Converting D&D 3.x to HERO: tome of battle and magic of incarnum classes
by
, 04-03-2012 at 09:04 AM (1203 Views)
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 ½ 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.