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The horror of Yukon

convert 3.x D&D to HERO: rogue, ranger, sorcerer, wizard

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RANGER

Favored enemy: +10 PRE (10 active pts) only in relation to favored enemy type (skills and attacks) (-1) unified (-1/4) Real cots: 4 pts +10 INT(10 active pts) only in relation to favored enemy type (skills and perception) (-1) unified (-1/4) Real cots: 4 pts; +2 OCV (10 active pts) only in relation to favored enemy type (-1) unified (-1/4) Real cots: 4 pts; 2 8-pt CSLs (16 active pts) only with proficient weapons (-1/2) only for damage (-1/2) only in relation to favored enemy type (-1) unified (-1/4) real cost: 5 pts; TOTAL COST: 17 pts.

Wild Empathy: 15 CP (bought as animal handler [all categories] 9+PRE/5)

Favored terrain: flight 10 m (active cost 10 pts) only for terrain choice (-1) only in contact with a solid surface (-1/4) unified (-1/4) real cost: 4 pts; +10 INT (10 active pts) only in relation to favored terrain (skills and perception) (-1) unified(-1/4) real cost: 4 pts; +5 DEX (10 active pts) only when in favored terrain (-1) unified (-1/4) real cost: 4 pts; TOTAL cost: 12 pts

Hunter’s bond: 3d6 AID OCV area of effect (4 m radius) (+1/4) (22 active pts) only vs. favored enemy (-1) one at a time (-1) others only (-1/2) real cost: 6 pts

Evasion: energy damage negation (6 DCs) (30 active points) only vs. area attacks (-3/4) only when wearing cloth armor or less (-1) Real Cost: 11 pts.

Improved evasion: 50% energy damage reduction (20 active pts) only vs. area attacks (-3/4) only when wearing cloth armor or less (-1) Real Cost: 7 pts

Quarry: +2 OCV (10 active pts) only vs. select enemy (-1/2) non-persistent (-1/4) real cost: 6 pts

Camouflage: +1 stealth skill (2 active pts) only when wearing light armor or less (-1/2) real cost: 1 pt

Hide in plain sight: invisibility to sight group, 0 END (+1/2) (30 active pts) requires a stealth roll (-1/2), only works when near natural terrain (-1/2) only when wearing light armor or less (-1/2) Real cost: 12 pts.

Master Hunter: 5d6 severe transform (turn into stone) (75 active pts) link(-1/2) OAF(-1) all or nothing(-1/2) favored enemy only (-1) full phase (-1/2) 1 charge/day (-2) requires a intimidate roll (-1/2) only in combat (-1/2) real cost: 10 pts

Adaptation: do each one individually (found in APG)

Shifter’s blessing: do each one individually (found in APG)

Hunter’s trick: do each one individually (found in APG)

Spells:


ROGUE

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) real cost: 6 pts
.
Evasion: energy damage negation (6 DCs) (30 active points) only vs. area attacks (-3/4) only when wearing cloth armor or less (-1) Real Cost: 11 pts.

Improved evasion: 50% energy damage reduction (20 active pts) only vs. area attacks (-3/4) only when wearing cloth armor or less (-1) Real Cost: 7 pts

Uncanny Dodge: +3 DCV (15 active points) only when surprised or attacked by invisible attacker (-1) not while wearing heavy armor (-1/4) real cost: 7 pts

Trap sense: +3 DCV (15 active points) only vs. traps (-1.5) not while wearing heavy armor (-1/4) real cost: 5 pts

Improved uncanny dodge: defensive maneuvers IV (10 active pts) not while wearing heavy armor (-1/4) real cost: 8 pts

Talents: too many to do, do upon request

Fearsome strike: 2d6 drain OCV (20 active pts) only if flanking opponent or opponent is at ½ DCV (-1/2) requires a stealth roll (-1/2) full phase (-1/2) OAF(-1) link(-1/2) x2 END (-1/4) no range (-1/2) real cost: 4 pts

Master strike: multipower 75 pt reserve (75 active pts) only if flanking opponent or opponent is at ½ DCV (-1/2) requires a stealth roll (-1/2) full phase (-1/2) OAF(-1) link(-1/2) x2 END (-1/4) no range (-1/2) 1 charge per day (-2) real cost: 11 pts

Death strike: 5d6 severe transform (turn into stone) (75 active pts) only if flanking opponent or opponent is at ½ DCV (-1/2) requires a stealth roll (-1/2) full phase (-1/2) OAF(-1) link(-1/2) x2 END (-1/4) no range (-1/2) sentient beings only (-1/4) only in combat (-1/2) all or nothing(-1/2) real cost: 12 pts

Paralyzing strike: 3d6 BODY, 3 rPD/3 rED entangle works against CON, not STR (+1/4) takes no dam from attacks (+1) (67 active pts) only if flanking opponent or opponent is at ½ DCV (-1/2) requires a stealth roll (-1/2) full phase (-1/2) OAF(-1) link(-1/2) x2 END (-1/4) no range (-1/2) real cost: 12 pts

Sleep strike: Sleep (mind control) 15d6 (75 active points) easy breakout (-1/4) Set effect: sleep (-1/2) only if flanking opponent or opponent is at ½ DCV (-1/2) requires a stealth roll (-1/2) full phase (-1/2) OAF(-1) link(-1/2) x2 END (-1/4) no range (-1/2) real cost: 10 pts

BRIGAND

This was a class I made up myself when tinkering with 3.x back in the day. Really it was a piecemeal of abilities from different classes and they really worked well together. For brevity and considering the whole point of this conversion is to make this more piecemeal for HERO, I will only list what features made up the brigand.

Uncanny dodge, improved uncanny dodge, trap sense, evasion, improved evasion, damage reduction, flurry of blows, sneak attack, keep it light, whirling frenzy.

The point of the class was to mimic the character from the movie Payback. A pickpocket robber type, tough as nails, who can hold his own in a fight. The above allows for that I think.


SORCERER

Spontaneous Magic: multipower 40 pt reserve 16 charges/day (-0) (40 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) real cost: 8 pts

Summon familiar: as hexblade

Bloodlines: too many to list, but use both from APG and ultimate magic


WIZARD

Spellbook arcane magic: VPP 8 pt pool (8 active pts) 40 control cost 16 charges/day (-0) (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) requires 20 minutes to “memorize” spells and full nights sleep and access to spell book to change slots (-3/4) real cost: 4 pts; TOTAL cost: 12 pts.

Summon familiar: as hexblade

School specialization: too many to list, but use both from APG and ultimate magic.

Spells like magic missile should be independent of the magic VPP, considering there use in combat. Only will do magic missile as an example, but the player should feel free to choose others he wants available all the time (with no charges)

Magic missile: 1d6+1 magic RKA, autofire 3 (+1/4) (25 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) no knockback(-1/4) beam (-1/4) real cost: 5 pts


so, unless I missed one, that is ALL of the 3.x/pathfinder classes. Sooo.. what's next. PRESTIGE CLASSES! But a lot of them are just ways for a class to get evasion, or whatever. As such, I will only do select ones. In all honesty, if a player wants to have wild shape as a rogue, who am I to stop them. If a player wants to be able to rage but have the punching power of a monk, WHY THE HECK NOT! So.... next time will just have some prestige classes that I think warrant building.

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