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Crossposted Sorceror Conversion


Guest WhammeWhamme

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Guest WhammeWhamme

I figure that with his power level, and the fact that D&D sorcery feels more like superheroic magic than ACTUAL fantasy magic (Ooh, I have named spells and magic items in abundance...!), he belongs here as much s anywhere.

 

So...

 

Amazingly, I've finally finished my conversion of the level 31 Sorceror I solo'd BG2 and TOB with (okay, okay, so I cheated on the last two battles - I knew what I needed to do to win, I just didn't have the patience to prove it).

 

Anyway, here he is. (The Summons/Shapeshift are simply as powerful a summon as the relevant AP's stretched to, the Slayer form is him, minus spells, plus 300 points of Hand to Hand goodness.)

 

(Okay, so he has almost no Disadvantages and no Skills. Frankly, I'm not sure what else would suit... and I was too happy about finishing him to think about that anyway... and what kinds of skills ARE appropriate anyway?)

 

3 STR 13

69 DEX 33

56 CON 28

56 BOD 28

28 INT 38

46 EGO 33

25 PRE 35

19 COM 38

9 PD 12 (19/31 + Spells/DemiGod)

6 ED 12 (19/31 + Spells)

0 SPD 4

2 REC 10

0 END 56

51 STN 100

===

350

 

8 Adventurer: +4" Running

15 Belt of Giant Strength: +30 Strength, No Figured Characteristics, OIF

20 Boots of Speed: +10" Running, 0 Endurance Cost, OIF

0 Circlet of Netheril: 1 Charge of Each END Reserve is on an IIF

12 Cloak of Protection: 5/5 Armour, IIF

67 Demigod: 100/0 Armour, Only vs Non-_Superpowered_ Attacks (-1), Doesn't Stack with Protection from Magical Weapons (-1/4)

4 Energy Shielding: Life SUpport - Immunity to Intense Heat, Intense Cold, Intense Radiation, Only when an Appropriate Spell is Active (-1/2)

53 Good Saving Throws: 30 points of Power Defense, 30 points of Mental Defense

12 High Dexterity: 6/6 Combat Luck

20 It's Magic: +8 with all Ranged Combat, Only to Offset Magical Autofire Penalties (-1)

 

5 Level One Spells: 90 END END Reserve, 6 Charges

2 Level Two Spells: 30 END END Reserve, 8 Charges

1 Level Three Spells: 20 END END Reserve, 8 Charges

4 Level Four Spells: 60 END END Reserve, 8 Charges

12 Level Five Spells: 180 END END Reserve, 8 Charges

8 Level Six Spells: 120 END END Reserve, 8 Charges

2 Level Seven Spells: 30 END Endurance Reserve, 8 Charges

3 Level Eight Spells: 60 END Endurance Reserve, 6 Charges

6 Level Nine and Ten Spells: 110 END Endurance Reserve, 6 Charges

 

2 Minor Spell Sequencer: Naked Advantage - Trigger (When Spell Sequencer Activated), usable on up to 50 AP Spells (AKA Level One and Two spells), Maximum of Two Triggers Can be Set at One Time (-1/4), Increased Endurance Cost: x10 (from Level Three Spells) (-4), Restrainable (-1/2), Variable Limitation (Either OIF or Concentration and Full Phase to Activate) (-1/4) (END Cost =10)

2 Minor Spell Sequencer: Naked Advantage - Trigger (When Spell Sequencer Activated), usable on up to 50 AP Spells (AKA Level One and Two spells), Maximum of Two Triggers Can be Set at One Time (-1/4), Increased Endurance Cost: x10 (from Level Three Spells) (-4), Restrainable (-1/2), Variable Limitation (Either OIF or Concentration and Full Phase to Activate) (-1/4) (END Cost =10)

 

10 Pocket Plane: Extra Dimensional Movement: To Pocket Plane, x32 mass, 1 Charge, Extra Time: One Turn, Concentration: 0 DCV

 

32 Ring of Gaxx: +20 Recovery, IIF

27 Ring of Gaxx: 3d6 Regenerative Healing, 0 Endurance Cost, Persistent, Self Only, Extra Time: One Turn, IIF

17 Ring of Gaxx: Invisibility to Sight, Three Charges of 8 Hours Each, OIF

70 Ring of Gaxx: 12d6 Aid to Speed, Fades Per Hour, 3 Charges, OIF, Halves Movement (-1/4)

5 Ring of Gaxx: 2/2 Armour, IIF

 

12 Robe of Vecna: 6/6 Armour, OIF

15 Robe of Vecna: +10 Dexterity, No Figured Characteristics, OIF

 

100 Slayer: Multiform into 1000 point Slayer Form, 1 Charge of One Minute

 

20 Staff of the Magi: Invsibility to Sight, 0 Endurance Cost, IAF

37 Staff of the Magi: Multipower (75), OAF

u3 Staff of the Magi - Fireball: 10d6 Energy Blast, Explosion, 50 Charges, Charges are Very Hard to Replace, OAF

u3 Staff of the Magi - Dispel: 20d6 Dispel vs Any One Spell, No Range, Linked to Strike

13 Staff of the Magi: +5d6 Hand to Hand Attack, Affects Desolid (Need Magic Weapons) 0 Endurance Cost, OAF

 

56 Time Stop: Naked Advantage - Trigger (When Time Stop ends) on up to 300 AP Powers, 0 Endurance Cost, Linked to Time Stop (-1/4), Restrainable (-1/2), Variable Limitation (Either OIF or Concentration and Full Phase to Activate) (-1/4) (112 AP)

 

171 Multipower: Epic Sorceror Powers, Restrainable (-1/2), Variable Limitation (Either OIF or Concentration and Full Phase to Activate) (-1/4)

 

Level One:

u1 Chromatic Sphere: 2d6 Entangle, Based on ECV, Takes No Damage from Attacks, x18 Endurance Costs (-4) (50 AP)

u1 Identify: Retrocognitive Clairsentience (Sight/Sound), Only to see Origin (-1), x18 Endurance Costs (-4) (50 AP)

u1 Friends: 3d6 Aid to PRE (+24 MAX), Lasts (fully) for 3 Minutes (+1/2, Self Only (-1/2), x18 Endurance Costs (-4) (50 AP)

u1 Magic Missile: 2d6 Energy Blast, NND, Area Effect: One Hex, Autofire Five, x9 Endurance Costs (-3 1/2) (50 AP)

u2 Protection from Petrification: 33 points of Power Defense, Uncontrolled, Only to Protect against Petrification (-1), Costs 1 END/Phase (-1/4) (49 AP)

 

Level Two:

u3 Blur: 4/4 Force Field, Uncontrolled + 3d6 Aid to CON, Fades after 1 Minute (49 AP)

u1 Knock: Lockpicking 30-, Usable at Range (+1/2), Costs Endurance (-1/2), x6 Endurance Costs (-2 1/2) (49 AP)

u3 Melf's Acid Arrow: 2d6 EB, 1/2 Endurance Cost, Area Effect: One Hex, Continuous, NND, Personal Immunity, Uncontrolled (50 AP)

u3 Mirror Image: Desolidification, Trigger (When Next Hit) (50 AP)

u1 Resist Fear: 5d6 Aid to Presence, Defensive Only (-1), x6 Endurance Cost (-2 1/2) (50 AP)

 

Level Three:

u6 Dispel Magic: 9d6 Dispel vs All Magic, Area Effect: 8" Radius (108 AP)

u6 Flame Arrow: 4d6+1 Ranged Killing Attack, Autofire Five (97 AP)

u4 Hold Person: 4d6 Entangle, Based on ECV, Takes No Damage from Attacks, x2 Endurance Costs (-1/2) (100 AP)

u4 Remove Magic: 8d6 Dispel vs All Magic, Area Effect: 8" Radius, Personal Immunity, x2 Endurance Costs (-1/2) (102 AP)

 

Level Four:

u4 Fireshield (Blue): -/30 Force Field, Uncontrolled (+1/2), 0 Endurance Cost (+1/2), Only versus Cold (-1), linked with 2d6 Energy Blast, Continuous (+1), Uncontrolled (+1/2), Damage Shield (+1/2), NND (+1), 1/2 Endurance Cost (+1/4) (102 AP)

u4 Fireshield (Red)-/30 Force Field, Uncontrolled (+1/2), 0 Endurance Cost (+1/2), Only versus Heat/Fire (-1), linked with 2d6 Energy Blast, Continuous (+1), Uncontrolled (+1/2), Damage Shield (+1/2), NND (+1), 1/2 Endurance Cost (+1/4) (102 AP)

u2 Greater Malison: 2d6 Drain vs DEX, CON and EGO (+2), Area Effect: 8" Radius, Range, Fades after 5 Minutes, x6 Endurance Costs (-2 1/2) (100 AP)

u6 Improved Invisibility: Invisibility to Sight Group and Hearing Group, No Fringe, Uncontrolled, Usable as Attack, 1/2 Endurance Cost (110 AP)

u5 Stoneskin: Desolidification, Trigger (Next time hit by a Physical Attack), Difficult to Dispel, REALLY Difficult to Dispel, 1/2 Endurance Cost (80 AP)

 

Level Five:

u3 Animate Dead: Summon 375 point Slavishly Devoted Skeleton Warrior, x12 Endurance Costs (-4) (150 AP)

u3 Breach: 50d6 Dispel Force Field, x12 Endurance Costs (-4) (150 AP)

u2 Lower Resistance: 7d6 Drain vs Missile Deflection, Fades after 5 Minutes (+3/4), Ranged (+1/2), x12 Endurance Costs (-4) (140 AP)

u8 Spell Immunity: 6d6 Supress: Vs All Magic Effects (Of Any One "School": +2 1/4), Uncontrolled, Area Effect: One Hex, 1/2 Endurance Cost, Only to Protect Self (135 AP)

u2 Spell Shield: 120pts Power Defense, Trigger: Being hit with a Dispel, Costs END (-1/2), x12 Endurance Costs (-4) (150 AP)

 

Level Six:

u3 Chain Lightning: 15d6 Energy Blast, Area Effect: Any 7 hexes, x8 Endurance Costs (-3 1/2) (150 AP)

u1 Contingency: Naked Advantage - Variable Trigger on up to 150 AP Spells (AKA Level One to Six Spells), Only One Contingency at a Time (-1/2), Increased Endurance Cost: x16 (-4) (75 AP)

u3 Death Spell: 33d6 Dispel vs Summon, Explosion, x8 Endurance Costs (-3 1/2) (148 AP)

u3 Pierce Magic: 3d6 Drain vs Missile Deflection, Fades after 5 Minutes, Ranged, Linked With 24d6 Dispel vs Any One Spell Protection (+1/4), x8 Endurance Costs (-3 1/2) (150 AP)

u9 Protection from Magic Weapons: 100/0 Force Field, Uncontrolled (+1/2) (150 AP)

u8 True Sight: 6d6 Suppress vs Illusions (+2), Uncontrolled (+1/2), Area Effect: 10" Radius (135 AP)

 

Level Seven:

u12 Delayed Blast Fireball: 24d6 Energy Blast, Explosion (+1/2), Trigger (+1/4) (People within 3") (210 AP)

u12 Finger of Death: 7d6 Transform: Person into Person with Departed Spirit (Physical, Spiritual) (210 AP)

u0 Limited Wish: Don't Go There

u3 Protection from the Elements: 0/40 Force Field, Uncontrolled (+1/2), Takes up 210 AP (-1/4) (60 AP)

u12 Khelben's Warding Whip: 12d6 Suppress vs All Magic Defenses, Uncontrolled (210 AP)

 

Level Eight:

u11 Abi-Dalzim's Horrid Wilting: 24d6 Energy Blast, Area Effect: 15" Radius (+1), Personal Immunity (+1/4), No Knockback (-1/4), x2 Endurance Costs (-1/2) (270 AP)

u10 Maze: 4d6 Entangle, Blocks Sight, Sound, Smell/Taste, Touch, Mental and Mystic Sense Groups, BOECV (+1), Entangle Takes No Damage From Attacks (+1/2), Works against INT, Not EGO (-1/2), x 2 Endurance Costs (-1/2) (275 AP)

u12 Pierce Shield: 8d6 Drain vs all Magic Defenses/Resistance (+2), Ranged (+1/2), x2 Endurance Costs (-1/2) (280 AP)

u4 Protection from Energy: 0/60 Force Field, Uncontrolld, Takes up 270 AP (-1/4) (90 AP)

 

Level Nine:

u12 Shapechange: Multiform: Eight 1425 point forms, Costs (x3) Endurance to Activate (-3/4) (300 AP)

u4 Time Stop: Extra Dimensional Movement (to 12 seconds from now), Usable as Attack (Doesn't affect Beings of Godlike Power or Inanimate Objects) (+1), Area Effect: 7" Radius (+1), Continuous (+1), Uncontrolled (+1/2), Personal Immunity (+1/4), Only to Time Stop (-1/2) (95 AP)

u9 Wish Rest: 10d6 Heal STUN, BODY, Endurance, END Reserve Charges (+2), Self Only (-1/2), Increased Endurance Cost: x3 (-1) (300 AP)

u15 Wish Resurrection: 14d6 Healing, Resurrection, Autofire Five (+1/2), Ranged (+1/2), Increased Endurance Cost: x1.5 (-1/4) (300 AP)

u9 Wish Supercharge: 10d6 Aid to All Characteristics (+2), Fades After One Turn (-1/2), Increased Endurance Cost: x3 (-1) (300 AP)

 

Level Ten:

u11 Comet: 30d6 Energy Blast, Area Effect: 38" Radius, Non-Selective (+3/4), Personal Immunity (+1/4), x3 Endurance Costs (-1) (300 AP)

u9 Dragon's Breath: 20d6 Energy Blast, Area Effect: 36" Cone, Selective (+1 1/4), Double Knockback (+3/4), No Range (-1/2), x3 Endurance Costs (-1) (300 AP)

u11 Summon Planetar: Summon 750 point Planetar, Completely Loyal (+1), x3 Endurance Costs (-1) (300 AP)

u9 Improved Alacricity: 30d6 Aid to Speed, Only for Casting Spells (-1/2), x3 Endurance Costs (-1) (300 AP)

====

1017

 

Disadvantages:

10 Distinctive Feature: Bhaalspawn (Hard to Sense, Causes Hatred/Exploitation)

5 DNPC: Familiar (Spends all it's time in his backpack) 8-

10 Hunted: Plot Enemy (Less Powerful, NCI) 8-

+1162 Experience

 

(He has some other miscellaneous junk he carries round... but I don't even remember what it is. )

 

(Yay! One "finish that!" NY resolution ticked off...)

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Guest WhammeWhamme

Re: Crossposted Sorceror Conversion

 

Uses:

 

He can be played straight or used as something of poke at D&D.

 

If used straight he's an immensely powerful mage, cosmic scale, but with a curious inflexibility. This does fit the "I developed my spells myself" model. (Incidently, the Baldur's Gate origin of being a demigod matches the Sorceror class quite well; yes, you DO have divine ancestry...).

 

So he'd be a half dark-god; you could even copy the game storyline and have there be hundreds of others (less powerful, of course). Either way, you'd need to give him a personality and motivation; burning away the "mortal" or "divine" taint of half his heritage might be a good one there.

 

As a poke he'd either be a dimensional traveler, or not a mage at all; instead, he was created either through science or psionics from the actual game file of the character. With either of those he'd have an odd weakness (take out the computer/wake up the kid to banish), and would probably be in "kill and loot" mode - attackign mystic sites, technologyical sites, and all superheroes (and villains) he sees... or civilians if you want to be an ass about it.

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Re: Crossposted Sorceror Conversion

 

The class skills for a Sorcerer in D&D are:

Bluff (various Interaction skills, esp. Persuasion in HERO),

Concentration (no obvious HERO analogue)

Craft (PS's)

Knowledge: Arcana (various KS's revolving around magic and various other things. PHB lists: Ancient Mysteries, Magic Traditions, Arcane Symbols, Cryptic Phrases, Constructs, Dragons, Magical Beasts)

Profession (PS)

Spellcraft (more magical KS's, but pertaining more to spellcasting than magical effects).

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Guest WhammeWhamme

Re: Crossposted Sorceror Conversion

 

The class skills for a Sorcerer in D&D are:

Bluff (various Interaction skills, esp. Persuasion in HERO),

Concentration (no obvious HERO analogue)

Craft (PS's)

Knowledge: Arcana (various KS's revolving around magic and various other things. PHB lists: Ancient Mysteries, Magic Traditions, Arcane Symbols, Cryptic Phrases, Constructs, Dragons, Magical Beasts)

Profession (PS)

Spellcraft (more magical KS's, but pertaining more to spellcasting than magical effects).

 

True, true... but he's 2nd Ed. No skills. :)

 

That said, good point. Here we go...

 

3 Acting 16-

3 Conversation 16-

3 Persuasion 16-

3 Streetwise 16-

3 Jack of Magic

2 Professional Skill: Carver 16-

2 Professional Skill; Consulting Caster 16-

2 Professional Skill: Enchanter 16-

2 Professional Skill: Goldsmith 16-

2 Professional Skill: Jeweler 16-

2 Professional Skill: Silversmith 16-

3 Magical Scholar:

33 Knowledge Skill: Analyze Spell 47-

2 Knowledge Skill: Ancient Mysteries 16-

2 Knowledge Skill: Arcane Symbols 16-

2 Knowledge Skill: Constructs 16-

2 Knowledge Skill: Cryptic Phrases 16-

2 Knowledge Skill: Dragons 16-

2 Knowledge Skill: Magic Beasts 16-

2 Knowledge Skill: Magic Traditions 16-

33 Power Skill: Spellcraft 31-

===

110

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