (-1/4) OAF (-1) real cost: 10

Weaken spirits: 6d6 dispel damage negation/reduction area of effect (+1/4) (22 active pts) only vs spirits [elementals, desolidified, fey] (-3/4) no range (-1/2)

Spirit journey: 6 m teleport megascale (100 km) (+1.5) safe blind teleport (+1/4) (16 active pts) charge 1/day (-2) Real cost: 5 pts.

Spirit who walks: 1d6 minor transform - turn into fey (5 active pts) self only (-1/2) Real cost: 3 pts

Spiritskin: -1 DC physical damage negation (5 active pts) not effective vs. cold iron weapons (-1/4) real cost: 4 pts

Spells: multipower 30 pt pool (30 active pts) OIF(-1/2) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) concentration (1/2 DCV) (-1/4) real cost: 10 pts

another alteration of spells Added concentration). I am of the thought now to let the player decide his limitations. Gestures and incantations are non-negotiable though. Also, it will have to be severely limited in any case.

SAMURAI

Daisho Proficiency: +5 STR (5 active pts) only to wield a katana one-handed (-1) Real cost: 2 pts

Two swords as one: two-weapon fighting (10 active pts) only with katana and wakizashi (-1.25) real cost: 5 pts

Kiai Smite: +1 OCV, +15 STR (20 active pts) charge 1/day (-2), incantations (-1/4), OAF(-1) real cost: 5 pts

Iaijutsu master: lightning reflexes: +20 DEX (only to draw weapons) 4 pts.

Improved initiative: +5 DEX for initative: 5 pts.

Staredown: striking appearance –OR–

Staredown: drain 3d6 OCV (30 active pts) one use at a time (-1), requires intimidate roll (-1/2) limited range (-1/4) real cost :11 pts

Mass staredown: naked advantage for staredown area of effect-8m (5 active pts)

Improved two swords as one: rapid attack (10 active pts) only with katana and wakizashi (-1.25) real cost: 5 pts

Improved staredown: +1 SPD (10 active pts) only to use staredown (-1)

Greater two swords as one: off-hand defense

Frightful presence: up striking appearance

PATHFINDER STUFF:

Challenge: +1d6 RKA (15 active pts) link (-1/2) OAF(-1) no range (-1/2) concentration [1/2 DCV] (-1/4) only vs. challenged foe (-1/2) real cost: 4 pts

Demanding challenge: 3d6 drain DCV (30 active pts) link (-1/2) OAF(-1) no range (-1/2) concentration [1/2 DCV] (-1/4) only vs. challenged foe (-1/2) only for non-samurai attacks (-1/4) real cost: 7 pts

Determined: 5 power defense (drains, flashes, entangles, and transforms) (20 active pts) unified (-1/4) costs END to activate (-1/4) real cost: 12 pts.

Greater resolve: 6 rPD, 6 rED (18 active pts) unified (-1/4) costs END to activate (-1/4) only vs. crit attacks (-2) real cost: 5 pts.

Honorable stance: immunity to fear (5 active pts) only vs. challenged foe (-1/2) real cost: 3 pts

Last stand: remove only vs. crit attacks limitation from greater resolve (difference in cost: 7 pts)

Orders: too much to do here. Do each upon request


I realized something while doing this though. Classes that I thought were SUPER lame in D&D, seem pretty darn cool in HERO. Like Mr. samurai above. I always thought staredown and such was kind of meeh, but now, looks pretty nifty.

SWASHBUCKLER

Weapon Finesse: Use dex instead of STR for adding DC. Also, gain fencing martial arts.

Grace: +1 DCV (5 active pts) only vs. spells (-1/2) only if wearing light armor or less (-1/2); real cost: 2 pts

Insightful strike: two 5-point CSLs (10 active points) only to increase damage (-1/2), only with proficient light weapons (-1/2), only if wearing light armor or less (-1/2); Real cost: 4 pts

Dodge bonus: +1 DCV (5 active pts) only vs. one opponent (-1/2) non-persistent (-1/4) only if wearing light armor or less (-1/2); real cost: 2 pts.

Acrobatic charge: flight 12 m (active cost 12 pts) only when wearing light armor or less (-1/2) only in contact with a solid surface (-1/4) real cost: 7 pts

Improved flanking: aid +3d6 OCV (18 active pts) only for when attacking same opponent as swashbuckler (-1/2) usable only on others (-1/2) one at a time (-1) real cost: 6 pts.

Lucky: luck 1d6 (5 active pts) Real cost: 5 pts

Weakening critical: drain 2d6 STR costs 0 END (+1/2) (30 active pts) link (-1/2) only on a critical hit (-2) OAF (-1) real cost: 7 pts

Slippery mind: +10 EGO (10 active points) only AFTER affected by mental or PRE attack to breakout (-1) Real cost: 5 pts.

Wounding critical: naked advantage to add to weakening critical; expanded effect (+CON) (+1/2) real cost: 2 pts.

HEXBLADE

Hexblade’s curse: drain 3d6 expanded effect (STR, OCV, DCV) (+1) (Active cost: 60pts) charge 1/day (-2), OAF (-1), gestures (-1/4), incantations (-1/4), concentration [0 DCV] (-1/2), full phase (-1/2) requires a roll [11/-] (-1/2) real cost: 10 pts change environment -2 to all INT, DEX, AND PRE skill and ability rolls, costs END to activate (+1/4) (Active cost: 15 pts) link (-1/2) charge 1/day (-2), OAF (-1), gestures (-1/4), incantations (-1/4), concentration [0 DCV] (-1/2), full phase (-1/2) requires a roll [11/-] (-1/2) real cost: 2 pts
Total cost: 17 pts

Arcane resistance: +5 CON, +5 EGO, +1 DCV (15 active points) only versus spells and spell-like effects (-1/2) Real cost: 10 pts

Mettle: 5 power defense (drains, flashes, entangles, and transforms) (20 active pts) unified (-1/4) costs END to activate (-1/4) requires a magic roll (-1/2) real cost: 10 pts.

Familiar: gain a follower and the bonus based on the familiar type. Also gain alertness feat.

This will be the only place for "familiar". Any other mention, I'll have a player refer to hexblade.

Skills: +3 to a skill (6 active pts) only when near familiar (-1/4) real cost: 5 pts.

Toad: +6 STUN, +3 BODY (6 active pts) only when near familiar (-1/4) real cost: 5 pts.

Rat: +6 CON (6 active pts) only when near familiar (-1/4) real cost: 5 pts.

Weasel: +1 DCV (5 active pts) only when near familiar (-1/4) real cost: 4 pts.

Aura of unluck: +2 DCV (10 active pts) only physical attacks (-1/2) non-persistant (-1/4) continuing charges 1/day for 1 turn (-1.25) real cost: 3 pts.

Well, I think things are turning out pretty NIFTY. Next time, classes from dragon magic (dragonfire adept) heroes of horror (dread necromancer and archivist) and dungeonscape (factotum) ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1706-Converting-D-amp-D-3-x-to-HERO-complete-divine-and-complete-warrior-(classes)
<![CDATA[Converting D&D 3.x to HERO: complete arcane and complete adventurer (classes)]]> http://www.penandpapergames.com/forums/entry.php/1705-Converting-D-amp-D-3-x-to-HERO-complete-arcane-and-complete-adventurer-(classes) Tue, 27 Mar 2012 13:13:34 GMT As said before, this is really a conversion of D&D abilities to HERO. I am of the mentality you can mix/match all you want.

People already do that in 3.x already, right? I am just making it easier ;).


NINJA

Sudden Strike: two 8-point CSLs (16 active points) only to increase damage (-1/2), only with proficient weapons (-1/2), only vs. targets with ˝ (or more) penalty to DCV (-1); Real cost: 5 pts

Great Leap: +10 m accurate leap (10 active points)

Speed climb: Clinging (10 active pts) cannot resist knockback (-1/4) Real cost: 8 pts

Evasion: energy damage negation (6 DCs) (30 active points) only vs. area attacks (-3/4) Real Cost: 17 pts.

Ghost Mind: invisibility to sight and hearing group [no fringe] (35 active points) only vs. clairsentience perception (-1) Real cost: 17 pts

Ghost sight: Radar 15 active points

Ki power: 5 hardened(+1/4), resistant(+1/2), impenetrable(+1/4) energy defense (10 Active points) only if have charges in ki multipower (-1/4) 8 pts.

Ki power multipower: 40 pt reserve 6 continuing charges [1 minute each] (+0) (40 active pts) Real cost: 40+slots

All slots are fixed, so having Ghost step ethereal and ghost walk would cost 48 total pts.

Ghost Strike: desoldification (40 active points) only to damage desolidified creatures (-1) doesn’t protect against damage (-1) cannot pass through solid objects (-1/2) Real cost: 11 pts

Ghost Step (ethereal): desolidification (40 active points)

Ghost Step (invisibility): invisibility to sight group and hearing group no fringe (35 active points)

Ghost Walk: teleportation 32 m safe blind teleport (+1/4) (40 active points)


Could maybe give ki power some limitations to lower the cost, but this is priced out as written in the book.

FROM PATHFINDER:

Ki pool: +5 DEX (10 active pts) only if have charges in ninja tricks (-1/4) real cost: 8 pts

Ninja tricks: multipower: 20 pt reserve 8 continuing charges [1 turn each] (+0) (20 active pts) requires a ki roll (-1/2) real cost:13 pts.

Ki focus: +1 SPD, +10 m movement (20 active pts) requires a ki roll (-1/2) real cost: 13 pts


There are too many to do. They are all part of the multipower, except deflect arrows, flurry of stars, and pressure points:

Deflect arrows: deflection (20 active pts) requires a ki roll (-1/2) physical projectiles only (-1/2) real cost: 10 pts.

Flurry of stars: naked advantage on shurikens: autofire 3 (+1/4) (2 active pts)

Pressure points: 1.5d6 drain expanded effect (+1/2) (STR/DEX) (22 active pts) only vs. targets with ˝ (or more) penalty to DCV (-1) OAF (-1) link(-1/2) real cost: 6 pts


No trace: flight 12 m (active cost 12 pts) only when wearing light armor or less (-1/2) only in contact with a solid surface (-1/4) real cost: 7 pts

Uncanny Dodge: +3 DCV (15 active points) only when surprised or attacked by invisible attacker (-1) not while wearing heavy armor (-1/4) real cost: 7 pts

Trap sense: +3 DCV (15 active points) only vs. traps (-1.5) not while wearing heavy armor (-1/4) real cost: 5 pts

Improved uncanny dodge: defensive maneuvers IV (10 active pts) not while wearing heavy armor (-1/4) real cost: 8 pts


SCOUT

Skirmish: two 8-point CSLs (16 active points) only to increase damage (-1/2), only with proficient weapons (-1/2), only if move during phase(-1/2); only when wearing light armor or less (-1/2) real cost: 5 pts +1 DCV (5 active points) link (-1/2), only if move during phase (-1/2) only when wearing light armor or less (-1/2) Real cost: 2 pts; TOTAL cost: 7 pts.

Battle fortitude: +3 to DEX (6 active pts) only to act first in a phase (-1), unified (-1/4) only when wearing light armor or less (-1/2) real cost: 2 pt; +6 CON (6 active pt) unified (-1/4) only when wearing light armor or less (-1/2) real cost 3 pt; TOTAL cost: 5 pts.

Uncanny Dodge: +3 DCV (15 active points) only when surprised (-1) only when wearing light armor or less (-1/2) real cost: 6 pts

Fast movement: +4 m running (4 active pts) only when wearing light armor or less (-1/2) real cost: 3 pts

Trackless step/flawless stride: flight 12 m (active cost 12 pts) only when wearing light armor or less (-1/2) only in contact with a solid surface (-1/4) real cost: 7 pts

Evasion: damage negation (6 DCs) (30 active points) only vs. area attacks (-3/4) Real Cost: 17 pts.

Camouflage: +1 stealth skill (2 active pts) only when wearing light armor or less (-1/2) real cost: 1 pt

Blindsight/sense: same as Radar: 15 pts

Hide in plain sight: invisibility to sight group, 0 END (+1/2) (30 active pts) requires a stealth roll (-1/2), only works when near natural terrain (-1/2) only when wearing light armor or less (-1/2) Real cost: 12 pts.

Free movement: +30 STR (30 active points) only to escape grapples (-3) only when wearing light armor or less (-1/2) unified (-1/4) real cost: 6 pts; 1d6 HKA armor piercing (+1/4) (19 active points) only vs. entangles (-1.5) only when wearing light armor or less (-1/2) unified (-1/4) real cost: 6 pts; TOTAL cost: 12 pts.


SPELL THIEF

Sneak attack: two 8-point CSLs (16 active points) only to increase damage (-1/2), only with proficient weapons (-1/2), only if flanking opponent or opponent is at ˝ DCV (-1/2) real cost: 6 pts

Drain Spell: VPP 13 pt pool (13 active points) 50 pt control cost (25 active pts) only power drains (-1) only if forgo sneak attack damage (-1/4), only if flanking opponent or opponent is at ˝ DCV (-1/2) link(-1/2) OAF(-1) requires magic roll (-1/2) real cost: 5 pts TOTAL cost: 18 pts.

Dispel Spell: VPP 10 pt pool (10 active points) 36 pt control cost (18 active pts) only dispels (-1.25) only if forgo sneak attack damage (-1/4), only if flanking opponent or opponent is at ˝ DCV (-1/2) link(-1/2) OAF(-1) requires magic roll (-1/2) real cost: 4 pts TOTAL cost: 14 pts.

Absorb spell: VPP 8 pt pool (8 active pts) 12 pt control cost changed as 0-phase action/reaction (+1) (12 active pts) only defense powers [ED, MD, or power defense] (-3/4) requires magic roll (-1/2) real cost: 5 pts TOTAL cost: 13 pts

Use Spell: VPP 6 pt pool (6 active pts) 30 pt control cost; changed as half phase action (+1/2) (22 active pts) only powers that are drained or dispelled or “absorbed” (-3/4), only to the amount drained (-1/2) one charge/drain (-1.25) requires magic roll (-1/2) OAF (-1) real cost: 4 pts TOTAL cost: 10 pts

Detect magic: detect magic items (5 active pts) 4 charges/day (-1) real cost: 2 pts

Discover Spells: detect powers (5 active pts) only when successful with steal spell (-1) real cost: 2 pts

Spellgrace: +1 DCV (5 active pts) only vs. spells (-1) real cost: 3 pts.

SPELLS: case by case basis


The VPP's were tough to build so they worked in a very general way. But I think these work.

complete arcane was SUPER easy. Why, because I don't plan on REALLY having restrictions on armor or anything for wizard/sorcerer. As such, warmage and Wu jen are just different spell lists and bonus feats. There isn't much to them other than that. As feats and spells are covered on a case-by-case basis, no need to do much with these classes.

As for warlock:

EDIT: added in 4e concepts to this class

WARLOCK

Eldritch blast: 6d6 magic blast (30 active pts) no knockback (-1/4) beam (-1/4) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with light armor or less (-1/2) gestures real cost: 7 pts

Detect magic: detect magic items (5 active pts) real cost: 5 pts

Damage Reduction: -1 DC physical damage negation (5 active pts) not effective vs. cold iron weapons (-1/4) real cost: 4 pts

Fiendish resilience: +2 speed (20 active pts) 1 charge/day (-2) bonus phases ONLY to recover (-1) real cost: 5 pts.

Energy resistance: 25% energy damage reduction (10 active pts) only vs ____ attacks [___ being acid (-1), cold(-1/2), electricity(-1/2), fire(-1/2), or sonic(-1), but chosen when gained] (-1/2) or (-1) real cost: 7 OR 5 pts

Invocations: multipower 40 pt pool (30 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with light armor or less (-1/2) real cost: 8 pts

Eldritch blast and other invocations part of “invocations”

Eldritch essence and blast shape invocations are naked advantages applied to eldritch blast, so they are NOT part of the multipower

4E WARLOCK

Prime shot: +1 OCV (5 active pts) only for ranged attacks (-1/2) only when you are closest to target compared to other allies (-1/2) real cost: 2 pts.

Shadow walk: +2 DCV (10 active pts) only if moved during phase (-1/2) real cost: 7 pts

Warlock’s curse: 2d6 drain ED (20 active pts) only if closest enemy to you (-1/4) only versus your eldritch blast attack (-3/4) one at a time (-1) OAF (-1) only with light armor or less (-1/2) costs x4 END (-3/4) incantations (-1/4) gestures (-1/4) Real cost: 3 pts

Fey Pact boon (misty step): teleport 10 m trigger [goes off when someone under curse falls below 0 STUN or 0 BODY, resets by activating curse] (+1/4) (12 active pts) perceivable (-1/4) must pass through intervening space (-1/4) OAF(-1)Real cost: 5 pts

Infernal pact boon (dark one’s blessing): 2d6 AID STUN trigger [goes off when someone under curse falls below 0 STUN or 0 BODY, resets by activating curse] (+1/4) (15 active pts) self only (-1) OAF(-1)Real cost: 5 pts

Star pact boon (fate of the void): +2 OCV trigger [goes off when someone under curse falls below 0 STUN or 0 BODY, resets by activating curse] (+1/4) (12 active pts) only for next attack (-1) OAF (-1) Real cost: 4 pts

Elemental pact boon (accursed affinity): 1d6 drain ED [goes off when someone under curse falls below 0 STUN or 0 BODY, resets by activating curse] (+1/4) (12 active pts) one use at a time (-1) OAF(-1) Real cost: 4 pts


Okey Dokey? Well, next time complete divine and complete warrior ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1705-Converting-D-amp-D-3-x-to-HERO-complete-arcane-and-complete-adventurer-(classes)
Converting 3.x to HERO: got to start somewhere (spells and certain core concepts) http://www.penandpapergames.com/forums/entry.php/1701-Converting-3-x-to-HERO-got-to-start-somewhere-(spells-and-certain-core-concepts) Mon, 26 Mar 2012 17:28:14 GMT SOOO, I like to have a pet project sometimes. I WAS working on a board game, but kind of stuck on that right now, so I decided to pick up converting... SOOO, I like to have a pet project sometimes. I WAS working on a board game, but kind of stuck on that right now, so I decided to pick up converting D&D 3.x/pathfinder material to HERO.

I really like HERO. I like its mechanics, and I loves its versatility. One thing I really DON'T like about 3.x. I hate you have to be level 20 to get X ability. It would be nice if I could get it when I want it (assuming I can afford it).

As such, I am converting SOME of the 3.x material to HERO. I may eventually offer to run a return to the temple of elemental evil version of the game (or similar), but for now, converting classes.

This COULD be a very large project, but I am keeping myself focused. First, no spells (or least very few). Some iconic spells like magic missile or cure light wounds may be defined, but others, I am going to do that on a case by case basis.

However, MOST spells will be part of a multipower that have the following limitations: OAF(-1), gestures (-1/4), incantation (-1/4), extra endurance (any). NO spell will have a material component. I always felt that was a pain and severely limits the spell. This limit WOULD be a high limitation, but to me it is easier to take it out and replace it with extra END. Also some spells might have extra time, but that depends on the spell and the player.

Instead of extra endurance, might have charges to reflect the limit of spell usage. That is where MOST comes in. Iconic spells that get used an insane amount (cure light wounds, magic missile, etc...) would be separate and just cost extra END, but have unlimited use. That way, a mage can be useful in combat.

Regarding spell failure due to armor, spells from that class will have the limitation: only in X or lighter armor. X being cloth (-1), light (-1/2), medium (-1/4).

Other than that, case-by-case basis. Also, I may let the player design his own spells if there isn't a good FIT in D&D, but affects HERO mechanics. Like ED/PD. Those could be construed as damage reduction in D&D, but I relate DR in D&D to damage negation.

Regarding some core concepts, I feel there should be no restrictions per say. There will be no weapon/armor restrictions (maybe as a limitation on a power), no alignment restrictions (although alignment can be reflected in the form of a complication), no skill restrictions, no set STUN/BODY level (to reflect HD type), no pre-defined BAB (OCV in HERO), and no spell limits/memorization. Regarding memorization, ALWAYS hated that concept. When the concept of sorcerer was introduced, I thought, HOW COOL!

Maybe to distinguish between "memorization" and non-memorization, have spell/prayerbooks (yeah looking at you druid/cleric) as a limitation on a VPP or multipower. But I may leave that up to the player.

The tricky thing is saving throws. Cause there is so much save or die situations, that is hard to model in HERO. Die may not ALWAYS be the case, but I was never a super big fan of "saves" in 3rd edition (especially in the hindsight of 4e).

Really, I am associating bonuses to fort saves as bonuses to CON, and using CON (versus EGO or PRE) as a way to resist CERTAIN spells. Again, case by case basis.

For Ref, that'd be DCV without a doubt.

For Will, that'd be EGO instead of CON.

Races and classes will be covered in this series of articles, so... stay tuned.

As for feats, this KIND of falls under spells. There are SO MANY, I may have to do a case-by-case basis. I might do some iconic ones, but thinking, pick a feat you like, and we'll make it into a power/talent. However, feats will NOT be a multipower. They will be like a CSL or an already defined talent, or something similar.

The point of this is to have the openness of HERO, but the feel and IDEAS of D&D 3.x (which there was a good amount).

Finally, how to treat stuff in HERO.

There will be no MCV. All powers involved with MCV will have ACV as a limitation/advantage so that it translates to normal DCV/OCV.

Healing: will use the same healing rules as I did with my FF HERO game in terms of "wounds". I don't want this super gritty game. I want you to get hurt like you DO in D&D, but want you to be able to heal like you do in D&D. And as STUN is recovered a ton easier than BODY (although weapons will most likely be HKA's) this may not even need to come up. Regarding REC, change recovery of BODY to REC/week instead of /month and space it out. I.e. REC 7 will recover one BODY per day.

For classes/races, I am going to go in an ODD order. So next time, will cover classes from complete adventurer and complete arcane. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1701-Converting-3-x-to-HERO-got-to-start-somewhere-(spells-and-certain-core-concepts)
FF HERO: reinstatement http://www.penandpapergames.com/forums/entry.php/1699-FF-HERO-reinstatement Wed, 14 Mar 2012 13:42:21 GMT It has been a long while since I have posted anything.

Mainly, haven't had much to say.

However, now I have me a new party for my FF HERO campaign, so I thought I'd post summaries of that game.

Now we started from the beginning rather than from where I last left off. So it is interesting to see how they approach the adventure.

Instead of posting EVERYTHING that has happened, I will just introduce our new characters.

Choco Donny - a rambunctious cowboy from the chocobo ranch outside of Midgar. Midgar is planning on building a highway through the family ranch for a better route to the mithral mine and to Junon. Donny tries to go through the system to help divert the highway, but comes up empty. He joins Avalanche to stop this OUTSIDE the system.

He is a human "dancer" reworked to be a trick roper. With powers like a CON drain and entangle and martial maneuvers, Donny truly plays the support role.

Kyi - a former turk. With a crisis of conscience, he quits the turks to join AVALANCHE to stop the turks from doing more evil deeds. However, he has a secret even he is unaware. While being exposed to Mako, Kyi's body reacted in a truly unique way. Whenever under great stress, Kyi's body transforms into a demonic form that he cannot control.

Right now, the demon form is very simple. Over time, Kyi hopes to strengthen this form AND gain control.

Kyi is a wutai swordmaster. He wields a greatsword and has a ton of STR. At the first encounter, there was a serious damage discrepency. The player has NEVER played a ppg in his life, which has its benefits and drawbacks. As such, he min/maxed his player too much, which causes problem in terms of bad guy design in a HERO game. Either he can slice through baddies with the slightest of ease, or he is the ONLY one who can hurt the baddies. So we toned him back a bit and added the demonic form. This balances out the damage and makes for a more 3D character.

Djan is an outcast Viera Male Detective. His class is Rune Knight. He did not like the simple life of a Viera so came to the metropolis of Midgar. He joined up with a detective agency because of his natural aptitude for deduction. While investigating something for a third party, his partner was killed in an explosion caused by Shinra and he was injured slightly. He wanted revenge, and his contacts led him to Avalanche for a chance to avenge his friend and mentor.

So for next time, gate chrashing ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1699-FF-HERO-reinstatement
FF HERO: the end http://www.penandpapergames.com/forums/entry.php/1577-FF-HERO-the-end Fri, 11 Mar 2011 15:19:40 GMT Yes, for reasons to remain mysterious, this game (at least run by me) can be run no more. So no more juicy FF HERO posts (not that anyone reads... Yes, for reasons to remain mysterious, this game (at least run by me) can be run no more.

So no more juicy FF HERO posts (not that anyone reads these).

As a side note: my blog posts on my FF HERO toolkit are WAY outdated. I have revamped them a TON. If someone wants my material, PM me and I'll email it to you. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1577-FF-HERO-the-end
FF HERO: playing dress-up http://www.penandpapergames.com/forums/entry.php/1574-FF-HERO-playing-dress-up Tue, 08 Mar 2011 19:12:20 GMT So as is known, borrowing HEAVILY from the FF7 storyline.

Why: it is a good story, and I think it'd be fun to play in tabletop format.

So last week was the whole thing where Cloud gathers stuff for a girl's outfit to get into Corneo's place.

This is how it played out:

Using Aeris as a plot device, she suggests going to the Honey Bee Hive (local burlesque house) as Corneo buys flowers for the girls there all the time and brings them by. Dixit in particular has a good layout of the place.

The heroes get past the bouncer with a pretty good story, meet up with Dixit, and she tells them Corneo's mother is forcing him to get married. Corneo has been bringing in 3 groups of girls every week from the club (who is always accompanied by protection) to scope out potential wives.

They go to the dress maker and find out he is drowning his sorrows as he has not gotten job satisfaction in a long while

Eventually they convince him that making a dress for a man would be a challenge.

The target of these shenanigans always wears cologne, so to complete the ensemble, they need to pick up a wig (from Big Bro) and get a bath/good smelling lotion from Jorge's Spa.

Big Bro will only give up his wig if someone challenges him. The ronso challenged him to a climbing contest and totally kicked his butt.

Jorge would love to give out his new lotion, but the pharmacist (super flirtatious woman) stole it and the recipe.

The suave guy distracts the pharmacist, while the sneaky viera breaks into the office to steal the recipe.

With the ensemble complete, the party go to Corneo's, where the guard leads the women up to the party room and convinces the "protection" (our ronso) to play some pool. The Ronso tried to go upstairs when the guard left him to escort the ladies, but critically failed on his jump check and tripped. He was able to play it cool, but the guard is on his.... well guard.

All in all, it was a fun night. Everyone got to play to their strengths skill wise. I am getting "better" at keeping a good 50/50 mix between combat/rp.

So next time: rescue the old man ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1574-FF-HERO-playing-dress-up
TOEE: BONUS! beasts GALORE! http://www.penandpapergames.com/forums/entry.php/1570-TOEE-BONUS!-beasts-GALORE! Fri, 04 Mar 2011 16:57:50 GMT As it is pretty short and in case your adventurers take the left path first: 202: silverback ape (level 5 brute, leader) great ape x4 (level... As it is pretty short and in case your adventurers take the left path first:

202: silverback ape (level 5 brute, leader)
great ape x4 (level skirmisher)

203: Ape temple Guardian [lvl 6 soldier]

The apes are VERY territorial. If any creature enters their lair, the go ballistic.

The silverback ape will immediately holler for the temple guardian ape. He'll then use fling at the nearest foe. As soon as the guardian is in range, he uses chest beat.

The great apes are constantly moving and using on the run. However, they use felling blow when they can.

The guardian targets any prone creature with feast. If there are none, he makes them prone with his club attack. He goes for the biggest dude to show his dominance.

199 2 treasure parcels (one magic item)

198 treasure parcel and some beasts
why they are together, who knows. think of it as an odd pack of animals.
Bone crown Behemoth (level 6 soldier)
Horned drake (level 5 skirmisher)
shadow beetle (level 5 controller)
crystal spider (level 4 lurker)
krenshar blood slayer (level 5 brute)

The crystal spider attacks from the shadows using radiant agony and brilliant ray so to not be detected.

The shadow beetle uses its spray as much as possible but never to affect its buddies

The krenshar and the drake fight as a pair constantly flanking the weakest looking foe.

The behemoth takes on whoever it can.

That's is. Next time will be the water temple. There is a bit there, so it may be awhile. ]]>
yukonhorror http://www.penandpapergames.com/forums/entry.php/1570-TOEE-BONUS!-beasts-GALORE!