Converting 3.x D&D to HERO: extra pathfinder classes
by , 04-06-2012 at 08:01 AM (546 Views)
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









