Converting 3.x D&D to HERO: psionic classes
by
, 04-04-2012 at 10:48 AM (730 Views)
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 ½ 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