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The horror of Yukon

convert 3.x D&D to HERO: the rest of the prestige classes worth doing

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Again, it is amazing how many prestige classes are not THAT original from the core classes, but they obviously are the loop hole for multiclassing.


INCANDESCENT CHAMPION

Incandescent Essentia: 6 pt VPP (6 active pts) 22 pt control cost (11 active pts) OAF(-1) ONLY the powers below (-1.5) real cost: 3 pts TOTAL COST: 9 pts

Incandescent Strike: 3.5d6 AID STR (21 active pts) self only (-1) one at a time (-1/2) OAF (-1) real cost: 6 pts

Fast Healing: 3.5d6 AID REC (21 active pts) self only (-1) one at a time (-1/2) OAF (-1) real cost: 6 pts

Unbearable countenance: 2d6 drain DCV (20 active pts) OAF (-1) one at a time (-1/2) fear effect (-1/2) limited range (PRE-based) (-1/4) extra END (x2) (-1/4) real cost: 6 pts

Incandescent Ray: 3d6 light blast, AP (+1/4) extra STUN (+1/4) (22 active pts) OAF(-1) no knockback (-1/4) beam (-1/4) extra END (x3) (-1/2) does not work in “darkness” or on blinded targets (-1/2) real cost: 6 pts

Incandescent Aura: change environment: 3 pts of damage area of effect 4 m personal immunity (+1/2) (22 active pts) does not work in “darkness” or on blinded targets (-1/2) OAF (-1) no range (-1/2) extra END (x2) (-1/2) real cost: 6 pts

Incandescent flight: flight 16 m (16 active pts) OAF (-1) x2 END (-1/2) real cost: 6 pts

Incandescent transformation: desolidification (affected by darkness) (40 active pts) OAF (-1) concentration (0 DCV) (-1) cannot pass through solid objects (-1/2) does not work in “darkness” (-1/2) real cost: 10 pts



ELOCATOR

Scorn earth: flight 12 m (active cost 12 pts) only when wearing light armor or less (-1/2) only in contact with a solid surface (-1/4) real cost: 7 pts

Sidestep Charge: +2 DCV (10 active pts) only vs. move through or move by attacks (-1) only when wearing light armor or less (-1/2) real real cost: 4 pts

Opportunistic Stk: two 8-point CSLs (16 active points) only with proficient weapons (-1/2), only if target was damaged since his last phase (-1/2); only when wearing light armor or less (-1/2) real cost: 6 pts

Dimension step: teleport 12 m (12 active pts) only when wearing light armor or less (-1/2) End comes from both PP pool and normal END (-1/2) real cost: 6 pts.

Accelerated action: +1 SPD, +2 OCV, +2 DCV (30 active pts) 4 charges that last one turn per day (-1/2) costs END to activate (-1/2) costs END from both PP pool and normal END (-1/2) only when wearing light armor or less (-1/2) real cost: 10 pts.



COMBAT TRAPSMITH

Combat Traps: 25 pt multipower reserve Trigger(full phase to recharge) (+1/4) (31 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 8 pts

Befuddler: change environment: -2 to INT and PRE skills and ability rolls; uncontrolled (breathing apparatus, antidote, or strong breeze) (+1/2) (24 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Enfeebler: 1.5d6 drain expanded effect (STR, CON) (+1/2) (22 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 5 pts

Entangler: 2d6 Body 3rPD/3rED entangle (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Flashbang:5d6 sight flash (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Footspiker: 2.5d6 drain ground movement (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Glitterburst: 8d6 dispel invisibility (24 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Scorcher: 5d6 fire blast (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Inferno: 4d6 fire blast 16 m radius explosion (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Spiderweb: 2d6 Body, 2 rPD/2 rED entangle sticky (free one victim, free all) (+1/4) (25 active pts) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 6 pts

Poisonburst: 1 RKA NND (poison immunity can stop it) (+1/2) dam over time (3 time each every 4 segments) (+2) Does body (+1) Active cost (22) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 5 pts

Sleeper: Sleep (mind control) 5d6 (25 active points) CON resists vs. EGO (-1/4) easy breakout (-1/4) Set effect: sleep (-1/2) concentration throughout (0 DCV) (-1/2) requires mechanics roll (-1/2) OAF (tools) (-1) requires a full phase(-1/2) no range(-1/2) real cost: 5 pts Real cost: 5 pts.


I LIKED the combat trapsmith. Not really in the 3.x context, but as a HERO class, seems cool.

But honestly, those are the only ones that appealed to me.... So what's next? Races and some of their traits.

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