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: tome of battle and magic of incarnum classes

Rate this Entry
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 [canít 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 [canít 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 [canít 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 Ĺ 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)

Totemís 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.

Submit "Converting D&D 3.x to HERO: tome of battle and magic of incarnum classes" to Digg Submit "Converting D&D 3.x to HERO: tome of battle and magic of incarnum classes" to del.icio.us Submit "Converting D&D 3.x to HERO: tome of battle and magic of incarnum classes" to StumbleUpon Submit "Converting D&D 3.x to HERO: tome of battle and magic of incarnum classes" to Google

Tags: None Add / Edit Tags
Categories
Uncategorized

Comments