Recent Chat Activity (Main Lobby)
Join Chat

Loading Chat Log...

Prefer not to see ads? Become a Community Supporter.
View RSS Feed

The horror of Yukon

Converting D&D 3.x to HERO: PH2 and minis handbook classes

Rate this Entry
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.

Submit "Converting D&D 3.x to HERO: PH2 and minis handbook classes" to Digg Submit "Converting D&D 3.x to HERO: PH2 and minis handbook classes" to del.icio.us Submit "Converting D&D 3.x to HERO: PH2 and minis handbook classes" to StumbleUpon Submit "Converting D&D 3.x to HERO: PH2 and minis handbook classes" to Google

Tags: None Add / Edit Tags
Categories
Uncategorized

Comments