convert 3.x D&D to HERO: the rest of the prestige classes worth doing
by , 04-24-2012 at 03:03 PM (263 Views)
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.









