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The horror of Yukon

convert 3.x D&D to HERO: prestige classes from DMG, location, and race books

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it is AMAZING how many prestige classes are meeh in the context of free-building in HERO. There are some things that are new and not included in the classes already covered, but they aren't worth covering. I might if a player so wishes it, but I am finding out, I will only cover classes that seem interesting.

The cryokineticist is really the first P class from a location book (frost fell), so it got covered. There are interesting bits though.

CRYOKINETICIST

Glacial ray: 5d6 cold blast (25 active pts) no knockback (-1/4) beam (-1/4) costs x3 END (-1/2) full phase (-1/2) gestures (-1/4) incantations (-1/4) real cost: 8 pts

Cold adaptation:4 rED (6 active pts) only vs. cold attacks (-1/2) unified(-1/4) real cost: 3 pts; +1 DCV (5 active pts) only vs. cold attacks (-1/2) unified(-1/4) real cost: 3 pts; TOTAL cost: 6 pts

Weapon afrost: +3d6 cold blast (15 active pts) full phase (-1/2) link(-1/2) no range (-1/2) OAF(-1) real cost: 4 pts

Frostfell creature insight: 4 8-pt CSLs (32 active pts) only with proficient weapons (-1/2) only vs. creatures with cold subtype (-1.5) real cost: 11 pts

Cold walk: 12 m flight (12 active points) only when weather is below 0oC (-1) real cost: 6 pts

Wall of ice: barrier 3m high, 3m wide, 1 m thick, 1 Body, 6 rPD, 6 rED (297 active pts) cannot englobe(-1/4) costs x3 END (-1/2) full phase (-1/2) gestures (-1/4) incantations (-1/4) real cost: 10 pts

Bone chill: 2d6 AP (+1/4) cold RKA (37 active pts) costs x3 END (-1/2) full phase (-1/2) gestures (-1/4) incantations (-1/4) real cost: 15 pts

From planar handbook, this one seemed nifty enough to cover. Obviously, a player could be allowed to pick multiple manifestations if they so chose.

ELEMENTAL WARRIOR

Elemental affinity::6 rED (9 active pts) only vs. [element] attacks (-1/2) real cost: 6 pts
Element is based on chosen element

Air manifestation: -4 DC physical damage negation (20 active pts) only vs. ranged attacks (-1/2) 1 minute charge/day (-1) real cost: 8 pts

Earth manifestation: 8 rPD hardened (+1/4) impenetrable (+1/4) (16 active pts) 1 minute charge/day (-1) real cost: 8 pts

Fire manifestation: 1/2d6 fire RKA uncontrolled [only when not hitting target] (+1/2) constant (+1/2) (20 active pts) no range(-1/2) 1 minute charge/day (-1)

Water manifestation: -4 DC physical damage negation (20 active pts) not effective vs. piercing attacks (-1/2) 1 minute charge/day (-1) real cost: 8 pts

Elemental weapon: 4d6 [elemental] blast (20 active pts) no range(-1/2) link(-1/2) OAF(-1) 8 charges per day (-1/2) real cost: 6 pts

Elemental burst: 1d6 [elemental] RKA AP(+1/4) (19 active pts) no range(-1/2) link(-1/2) OAF(-1) only on a critical hit (-2) real cost: 4 pts

Air movement: 10 m flight (10 active pts)

Earth movement: 6 m tunneling through 4 PD of material (14 active pts) rock and soil only (-1/2) real cost: 9 pts

Water movement: 16 m of swimming (8 active pts) unified(-1/4) real cost: 6 pts; underwater breathing (5 active pts) unified (-1/4) real cost: 4 pts; TOTAL cost: 10 pts

Fire movement: 10 m of running (10 active pts)

Air strike: 4d6 physical air blast double knockback (+1/2) (30 active pts) link(-1/2) no range (-1/2) OAF(-1) 1 charge per day (-2) real cost: 6 pts

Earth strike: 2d6 physical RKA (30 active pts) link(-1/2) no range (-1/2) OAF(-1) 1 charge per day (-2) real cost: 6 pts

Fire strike: 1 fire RKA penetrationg (x2;+1) dam over time (6 time each every segment) (+4) Active cost (30 active pts) link(-1/2) no range (-1/2) OAF(-1) 1 charge per day (-2) real cost: 6 pts

Water strike: 1/2d6 RKA AVAD [be well hydrated or an aquatic creature] (+1/2) (15 active pts) link(-1/2) no range (-1/2) OAF(-1) 1 charge per day (-2) unified(-1/4) real cost: 3 pts; 1.5d6 drain CON (15 active pts) link(-1/2) no range (-1/2) OAF(-1) 1 charge per day (-2) unified(-1/4) real cost: 3 pts; TOTAL cost: 6 pts

Out of all the P classes from Races of ____, there was only one I actually liked and found worth doing. Of course, the title fits the P class, but in Hero, I think the powers could fit ANY class:


OUTCAST CHAMPION

Aura of confidence: 3d6 AID EGO area of effect 8m radius (+1/2) (27 active pts) only others (-1/2) boost (-1/2) real cost: 13 pts

Avenging Strike: two 8-point CSLs (16 active points) only to increase damage (-1/2), only with proficient weapons (-1/2), only if enemy has damaged ally (-3/4) real cost: 6 pts

Desperate Fury: 3d6 AID expanded effect (STR, CON, DEX) (+1) (36 active pts) only in combat (-1/2) only when below STUN or BODY (-3/4) self only (-1) one use at a time (-1/2) real cost: 10 pts

Share Desperation: 2d6 AID expanded effect (STR, CON, DEX) (+1) area of effect 4 m radius (+1/4) (27active pts) only in combat (-1/2) only when under effects of desperate fury (-3/4) others only (-1/2) one use at a time (-1/2) real cost: 8 pts

Together we can do this!: when use teamwork skill, use it to give bonuses to OCV, DCV, or skill rolls of allies.

Finally, from the DMG but reworked in pathfinder is the stalwart defender.


STALWART DEFENDER

Dodge bonus: +1 DCV (5 active pts) only vs. one opponent (-1/2) non-persistent (-1/4) real cost: 3 pts

Defensive stance: +5 STR, +10 CON, +10 EGO, +4 DCV (45 active pts) 2 charges per day (lasts 1 turn) (-1) OAF [shield] (-1) side effect: drain 12 m of movement (-1) all unified (-1/4) real cost: 10 pts

Uncanny Dodge: +3 DCV (15 active points) only when surprised or attacked by invisible attacker (-1) OAF (-1) real cost: 5 pts

Improved uncanny dodge: defensive maneuvers IV (10 active pts) OAF(-1) real cost: 5 pts

Trap sense: +3 DCV (15 active points) only vs. traps (-1.5) OAF (-1) real cost: 4 pts

Damage reduction: +3 rED +3 rPD (9 active pts) OAF (-1) real cost: 4 pts

Clear mind: +10 EGO (10 active points) only AFTER affected by mental or PRE attack to breakout (-1) Real cost: 5 pts.

Fearless Defense: add immunity to fear to defensive stance (10 active pts) 2 charges per day (lasts 1 turn) (-1) OAF [shield] (-1) side effect: drain 12 m of movement (-1) unified (-1/4) real cost: 2 pts

Internal fortitude: add 10 drain defense to defensive stance (10 active pts) 2 charges per day (lasts 1 turn) (-1) OAF [shield] (-1) side effect: drain 12 m of movement (-1) unified(-1/4) real cost: 2 pts

Renewed defense: +1 SPD added to defensive stance (10 active pts) 2 charges per day (lasts 1 turn) (-1) OAF [shield] (-1) side effect: drain 12 m of movement (-1) only for a new recovery phase (-1) unified(-1/4) real cost: 2 pts

Mighty resilience: +10 rPD (15 active pts) only vs. critical hits (-2) real cost: 5 pts

Last word: 2d6 HKA trigger (full phase to reactivate) (+1/4) (37 active pts) link(-1/2) OAF(-1) only if dropped below 0 STUN or 0 BODY (-1.5) costs x4 END (-1) 1 charge per day (-2) real cost: 5 pts


so what's next? Well, after looking through monster books (libris mortis and such), race books, location books, there REALLY isn't much left for prestige classes. I am thinking specialized magic books (dragon magic, psionics, incarnum, tome of battle, and tome of magic)

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