stonegod's 3E->4E "Conversions"

stonegod

Spawn of Khyber/LEB Judge
Here will be where I kick the tires of the new system by updating some of my character concepts from other games (or PCs in games I DM). Nothing works better than some examples in my mind.

If you have any comments/reactions/kudos/condemnations, please do not post them here. I've made a thread for such discussion. Thanks.
 
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stonegod

Spawn of Khyber/LEB Judge
First up: The Kid.

The Concept
The Kid's concept is a rough-and-tumble dagger fighter, a twitchy orphan who was lucky enough to be found by someone who could use his skills before he wasted his life away. In 3.5, he was a scout/fighter on his way to Master Thrower and Invisible Blade.

Moving to 4E
Ranger and Rogue were the two choices here; the Kid is clearly a striker. Rogues favor light blades, but two-weapon fighting is the Ranger's thing. Ultimately, it was the Rogues' ability to both use daggers at range and melee and the Daggermaster Paragon Path that made the decision to go Rogue easy.

The Conversion

Thandis "The Kid" Ornth Level 5 Human Rogue
Initiative +2; Senses Perception +7
HP 46; Bloodied 23; Healing Surge 11; Surges Per Day 8
Resist Poison 5
AC 15; Fort 15, Ref 20, Will 14
Speed 6
Action Points 1
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:bmelee:dagger +2 (standard; at-will) ✦ Weapon
+10 vs AC; 1d4+5 damage (all melee damage assumes Two-Weapon Fighting is applicable).
:ranged:dagger (standard; at-will) ✦ Weapon
+10 vs AC; 1d4+4 damage
Deft Strike (standard; at-will) ✦ Martial, Weapon
Attack: :melee: +12 dagger +2 or :ranged: +10 dagger vs AC
Hit: :melee: 1d4+7 or :ranged: 1d4+4
:melee:Piercing Strike (standard; at-will) ✦ Martial, Weapon
Attack: +12 dagger +2 vs Reflex
Hit: 1d4+7
:melee:Riposte Strike (standard; at-will) ✦ Martial, Weapon
Attack: +12 dagger +2 vs AC
Hit: 1d4+7. Riposte attack +10 dagger +2 vs AC; 1d4+5 damage.
:melee:Dazing Strike (standard; encounter) ✦ Martial, Weapon
Attack: +12 dagger +2 vs AC
Hit: 1d4+7.
:melee:Setup Strike (standard; encounter) ✦ Martial, Weapon
Attack: +12 dagger +2 vs AC
Hit: 2d4+7.
:ranged:Blinding Barrage (standard; daily) ✦ Martial, Weapon
+10 dagger vs AC; 2d4+5 damage.
:melee:Deep Cut (standard; daily) ✦ Martial, Weapon
Attack: +12 dagger +2 vs AC
Hit: 2d4+7 and ongoing 7.
Tumble (move; encounter) ✦ Martial
First Strike
Rogue Tactics: Brutal Scoundrel
Rogue Weapon Talent
Sneak Attack
Damage is +2d8+2.
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Alignment Unaligned; Languages Common, Dwarven
Str 14 (+2) Dex 19 (+4) Con 14 (+2)
Int 10 (+0) Wis 10 (+0) Cha 12 (+0)
Acrobatics +11*, Athletics +9*, Bluff +8*, Perception +7*, Stealth +11*, Streetwise +8*, Thievery +11*
* Trained Skill
Feats: Backstabber, Nimble Blade, Two-Weapon Defense, Two-Weapon Fighting
Gear magic dagger +2, darkleaf leather armor +1, ironskin belt, amulet of health +1, lots of daggers, other stuff

Thoughts
The Kid worked out well. I think he only changes a bit in play: He still moves around a lot (just like a scout) and both throws and stands in melee. Biggest difference are some of his skills (no Nature to make up for lost Kn: geography).
 
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stonegod

Spawn of Khyber/LEB Judge
Next up: Ari Osten.

The Concept
Ari is loosely based upon Andzrey Sopkowski's hexer characters: Supernatural monster hunters. Ari is a mercenary hexblade out to purge the world of monsters---for a price, of course.

Moving to 4E
Ari is a Defender, but one with striker cabability (curses, his aberrant dragonmark). Neither 4E Ebberon (for dragonmarks) or the 4E FRPG (for the possibility of Swordmage) are out, so this Fighter multiclassed with warlock was my choice. However, warlock multiclassing does not follow the pattern of the other Striker multiclassing, and seems borked (all but the Star Pact Paragon Path lose something without the curse; the Infernal one is useless). Thus, I modified the Pact Initiate feat to grant Warlock's Curse 1/encounter and the use of implements in addition to the skill---in line with the other Striker multiclass feats. The pact ability/at-will was not granted instead.

The Conversion

Ari Osten Level 6 Human Fighter
Initiative +6; Senses Perception +4
HP 61; Bloodied 30; Healing Surge 15; Surges Per Day 12
AC 22; Fort 20, Ref 15, Will 16
Speed 5
Action Points 1
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:bmelee:waraxe +2 (standard; at-will) ✦ Weapon
+12 vs AC; 1d12+6 damage.
:ranged:javelin (standard; at-will) ✦ Weapon
+9 vs AC; 1d6+4 damage
:melee:Cleave (standard; at-will) ✦ Martial, Weapon
Attack: +12 waraxe +2 vs AC
Hit: 1d12+6. Adjacent enemy takes 4 damage.
:melee:Reaping Strike (standard; at-will) ✦ Martial, Weapon
Attack: +12 waraxe +2 vs AC
Hit: 1d12+6. Miss: 4 damage.
:melee:Sure Strike (standard; at-will) ✦ Martial, Weapon
Attack: +14 waraxe +2 vs AC
Hit: 1d12+2.
:ranged:Vampiric Embrace (standard; encounter) ✦ Arcane, Implement
Attack: +9 wand of hellish rebuke +1 vs Will
Hit: 2d8+3 necrotic damage. 5 temporary hit points.
:melee:Crushing Blow (standard; encounter) ✦ Martial, Weapon
Attack: +12 waraxe +2 vs AC
Hit: 2d12+9.
:melee:Villain's Menace (standard; daily) ✦ Martial, Weapon
Attack: +12 waraxe +2 vs AC
Hit: 2d12+6.
:melee:Crack the Shell (standard; daily) ✦ Martial, Reliable, Weapon
Attack: +12 waraxe +2 vs AC
Hit: 2d12+6.
Unbreakable (immediate reaction; encounter) ✦ Martial
Damage is reduced by 8.
Boundless Endurance (minor; daily) ✦ Healing, Martial, Stance
Regeneration 5 when bloodied.
Combat Challenge
Combat Superiority
+1 bonus on opportunity attacks.
Fighter Weapon Talent: Two-handed Weapons
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Alignment Unaligned; Languages Common, Goblin
Str 18 (+4) Dex 8 (-1) Con 16 (+3)
Int 11 (+0) Wis 12 (+1) Cha 14 (+2)
Athletics +13*, Endurance +11*, Heal +9*, Intimidate +10*, Streetwise +10*
* Trained Skill
Feats: Improved Initiative, Novice Power, Pact Initiate (Infernal), Potent Challenger, Power Attack
Gear magic waraxe +2, razor scale +2, gauntlets of ogre power, wand of hellish rebuke +1, other stuff

Thoughts
Ari (especially with my Pact Initiate correction) fits the hexer concept pretty well---he fights monsters with blade and magic. The razor scale armor was perfect: Ari had spiked armor before and used it often. I'm still curious to see how a Swordmage build would look, but I think this one fits nicely for now.
 
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stonegod

Spawn of Khyber/LEB Judge
On deck: Thral'k Kos.

The Concept
Thral'k is a poison dusk lizardfolk in Eberron that is "touched" by fiends. It seeks to master this power in the outside word. In 3.5, he was a scout/warlock combination (due to skirmish/eldritch blast synergy).

Moving to 4E
Another clear Striker. The main question is whether Thral'k is a Warlock or Ranger first. Eldritch blast cannot be gotten except through Warlock, so Warlock primacy it is. We still want a touch of that old "scoutiness", so Ranger mutliclassing is used.

The other big problem is that of race: Poison dusk lizardfolks are not in the Monster Manual (at least, I do not think they are; no MM yet). Looking at the Monster Manual 3, their big things are +2 Con, +2 Dex, poison use, small size, some bonus to athletic-like skills due to their tails, and their chameleon skin when not armored. All but the last is easy to port; for poison use, I just game them poison resistance similar to the Tiefling fire resistance. For their chameleon skin, I played around with various sorts of mechanics (invisibility like the gnome, automatic or large bonus to distraction checks, etc.) before settling on the final racial power.

Poison Dusk Lizardfolk
Ability Scores +2 Dexterity, +2 Constitution
Size Small
Speed 6 squares
Vision Low-light

Languages Common, Draconic
Skill Bonuses +2 Athletics, +2 Stealth
Poison Resistance 5 + 1/2 character level
Chameleon Skin Use chameleon skin as a racial power.

Chameleon Skin (move; encounter)
If adjacent to a terrain feature, conjuration, or zone that could provide cover or concealment, you gain concealment and may make an immediate Stealth check to hide. This concealment lasts until then end of your next turn.
The Conversion

Thral'k Kos Level 3 Poison Dusk Lizardfolk Warlock
Initiative +2; Senses Perception +1
HP 32; Bloodied 16; Healing Surge 8; Surges Per Day 11
Resist Poison 6
AC 16; Fort 17, Ref 15, Will 13
Speed 6
Action Points 1
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:bmelee:pact blade dagger +1 (standard; at-will) ✦ Weapon
+5 vs AC; 1d4 damage.
:ranged:eldritch blast (standard; at-will) ✦ Weapon, Implement
+7 vs Reflex; 1d10+6 damage
:ranged:Hellish Rebuke (standard; at-will) ✦ Arcane, Fire, Implement
Attack: +7 pact blade dagger +1 vs Reflex
Hit: 1d6+6 fire.
:ranged:Diabolic Grasp (standard; encounter) ✦ Arcane, Implement
Attack: +7 pact blade dagger +1 vs Fortitude
Hit: 2d8+6 damage and slide the target 3 squares.
:ranged:Fiery Bolt (standard; encounter) ✦ Arcane, Fire, Implement
Attack: +7 pact blade dagger +1 vs Reflex
Hit: 3d6+6 fire damage, adjacent creatures take 1d6+8 fire damge.
:ranged:Flames of Phlegethos (standard; daily) ✦ Arcane, Fire, Implement
Attack: +7 pact blade dagger +1 vs Reflex
Hit: 3d10+6 fire damage.
Chameleon Skin (move; encounter)
Hunter's Quarry (minor; encounter) ✦ Martial
Ethereal Stride (move; encounter) ✦ Arcane, Teleportation
Eldritch Pact: Infernal Pact
Dark One's Blessing
6 temporary hit points when invoked.
Prime Shot
Shadow Walk
Warlock's Curse
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Alignment Evil; Languages Common, Draconic
Str 8 (-1) Dex 13 (+1) Con 20 (+5)
Int 14 (+2) Wis 10 (+0) Cha 10 (+0)
Athletics +2, Arcana +8*, Bluff +6*, Intimidate +6*, Stealth +9*, Thievery +7*
* Trained Skill
Feats: Improved Dark One's Blessing, Warrior of the Wild
Gear pact blade dagger +1, bloodcut leather armor +1, cloak of resistance +1, other stuff

Thoughts
I'm not sure about my poison dusk lizardfolk: If they are too strong or too weak. Thral'k looses a bit from not being a true "scout", mostly its shifty nature. Thral'k is very much a warlock with a little bit of Ranger flavor as opposed to half-one and half-the-other, but I think it captures the core of the concept. I do miss his huge Hide score, however.

Edit: Included Nifft's suggestion regarding tweaking chameleon skin.
 
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stonegod

Spawn of Khyber/LEB Judge
Now: Weapon.

The Concept
A warforged bruiser. Weapon has some interesting background and RP, but from a mechanics standpoint he's simple: A warforged killing machine.

Moving to 4E
The warforged article on Dragon helped a bunch here. He's a defender, and a great weapon fighter at that. Old Weapon had several weapons to account for weapon type DR; that's gone now so he'll just stick with one: Hammers (i.e., the maul). He actually has an axe in 3.5, but that's a Dex weapon, and Weapon is all about the Str and Con.

The Conversion

Weapon Level 4 Warforged Fighter
Initiative +2; Senses Perception +2
HP 49; Bloodied 24; Healing Surge 12; Surges Per Day 12
Resist Poison 5
Saving Throws +2 vs. ongoing damage; take roll or 10 result on death save
AC 21; Fort 20, Ref 15, Will 14
Speed 5
Action Points 1
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:bmelee:terror maul +1 (standard; at-will) ✦ Weapon
+11 vs AC; 2d6+6 damage.
:ranged:throwing hammer (standard; at-will) ✦ Weapon
+9 vs AC; 1d6+5 damage
:melee:Cleave (standard; at-will) ✦ Martial, Weapon
Attack: +11 terror maul +1 vs AC vs AC
Hit: 2d6+6. Adjacent enemy takes 5 damage.
:melee:Reaping Strike (standard; at-will) ✦ Martial, Weapon
Attack: +11 terror maul +1 vs AC
Hit: 2d6+6. Miss: 5 damage.
:melee:Steel Serpent Strike (standard; encounter) ✦ Martial, Weapon
Attack: +11 terror maul +1 vs AC
Hit: 4d6+6.
:melee:Crushing Blow (standard; encounter) ✦ Martial, Weapon
Attack: +11 terror maul +1 vs AC
Hit: 4d6+9.
:melee:Brute Strike (standard; daily) ✦ Martial, Reliable, Weapon
Attack: +11 terror maul +1 vs AC
Hit: 6d6+6.
Warforged Resolve (minor; encounter) ✦ Healing
5 temporary hit points, regain 5 hit points when bloodied.
Unstoppable (minor; daily) ✦ Healing
2d6+3 temporary hit points.
Combat Challenge
Combat Superiority
+0 to opportunity attacks.
Fighter Weapon Talent: Two-handed Weapons
Construct
Living Construct
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Alignment Unaligned; Languages Common
Str 20 (+5) Dex 10 (+0) Con 16 (+3)
Int 14 (+2) Wis 10 (+0) Cha 8 (-1)
Athletics +12*, Endurance +12*, Intimidate +8*
* Trained Skill
Feats: Armor Proficiency (Plate), Power Attack, Powerful Charge
Gear terror maul +1, battleforged plate +1, amulet of health +1, other stuff

Thoughts
Overall, this build has unstoppable-killing-machine all over it, which fits Weapon nicely. I miss his Adamantine Plating, however. Let's just say his armor looks of it. :)
 


stonegod

Spawn of Khyber/LEB Judge
mach1.9pants said:
Nice work, I just read 'cos I like reading other peeps characters! Just to note, the humans don't seem to have got their bonus feats:)
Thanks. The feats were on my sheet, just not posted here.

And please use the discussion thread; I'm trying to keep this to just the characters.
 

Old Gumphrey

First Post
stonegod said:
:melee:Cleave (standard; at-will) ✦ Martial, Weapon
Attack: +11 terror maul +1 vs AC vs AC
Hit: 2d6+6. Adjacent enemy takes 5 damage.

How are you getting 5 damage here? I thought Cleave just did a flat 3 damage to a nearby target?
 



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