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Skip Navigation LinksHigh Fantasy HERO>Conversions>D&D>D&D 3rd Edition>DM to GM>Feat Conversions
Conversion Resource
FROM: D&D 3e
TO: HERO System 5th Edition
FEAT CONVERSIONS
Feats are a crucial concept in D&D 3e as it is the primary way a Character of a particular Class distinguishes themselves from every other member of the same Class. A Character's Feat selection is what makes one 15th Level Fighter distinct from the next 15th Level Fighter, in other words.
In a hidebound, rigid, structured Class and Level game system that sort of thing is very important. In a fluid, flexible, define whatever you want game system its basically a given. Since there are no Classes in the HERO System there really isn't a need for that sort of a thing; in fact in some ways its counterproductive to codify such abilities if diversity is your aim as it will actually serve to have more Characters with cookie cutter abilities than fewer.
In the HERO System you don't need to take a Power Attack Feat to hit harder or a Dodge Feat to boost your defenses. You just improve your damage output by one of many methods or take advantage of one of the many ways you can improve your Character's defensive capabilities. If you want to improve two marginally related Skills you just take another +1 with each. If you want to have some hard core over the top attack ability to make your Character seem impressive compared to other Characters then just buy an ability that suits your desire and call it a day.
However, all that aside, when converting a Character from D&D 3e its helpful to have some idea how to approximate in the HERO System the same sort of capabilities the Character's Feats granted them in D&D 3e, and this document offers some advice on doing just that.
ARMOR AND WEAPON FEATS
Armor and Weapon Familiarities are discussed in Step 4:  Converting Professions under Converting Common Class Abilities.
METAMAGIC FEATS
Metamagic Feats are covered in great detail in the Metamagic document.
ITEM CREATION FEATS
This web site presents detailed guidelines for the design and creation of Magic Items in the Artificing documents. If the GM is using these guidelines, you can take one or more of the Item Creation Extension Packages detailed below (as appropriate to your Character's particular mix of Item Creation Feats), and use them in conjunction with the processes described in the Artificing documents regarding the creation of new Magic Items.
Item Creation Extension Packages
Artificing Scroll Scribing Wand Crafting Alchemy
The following list indicates which Item Creation Extension Package each Item Creation Feat correlates to:
  • BREW POTION: Alchemy
  • CRAFT MAGIC ARMS AND ARMOR: Artificing
  • CRAFT ROD: Artificing
  • CRAFT STAFF: Artificing
  • CRAFT WAND: Wand Crafting
  • CRAFT WONDROUS ITEM: Artificing
  • FORGE RING: Artificing
  • SCRIBE SCROLL: Scroll Scribing
GENERAL FEATS
General Feats are those that have no special rules governing their selection by Characters, beyond the need to have open Feat slots.
GENERAL FEATS THAT GRANT SKILL BONUSES
Before converting all of the various "+2 to this and that Skill" Feats (did anyone ever even actually take these anyway?), first convert your Character's Skills using the advice given in the Skills Conversion document.
GENERAL FEATS THAT CONVERT INTO MARTIAL MANEUVERS
Many of the combat oriented Feats convert into Martial Maneuvers in the HERO System. However there is a minimum buy-in for Martial Maneuvers of 10 Character Points. In other words your Character can't just cherry pick the one Maneuver they want; they must spend at least 10 Points on some collection of Maneuvers to have any Martial Maneuvers at all.
For this reason 10 points worth of topically related Maneuvers are presented for each Feat conversion of this sort. If your Character only has one such Feat, just take all 10 Character Points worth of presented Maneuvers for that one Feat and you're good to go.
However if your Character has several such Feats (as most Fighters will for instance) they will likely run themselves out of Character Points if they take all 10 points worth of Maneuvers for each Feat. You can take as many of the Maneuvers presented as you want and can afford, but so long as you meet the minimum buy in of 10 Character Points you don't have to take all of them if you don't want too; often one of the provided Maneuvers will adequately model the Feat in the HERO System and prove to be sufficient.
You must define a default Weapon Element for all the Martial Maneuvers your Character has, which is typically "Barehanded", but which can be a type of Weapon if you prefer. You can buy additional Weapon Elements for other weapons so that your Character can use their Maneuvers with those weapons as well. If you have both Ranged and HtH Martial Maneuvers, you define a default Weapon Element for each set separately.
Each Weapon Element costs 1 Character Point and it is usually wise to buy at least one extra Weapon Element so that your Character can use their Martial Maneuvers with both their bare hands and weapon of choice.
ACROBATIC
Your Character jumps and leaps better.
ACROBATIC AS BONUSES TO ACROBATICS AND LEAP
Jumpy: +1 w/ Acrobatics
Leapy: +2" Leap
Real Cost: 4 Points
AGILE
Your Character is bendy and well balanced.
AGILE AS BONUSES TO BREAKFALL AND CONTORTIONIST
Balanced: +1 w/ Breakfall
Bendy: +1 w/ Contortionist
Real Cost: 4 Points
ALERTNESS
Your Character is more perceptive than most.
ALERTNESS AS BONUSES TO PERCEPTION
Perceptive: +1 All PER
Real Cost: 3 Points
ANIMAL AFFINITY
Your Character does well with Animals.
ANIMAL AFFINITY AS BONUSES TO ANIMAL HANDLING AND RIDE
Sit!: +1 w/ Animal Handling
Woah!: +1 w/ Riding
Real Cost: 4 Points
ATHLETIC
Your Character is good at climbing and swimming.
ATHLETIC AS BONUSES TO CLIMBING AND SWIMMING
Scaler: +1 w/ Climbing
Ducky: +2" Swimming
Real Cost: 4 Points
AUGMENT SUMMONING
See the Metamagic document.
BLIND-FIGHT
Your Character is good at fighting foes they can't see.
BLIND-FIGHT AS COMBAT SENSE
Don't Need To See You To Fight You: Combat Sense 11-
Real Cost: 15 Points
CLEAVE
If your Character Knocks Out or Kills an opponent with a Melee Attack, they get to take another Attack on another foe in HtH range.
The Follow-Through Attack Talent presented in Fantasy HERO for 5th Edition on page 106 is an exact conversion of this ability.
For Great Cleave you can either improve the reset condition of the base Trigger in Follow Through Attack to a full +1 Advantage "Activating the Trigger is an Action that takes no time, Trigger resets automatically immediately after it activates", or use the option provided in the side bar of Fantasy HERO on page 106 to convert Follow-through Attack into a Selective Area of Effect attack.
CLEAVE AS FOLLOW THROUGH ATTACK
You Should Buy Fantasy HERO: Follow-Through Attack
Real Cost: 10 Points
COMBAT CASTING
It depends on what Magic System your GM is using, but the conversions of the D&D 3e Magic Systems provided on this web site do not need or use a Concentrate Skill.
Provided in its stead is an ability that is probably more generally useful.
COMBAT CASTING AS LIMITED DCV LEVELS
Cast In Relative Safety: +3 DCV; Only When Casting A Spell In Combat Conditions (-1/2)
Real Cost: 10 Points
COMBAT EXPERTISE
Your Character is able to become harder to hit at he expense of their accuracy.
Due to the nature of Combat Skill Levels in the HERO System the easiest way to model this is to just buy a couple of spare CSL's. If your Character is already gaining CSL's as part of their Base Attack Bonus conversion, you may or may not want to spend the points on even more CSL's, so use your discretion.
COMBAT EXPERTISE AS COMBAT SKILL LEVELS
I'm An Expert At This: +2 HtH Combat Skill Levels
Real Cost: 10 Points
COMBAT REFLEXES
Bad news...your Character is able to abuse a mechanic that doesn't exist in the HERO System.
However, in the HERO System you can Hold your Actions and use them to intercept other people or react to defeat them at a DEX Roll and go before them. Thus, an extra point of SPEED comes in very handy if you want to be play a reactive Character.
Alternately, if you really want to spend a lot of points on this ability, refer to the Attack of Opportunity "Feat" presented later in this document.
COMBAT REFLEXES AS SPEED
I Hold: +1 SPEED
Real Cost: 10 Points
DECEITFUL
Your Character is good at fooling people with paper and makeup.
DECEITFUL AS BONUSES TO DISGUISE AND FORGERY
It's Legit: +1 w/ Forgery
I'm Legit: +1 w/ Disguise
Real Cost: 4 Points
DEFLECT ARROWS
Your Character is good at knocking Arrows and such out of the air before they can hit them. That's pretty hardcore!
DEFLECT ARROWS AS MISSILE DEFLECTION
Missed Me!: Missile Deflection (Arrows, Slings, Etc.)
Real Cost: 10 Points
DEFT HANDS
Your Character is good with their hands.
DEFT HANDS AS A BONUS TO SLEIGHT OF HAND
Handy: +2 w/ Sleight of Hand
Real Cost: 4 Points
DIEHARD
Your Character keeps on tickin even after they take a lickin.
However, since all Characters keep going in the HERO System if they are at negative BODY but still have positive STUN, its not that exciting in the HERO System.
The given ability makes up for that by giving the Character a little extra oomph when they get knocked into negative BODY. It's not a guarantee, but it might make all the difference. Of course, if your GM will let you veer from the concept a bit, a Heal to BODY might be better; just replace "STUN" with "BODY" if you prefer and your GM allows.
DIEHARD AS TRIGGERED HEAL TO STUN
Last Gasp: Healing STUN 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; Reduced To Negative BODY; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); 1 Charge (-2), Self Only (-1/2)
Real Cost: 10 Points
DILIGENT
Your Character is a pretty sharp tack.
DILIGENT AS BONUSES TO APPRAISE AND CRYPTOGRAPHY
Keen Eye For Detail: +1 w/ Appraise
Keen Eye For Pattern: + 1 w/ Cryptography
Real Cost: 4 Points
DODGE
Your Character is good at not getting hit.
The HERO System doesn't make you pick who your DCV is good against. Just buy a DCV CSL and call it a day.
DODGE AS A DCV LEVEL
Hard to Hit: +1 DCV
Real Cost: 5 Points
ENDURANCE
Your Character rarely gets tired, and can endure great strain.
ENDURANCE AS ENDURANCE AND RECOVERY
I Ain't Tired Yet: +12 END
I'll Be Good In A Few: +2 REC
Real Cost: 10 Points
EXTRA TURNING
Your Character is good at Turning Undead (or other Monster types).
Turning is covered in more detail in the Magic System Conversion for 3e Clerical Magic, so if your GM is using that System consult that document.
The ability provided as a conversion a) assumes your Character already has the base effect of the Turn Undead Talent described in Fantasy HERO (which costs 12 Points), and b) your GM is allowing this sort of effect in their campaign. Also, there's no restriction on how often your Character can use Turn Undead in the HERO System, so this adds more effect rather than more frequency of use. If your Character turns something other than Undead just modify the Only vs. Undead Limitation accordingly.
NOTE: The Turn Undead Talent presented in Fantasy HERO for 5th Edition is the closest conversion of this ability. Consult that reference for more information.
EXTRA TURNING AS MORE LEVELS OF TURN UNDEAD
So Good They Call Me Tina: +50 PRE Only To Make PRE Attacks (-1), Only vs. Undead Creatures (-1), Full Phase, Delayed Phase (-3/4), Limited Effect (-1), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 10 Points
FAR SHOT
Your Character can shoot farther than usual.
FAR SHOT AS RANGED MARTIAL MANEUVERS
Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
Real Cost: 10 Points
GREAT CLEAVE
See Cleave.
GREAT FORTITUDE  
Your Character is hard to hurt with strange effects.
GREAT FORTITUDE AS POWER DEFENSE
Shrugged It Off: Power Defense: +10
Real Cost: 10 Points
GREATER SPELL FOCUS
This Feat has no meaning in the HERO System. Just spend more points on your Magic System abilities.
GREATER SPELL PENETRATION
If using the Magic System Conversions for D&D 3e provided on this site, Spell Resistance rules are provided. If your GM is using those rules, then just buy a couple extra levels with the School Skills you want to have Spell Penetration for or Spellcraft depending on which your Character is using.
GREATER TWO-WEAPON FIGHTING
See Two Weapon Fighting.
GREATER WEAPON FOCUS
See Weapon Focus.
GREATER WEAPON SPECIALIZATION
See Weapon Specialization.
IMPROVED BULL RUSH
Your Character is good at pushing people around.
IMPROVED BULL RUSH AS MARTIAL MANEUVERS
They're All So Weak: Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove
Huzzah!: Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove
How You Like Me Now?: Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
Real Cost: 10 Points
IMPROVED CRITICAL
Your Character is good at jabbing foes in places that hurt.
IMPROVED CRITICAL AS FIND WEAKNESS
Time To Get Stabby!: Find Weakness 11- with Single Attack
Real Cost: 10 Points
IMPROVED DISARM
Your Character is good at divesting others of weapons.
IMPROVED DISARM AS MARTIAL MANEUVERS
Swipe: Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, +10 STR to Disarm; FMove
Gimme: Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away
Real Cost: 10 Points
IMPROVED FAMILIAR
Your Character has a better Familiar than the next guy.
IMPROVED FAMILIAR AS MORE POINTS SPENT ON FAMILIAR
This Should Go Without Saying: Just spend 10 more points on your familiar Follower.
Real Cost: 10 Points
IMPROVED FEINT
Your Character is good at suckering opponents into disadvantageous circumstances in combat.
NOTE: The Ultimate Skill includes a new Skill called Feint.
IMPROVED FEINT AS FEINT SKILL AND BONUS HTH CSL's
The Ultimate Skill Is Cool: Feint Skill + 1
Really Good At Feinting: +2 with HTH Combat (10 Active Points); Requires A Skill Roll (Feint Skill; Active Point penalty to Skill Roll is -1 per 5 Active Points; -1)
Real Cost: 10 Points
IMPROVED GRAPPLE
Your Character is good in clinches.
IMPROVED GRAPPLE AS MARTIAL MANEUVERS
Clinch Em: Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on
Flip Em: Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
Squeeze Em: Crush: 1/2 Phase, +0 OCV, +0 DCV, +4d6 Crush, Must Follow Grab
Real Cost: 10 Points
IMPROVED INITIATIVE
Your Character is good at going first...and hopefully last.
IMPROVED INITIATIVE
Me First!: Lightning Reflexes: +3 DEX to act first with All Actions
Real Cost: 5 Points
IMPROVED OVERRUN
See Improved Bull Rush above; the HERO System doesn't make a distinction between the two abilities.
IMPROVED PRECISE SHOT
See Precise Shot.
IMPROVED SHIELD BASH
Your Character is good at bashing with their Shield while also using it defensively.
IMPROVED SHIELD BASH  AS LIMITED DCV
Have My Cake And Eat It Too: +3 with DCV (15 Active Points); OAF (Shield; -1), Only When Using Shield To Bash (-1)
Real Cost: 5 Points
IMPROVED SUNDER
Your Character is good at wrecking opponents weapons and gizmos.
SUNDER AS DEADLY BLOW AND BONUS OCV
I Just Want To Smack It!: + 1 OCV to Strike Foci
And Break It Real Good!: Deadly Blow: +2d6 (vs. Foci)
Real Cost: 10 Points
IMPROVED TRIP
Your Character is good at putting people on their rear ends.
IMPROVED TRIP AS MARTIAL MANEUVERS
They All Fall Down: Legsweep: 1/2 Phase, +2 OCV, -1 DCV, +2d6 Strike, Target Falls
Blocking Trip: Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
That's Gotta Hurt: Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
Real Cost: 10 Points
IMPROVED UNARMED STRIKE
Your Character is really good at beating people up with their fists.
IMPROVED UNARMED STRIKE AS MARTIAL MANEUVERS
Jab: Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, +4d6 Strike
Roundhouse: Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, +4d6 Strike
Real Cost: 10 Points
INVESTIGATOR
Your Character is sleuthy. I don't think any D&D PC ever actually had this ability, but just in case yours did (and kudos for going for an off beat concept), it is recommended you buy the Deduction Skill.
INVESTIGATOR AS BONUSES TO INTERROGATION AND
It's Elementary: Deduction Skill +1
Real Cost: 5 Points
IRON WILL
Your Character is hard to affect with Mental powers and Mind Control effects.
IRON WILL AS MENTAL DEFENSE
Iron Headed: Mental Defense +10
Real Cost: 10 Points
LEADERSHIP
The most powerful Feat there ever was or will be. STEP 5: Gear, Followers, and Property discusses the approaches to take to convert your cohort(s) and followers.
LIGHTNING REFLEXES
Your Character is good at getting out of the way of danger.
LIGHTNING REFLEXES AS BONUS DCV AND DEX
Hard to Hit: +1 DCV
DIVE!!!!: Penalty Skill Levels: +3 vs. Dive For Cover Penalties For Distance
Real Cost: 10 Points
MAGICAL APTITUDE
This Feat is beyond lame. Just spend more points on your Character's Magic System abilities.
MANYSHOT
Your Character is good at plinking away at opponents.
MANYSHOT AS RAPID ARCHER
You Should Buy Fantasy HERO: Rapid Archery Talent
Real Cost: 4 Points
MOBILITY
Your Character is good at moving around in combat.
MOBILITY AS DEFENSE MANEUVER
Battlefield Strut: Defense Maneuver IV
Real Cost: 10 Points
MOUNTED ARCHERY
Your Character is good at shooting bows from horses.
MOUNTED ARCHERY AS MOUNTED WARRIOR
You Should Buy Fantasy HERO: Mounted Warrior (Ranged Combat)
Real Cost: 4 Points
MOUNTED COMBAT
Your Character is good at fighting from the saddle.
MOUNTED COMBAT AS MOUNTED WARRIOR
You Should Buy Fantasy HERO:  Mounted Warrior (HTH Combat)
Real Cost: 4 Points
NATURAL SPELL
Um...yeah. You don't have to buy an ability to do this in the HERO System.
NEGOTIATOR
Your Character is a smooth talker.
NEGOTIATOR AS A BONUS TO CONVERSATION
Lets Talk: +2 w/ Conversation
Real Cost: 4 Points
NIMBLE FINGERS
Your Character is good with their hands.
NIMBLE FINGERS AS BONUSES TO DISABLE DEVICE AND LOCKPICKING
Twiddle: +1 w/ Disable Device
Tweak: +1 w/ Lockpicking
Real Cost: 4 Points
PERSUASIVE
Your Character is beguiling.
PERSUASIVE AS A BONUS TO PERSUASION
You Believe Me Don't You?: +2 w/ Persuasion
Real Cost: 4 Points
POINT BLANK SHOT
Your Character is good at short range.
POINT BLANK SHOT AS RANGED MARTIAL MANEUVER
Skirmisher: Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
This Is Going To Hurt: Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
How's Your Mum?: Chip Shot: 1/2 Phase, -1 OCV, +1 DCV, Range +0, Strike, +2 DC
Real Cost: 10 Points
POWER ATTACK
Your Character is good at wracking up the big damage at the expense of accuracy.
Due to the way Combat Skill Levels work in the HERO System, you can already convert them to damage instead of using them to increase your OCV or DCV. A couple more levels come in handy for this purpose. If your Character is already gaining CSL's as part of their Base Attack Bonus conversion, you may or may not want to spend the points on even more CSL's, so use your discretion.
POWER ATTACK AS BONUS HTH LEVELS
Heavy Hitter: +2 HtH Combat Skill Levels
Real Cost: 10 Points
PRECISE SHOT
Your Character is good at shooting into Combat.
PRECISE SHOT
You Should Buy Fantasy HERO: Combat Shooting
Real Cost: 8 Points
QUICK DRAW
Your Character is fast on the draw.
QUICK DRAW AS FAST DRAW
Call Me McGraw: Fast Draw (Melee) +1
Real Cost: 5 Points
RAPID RELOAD 
Your Character is fast at reloading.
QUICK DRAW AS FAST DRAW
Fast Knock: Fast Draw (Ranged) +1
Real Cost: 5 Points
RAPID SHOT
See Manyshot.
RIDE-BY ATTACK
Your Character fights well from horseback. This ability is already basically possible with the Riding Skill.
RIDE-BY ATTACK AS BONUS TO RIDING
Combat Jockey: +2 w/ Riding
Real Cost: 4 Points
RUN
Your Character is a good sprinter.
RUN AS EXTRA NON COMBAT MOVEMENT MULTIPLE
Swift: x4 Non Combat Multiple for Running
Real Cost: 5 Points
SELF-SUFFICIENT
Your Character is good at healing and surviving.
SELF-SUFFICIENT AS BONUSES TO PARAMEDICS AND SURVIVAL
It's Not As Bad As It Looks: +1 w/ Paramedics
Some Kinds Of Tree Bark Is Actually Quite Tasty: +1 w/ Survival
Real Cost: 4 Points
SHOT ON THE RUN
Bad news...the HERO System doesn't allow the Full Move Element for Ranged Martial Maneuvers. However, you could take extra Running equal to your Character's normal Running, but with the Limitation "Only To Calculate Half Moves (-1/2)". You have to pay END for the extra inches of movement when you use the ability.
SHOT ON THE RUN AS LIMITED RUNNING
Never Slow Down: +6" of Running, Only to Calculate Half Moves (-1/2)
Real Cost: 8 Points
SKILL FOCUS
Just buy levels with the Skills you want in the normal fashion.
SNATCH ARROWS
Your Character can not only deflect arrows and such, he can even catch them and toss them back.
SNATCH ARROWS AS MISSILE REFLECTION
It's All In The Reflexes: Add Reflection to Deflect Arrows
Real Cost: +20 Points
SPIRITED CHARGE
Your Character is pretty impressive when charging around on horseback.
SPIRITED CHARGE AS DEADLY BLOW AND BONUS OCV
I Hit Better When I Go Faster: + 1 OCV when Charging
Here Comes The Cavalry: Deadly Blow: +1d6 (when Charging On Horseback)
Real Cost: 10 Points
SPRING ATTACK
Your Character is good at attacking on the move.
SPRING ATTACK AS MARTIAL MANEUVERS
Moving Strike: Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
Moving Ambush: Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; Target Falls; FMove
Real Cost: 10 Points
STEALTHY
Your Character is good at going unseen and unheard.
STEALTHY AS BONUSES TO STEALTH AND CONCEALMENT
Mobile Stealth: +1 w/ Stealth
Stationary Stealth: +1 w/ Concealment
Real Cost: 4 Points
STUNNING FIST
Your Character is good at punching opponents into a stupor.
STUNNING FIST AS MARTIAL MANEUVERS
Bell Ringer: Blinding Blow: 1/2 Phase, -2 OCV, -2 DCV, 2d6 NND, 3d6 Flash (Sight, Hearing)
Mighty Fist: Stunning Blow: 1/2 Phase, +1 OCV, +1 DCV, 2d6 NND
Real Cost: 10 Points
TOUGHNESS
Your Character is harder to kill than normal.
NOTE: This also provides some extra STUN due to Figured Characteristics.
TOUGHNESS
Old Hard To Kill: +2 BODY
Real Cost: 4 Points
TRACK
Your Character is good at tracking people.
TRACK AS TRACKING SKILL
Pathfinder: Tracking +1
Real Cost: 5 Points
TRAMPLE
Your Character is good at attacking people from horseback.
Like most of the attack of opportunity related Feats, this one has no real relevance in the HERO System. Lets just call it a bonus to Riding.
TRAMPLE AS BONUS TO RIDING
Rough Rider: +2 to Riding
Real Cost: 4 Points
TWO-WEAPON DEFENSE
Your Character is good at using a second weapon to ward off attacks.
In the HERO System this is easily handled using the Off Hand Weapon Familiarity. However, that only costs 1 point, so we'll throw in a little gravy too.
TWO-WEAPON DEFENSE  AS WF: OFF HAND AND BONUS TO DCV
Main Gauche: WF: Off Hand
Off Hand Deflection: +1 with DCV (5 Active Points); Only When Wielding Two HtH Weapons In Melee (-1/2)
Real Cost: 4 Points
TWO-WEAPON FIGHTING
Your Character is Adept at dual-wielding.
For Improved and Greater Two-Weapon Fighting just take some OCV levels to offset the Sweep Penalty (like the Whirlwind Attack Feat conversion does).
TWO-WEAPON FIGHTING AS...UH...TWO WEAPON FIGHTING
TWF: Two Weapon Fighting
Real Cost: 10 Points
WEAPON FINESSE
Your Character is accurate via Dexterity rather than Strength with a given weapon.
In the HERO System all Characters use DEX to determine accuracy (OCV) for all their Attacks, so bonus for you. There is no need to convert this ability at all, but if you really wanted to, you could take a couple of extra OCV levels with your Character's weapon of choice.
WEAPON FINESSE AS GRATUITOUS OCV BONUSES
You Really Don't Need To Buy This: +2 OCV w/ Strike w/ Weapon of Choice
Real Cost: 4 Points
WEAPON FOCUS & GREATER WEAPON FOCUS
Your Character is particularly skilled with a specific sort of weapon.
WEAPON FOCUS AS OCV LEVELS
Stabbity: +2 OCV w/ Strike w/ Weapon of Choice
Real Cost: 4 Points
GREATER WEAPON FOCUS AS OCV LEVELS
Deft: Upgrade to +2 OCV w/ Weapon of Choice
Real Cost: +2 Points
WEAPON SPECIALIZATION & GREATER WEAPON SPECIALIZATION
Your Character is able to do more damage with a particular type of weapon.
As this ability is exclusive to Fighters, it is covered in (great) detail in the Fighter Conversion document.
WHIRLWIND ATTACK
Your Character is able to scythe down foes like wheat to the scythe.
Of course, all Characters can already do this using the Sweep Maneuver. However, your Character can definitely be better at it. You should also consider getting the Rapid Attack (HtH) Skill which allows your Character to Sweep as a 1/2 Phase Action rather than a Full Phase.
WHIRLWIND ATTACK AS SWEEP
Kill Them...Kill Them ALL!!!!: +5 OCV with Sweep {allows four strikes with almost no penalty}
Real Cost: 10 Points
ATTACKS OF OPPORTUNITY
Attacks of Opportunity (AoO) have no direct equivalent in the HERO System.
REACTING TO OTHER CHARACTERS IN THE HERO SYSTEM
The ability to react to other Characters defensively is handled with defensive Maneuvers that can be Aborted to (Dodge, Block, Dive For Cover, Roll with Punch) and other actions that are taken to improve a Character's defense such as Aborting to ready a Shield, stand up (to improve DCV), activate some sort of Power that grants protection from harm, and similar effects.
The ability to react to other Characters offensively is handled by Holding an Action from a previous Phase and waiting to see what other Characters are doing before committing to an Action. You can chose to take your Action at any point after your Phase and before the Segment your next Phase is in, but if you want to interrupt another Character's Action you must declare your intent and win at an opposed DEX Roll against the Character you are interrupting. Once you declare your intent to interrupt you are committed to the Action you declared even if you fail the DEX off; you couldn't decide to Abort to a defensive option with the Held Action for instance.
ATTACK OF OPPORTUNITY AS A SUPER SKILL
This ability to react to events in play is common to all Characters in the HERO System and works quite well. However, if a player is just hung up on the AoO concept and feels like their Character absolutely must have the ability to make Attacks of Opportunity to be playable, the following option is presented as a "Feat".
With GM permission, a Character can buy a Power as a "Super Skill" that allows them to Attack other Characters attempting to move around or past them or leaving HtH range with the Character by moving more than one hex, even if the Character does not currently have a Held Action. Other aspects of AoO could be modeled in similar ways by increasing the number of Triggering conditions.
RESTRICTIONS ON USAGE
The ability can be assumed to be on at all times as long as the Character is conscious and not stunned for ease of play since the Character can activate it each Phase as an Action that takes no time anyway, but some restrictions do apply to its use:
  • The Character must be conscious and reasonably capable of making a creditable Attack (not currently Stunned, Entangled, Grabbed, Prone or otherwise impaired).
  • The Character must be aware of and be able to perceive the target of the ability with a Targeting Sense (typically Sight for normal Characters).
  • The Character must have an HKA based weapon drawn and usable.
    • The GM might allow an appropriate Fast Draw Roll at a -4 penalty to draw a weapon so that the Trigger can be used if the Character does not currently have a weapon in hand and a viable target presents itself, though this violates the normal rules for taking Actions when it is not a Character's Phase.
  • The targets of the ability must be within reach.
  • The Trigger Power itself does not cost END, but the Character must pay END for the STR they use for each separate Attack just as if it were an Autofire ability (normally a Character only pays END for STR once per Phase).
  • The Character doesn't get to chose to attack some valid targets and not others; if the Triggering condition(s) are met, the Character must make the attack. This may cause the Character to burn STUN for END or suffer some other detriment (such as attacking an opponent with a Damage Shield).
    • If the Character wishes to stop making Attacks of Opportunity with the ability they can turn the Trigger off as part of an Aborted Action (or more accurately, choose to not reactivate the Trigger).
  • The same target can only be affected by this ability once until the Character activates the Trigger again on their next Phase, even if the target meets both conditions or the same condition multiple times before the Character's next Phase.
  • The Character must succeed at an Attack Roll with all applicable modifiers vs. the target. However, even if the Character misses vs. one opponent they can still use the ability against other valid targets afterwards.
  • The GM has final determination of whether the Character has made too many Attacks of Opportunity in a particular Segment or series of Segments for one activation of the Trigger and can decide that the ability stops working until the Character has another Phase and activates the Trigger again.
    • How many attacks are appropriate with one activation of this ability is left to individual GM's discretion, but GM's should consider that the ability is very expensive when making their decision, and shouldn't be too harsh. One method of determining how many uses is acceptable per activation of the Trigger is to base it on (DEX / 5), rounded in the Character's favor.
HERO SYSTEM WRITE UPS
Two options are presented for this ability. The first assumes that the GM does not allow Naked Power Advantages (NPA) applied to free Equipment to be purchased by Characters and thus requires the effect to be bought as a full Power. The second is an NPA version. Both are functionally equivalent; the only difference is in AP and cost. The cost of both abilities is high but accurately reflect their effect on the game as this is a very powerful option.
ATTACKS OF OPPORTUNITY AS A TRIGGERED POWER
Opportunity Attacker: (75 Active Points)
Killing Attack - Hand-To-Hand +2d6 (vs. PD)
Trigger (Two Conditions, Activating the Trigger is an Action that takes no time, Trigger resets automatically immediately after it activates; Trigger Can Expire (GM Discretion) +1)
  • Opponent Attempts To Move Around / Past Character
  • Opponent Is In HtH Range With Character And Moves More Than 1" Away In Order To Leave HtH Range
Reduced Endurance (0 END; +1/2)
OIF (Weapon of Opportunity; -1/2)
Real Cost: 50 Points
ATTACKS OF OPPORTUNITY AS A NAKED POWER ADVANTAGE
Opportunity Attacker: (45 Active Points)
Naked Power Advantage for up to 30 Active Points of HKA
Trigger (Two Conditions, Activating the Trigger is an Action that takes no time, Trigger resets automatically immediately after it activates; Trigger Can Expire (GM Discretion) +1)
  • Opponent Attempts To Move Around / Past Character
  • Opponent Is In HtH Range With Character And Moves More Than 1" Away In Order To Leave HtH Range
Reduced Endurance (0 END; +1/2)
OIF (Weapon of Opportunity; -1/2)
Real Cost: 30 Points