Quick-converting the League of Legends Champions


Conversions

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"Quick-converting" is a little term I came up with to just give the major aspects of the characters to be converted without actually having to make a full stat block.

So... anyone tried converting the LoL's champions into actual Pathfinder characters ? Oh, and by "quick-converting", I do plan to just get the major details, so that if anyone wants to make a character like a Champion, s/her would have the "requirements" to do so. Now, let's begin:

Ahri, The 9 Tails Fox
female Kitsune sorcerer, with dancing steel orb (1d6, x3, Bludgeoning)

Akali, The Fist of Shadow
female elven ninja/shadowdancer, with 2 kamas

Alistar, The Minotaur
male minotaur or asterion (Genius Guide to Races of Hoof and Horn) barbarian (brutal pugilist)

Amumu, The Sad Mummy
male young/small osirion mummy/gnome barbarian (breaker or wild rager)
I sincerely have no clue what this guy's supposed to be...

Anivia, The Cryophoenix
female arctic giant eagle sorcerer (rime-blooded wildblooded)

Annie, The Dark Child
female young human sorcerer (fire elemental bloodline) with charmed black bear pet

Ashe, The Frost Archer
female elven/human magus (myrmidarch)/arcane archer, with frost or freezing burst composite longbow

Blitzcrank, The Great Steam Golem
male clockwork warrior with the clockwork servant's mental enhancement fighter (brawler)

Brand, The Burning Vengeance
male medium fire elemental fighter (brawler) with the Eldritch Heritage feats (fire elemental)

Caitlyn, The Sheriff of Piltover
female human gunslinger (musket master), with musket or rifle

Cassiopeia, The Serpent's Embrace
female nagaji sorcerer (serpentine)

Cho'Gath, The Terror of the Void
male fiendish entobian (Alluria Remarkable Races: Entobian) barbarian (savage barbarian)

Corki, The Daring Bombardier
male gnome rogue (pilot), with medium flying machine and firearms

Darius, The Hand of Noxus
male human fighter (two-handed fighter), with greataxe

Dr. Mundo, The Madman of Zaun
male half-orc alchemist (ragechemist)

Evelynn, The Widowmaker
female elven rogue/assassin

Ezreal, The Prodigal Explorer
male human sorcerer (sage wildblooded)

Fiddlesticks, The Harbinger of Doom
male intelligent scarecrow cleric (undeath subdomain), with scythe

Fiora, The Grand Duelist
female human fighter (mobile fighter)/duelist, with rapier

Fizz, The Tidal Trickster
male piscean (Alluria Cerulean Seas) ranger (skirmisher), with trident

Galio, The Sentinel's Sorrow
male gargoyle fighter (armor master)/stalwart defender

Gangplank, The Saltwater Scourge
male human rogue (pirate), with cuitlass and pistol

Garen, The Might of Demacia
male human knight (strategist), with greatsword

Gragas, The Rabble Rouser
male dwarf barbarian (drunken brute)

Graves, The Outlaw
male human gunslinger (mysterious stranger), with musket or rifle

Hecarim, The Shadow of War
male ghul centaur (The Genius Guide To: Simple Monster Templates) fighter (roughrider), with a spear

Heimerdinger, The Revered Inventor
male cunning gnome (101 Not so simple Monster Templates) alchemist, with wrenches

Irelia, The Will of the Blades
female human fighter (weapon master, with dancing two-bladed sword

Janna, The Storm's Fury
female silfide (Genius Guide to Races of Wind and Wing) sorcerer (djinni bloodline), with staff

Jarvan IV, The Exemplar of Demacia
male human knight, with spear

Jax, Grandmaster at Arms
male human ??? monk (of the Empty Hand), with glowing staff
The guy fights with a lamppost, need I say more ?

Karma, The Enlightened One
female human oracle, with 2 fighting fans

Karthus, The Deathsinger
male human lich wizard (necromancer)

Kassadin, The Void Walker
male fiendish human soulknife (Psionics Unleashed), with soul blade

Katarina, The Sinister Blade
female human rogue/red mantis assassin, with 2 sawtooth sabers and daggers

Kayle, The Judicator
female half-celestial/human paladin (empyreal knight), with greatsword

Kennen, The Heart of the Tempest
male gnome ninja, with LOTS of shurikens

Kog'Maw, The Mouth of the Abyss
male cunning ankheg (101 Not so simple Monster Templates) barbarian (true primitive)
this one's a pain to figure out...

LeBlanc, The Deceiver
female human sorcerer, with staff

Lee Sin, The Blind Monk
male blind human monk

Leona, The Radiant Dawn
female human paladin (wariior of the holy light), with longsword and shield

Lulu, The Fae Sorceress
female gnome sorcerer (fey bloodline), with staff and lyrakien azata familiar

Lux, The Lady of Luminosity
female human sorcerer (celestial bloodline), with mace

Malphite, Shard of the Monolith
male medium earth elemental barbarian (elemental kin)

Malzahar, The Prophet of the Void
male human sorcerer (void-touched wildblooded)

Maokai, The Twisted Treant
male young treant barbarian (wild rager)

Master Yi, The Wuju Bladesman
male human fighter (weapon master), with bastard sword

Miss Fortune, The Bounty Hunter
female human gunslinger (pistolero), with 2 pistols

Mordekaiser, The Master of Metal
male human??? or human skeletal champion antipaladin, with heavy mace

Morgana, Fallen Angel
female half-fiendish human witch

Nasus, The Curator of the Sands
male canine anumus (Alluria Remarkable Races: Anumus) cleric/pharaoh (Alluria Remarkable Races: Anumus), with staff

Nautilus, The Titan of the Depths
male clockwork warrior with the clockwork servant's mental enhancement barbarian (sea reaver), with flying blade

Nidalee, The Bestial Huntress
female elven druid (lion shaman), with spear

Nocturne, The Eternal Nightmare
male shadow sorcerer (shadow bloodline)

Nunu, The Yeti Rider
male gnome ranger (warden), with yeti partner

Olaf, The Berserker
male human barbarian (hurler), with 2 battleaxes

Orianna, The Lady of Clockwork
female clockwork warrior with the clockwork servant's mental enhancement summoner (evolutionist), with globe-shaped eidolon

Pantheon, The Artisan of War
male human fighter (phalanx fighter), with spear and shield

Poppy, The Iron Ambassador
female gnome fighter (armor master), with tower shield and warhammer

Rammus, The Armordillo
male primordial (101 Not so simple Monster Templates) reptilian (turtle) anumus (Alluria Remarkable Races: Anumus) barbarian (invulnerable rager)

Renekton, The Butcher of the Sands
male sebek-ka (Alluria Cerulean Seas) ranger (wild stalker), with 2 short swords

Riven, The Exile
female human fighter (unbreakable), with bastard sword

Rumble, The Mechanized Menace
male gnome rogue (driver), with phlopgiston iron golem (Book of Monster Templates)

Ryze, The Rogue Mage
male elven wizard, with staff and book

Sejuani, The Winter's Wrath
female human druid (arctic druid), with flail and board companion

Shaco, The Demon Jester
male human rogue (acrobat), with 2 daggers

Shen, Eye of Twilight
male human ninja, with 2 katanas

Shyvana, The Half-Dragon
female red half-dragon human sorcerer (draconic bloodline)

Singed, The Mad Chemist
male human alchemist, with spear

Sion, The Undead Champion
male half-orc skeletal champion barbarian (scarred rager), with greataxe

Sivir, The Battle Mistress
female human fighter (tactitian), with starknife

Skarner, The Crystal Vanguard
male cunning (101 Not so simple Monster Templates) diamond medium scorpion barbarian (breaker)

Sona, Maven of the Strings
female human bard (magician), with string instrument

Soraka, The Starchild
female elven sorcerer (starsoul bloodline)

Swain, The Master Tactician
male fiendish Strix sorcerer (warped wildblooded), with raven familiar

Talon, The Blade's Shadow
male human ninja, with chakram

Taric, The Gem Knight
male human cleric (Earth domain, theologian), with warhammer

Teemo, The Swift Scout
male gnome ranger (battle scout), with greatclub

Tristana, The Megling Gunner
female gnome gunslinger (musket master), with musket or rifle

Trundle, The Cursed Troll
male young troll barbarian (savage barbarian), with greatclub

Tryndamere, The Barbarian King
male human barbarian (titan mauler), with greatsword

Twisted Fate, The Card Master
male human wizard (diviner)/harrower, with Harrow Deck

Twitch, The Plague Rat
male ratfolk rogue (poisoner), with hand crossbow

Udyr, The Animal Spirit
male human druid (pack lord)

Urgot, The Headsman's Pride
male zombie lord human alchemist (reanimator)

Varus, The Arrow of Retribution
male elven fighter (archer), with composite longbow

Vayne, The Night Hunter
female human inquisitor (witch hunter), with hand crossbow and heavy crossbow

Veigar, The Tiny Master of Evil
male gnome wizard (phantasm school), with staff

Viktor, The Machine Herald
male clockwork warrior with the clockwork servant's mental enhancement alchemist (vivisectionist), with vestigial arm discovery

Vladimir, The Crimson Reaper
male human vampire wizard (necromancer)

Volibear, The Thunder's Roar
male ursine anumus (Alluria Remarkable Races: Anumus) druid (storm druid)

Warwick, The Blood Hunter
male human werewolf ranger (trophy hunter)

Wukong, The Monkey King
male vanara monk (weapon adept), with quarterstaff

Xerath, The Magus Ascendant
male medium lightning elemental magus

Xin Zhao, The Seneschal of Demacia
male human fighter (polearm master), with spear

Yorick, The Gravedigger
male zombie lord human cleric (undead lord), with greataxe

Ziggs, The Hexplosives Expert
male gnome alchemist, with lots of bombs

Zilean, The Chronokeeper
male human wizard (foresight school), with staff

Please note that these are just first attempts, and that any critique is welcomed to improve them.

Dark Archive

They are alright for a "quick n' dirty" of the LoL champions, but actual conversions of their abilities is more tricky I think. Most of them can be emulated with classes but they are also unique characters, so basically you can create one but they would have unique abilities on top of their class abilities making them really tough and interesting enemies or NPC for hire.

Hecarim has something more like a glaive or halberd looking weapon than a spear.


Deiros wrote:
They are alright for a "quick n' dirty" of the LoL champions, but actual conversions of their abilities is more tricky I think. Most of them can be emulated with classes but they are also unique characters, so basically you can create one but they would have unique abilities on top of their class abilities making them really tough and interesting enemies or NPC for hire.

Unique abilities... ? Hmmm, I actually thought about that when creating them, because most of the abilities can be duplicated via feats, spells and other class abilities.

Care to give an example ?


Anivia really strikes me more as a variant phoenix than an arctic eagle to be honest...

And since he's my favourite champion, I have to mention that Teemo should have a blowgun and poisoned darts. I'd also recommend stacking the Battle Scout and Trapper archetypes for him (they don't overlap, so it's legal). Trapper really helps replicate his mushroom trap power.

Teemo would also make good use of blackfinger paste, from the Rival Guide, which would allow him to poison his weapons without risking poisoning himself.

Dark Archive

You are right as with feats/spells you can emulate most or all of their abilities, but in some cases for example Pantheon Heartseeker ability is 3 attacks, with say power attack so he should be level 15? This would considerably put him above a lot of the others champions that can be emulated with less levels.

Basically what I'm trying to say your conversions are nice as a quick way to emulate the champions with to much of a hassle, but if you really want to make them as close as possible, it's going to be tough one since there is going to be a lot of level difference between champions, which is supposed to be not true.

Anyway most champions can have all their abilities made specially for them, like unique npcs. This happens in pathfinder already with a lot of unique bosses or npcs.

My favorite champions are Pantheon (1) & Swain (2). Hecarim I'm starting to like but he is not as easy as I was thinking to master, since I'm still figuring the proper item build and other things.


Gluttony wrote:

1) Anivia really strikes me more as a variant phoenix than an arctic eagle to be honest...

2) And since he's my favourite champion, I have to mention that Teemo should have a blowgun and poisoned darts. I'd also recommend stacking the Battle Scout and Trapper archetypes for him (they don't overlap, so it's legal). Trapper really helps replicate his mushroom trap power.

Teemo would also make good use of blackfinger paste, from the Rival Guide, which would allow him to poison his weapons without risking poisoning himself.

1) Well... yeah... a phoenix with ice spells and abilities instead of fire would be the easiest way to create her... but if someone want to use her as a player, I had to pick something much less powerful, like a giant eagle... which she does look like with some of the skins she got.

2) If he should, then he will, I'll take note.

Deiros wrote:

You are right as with feats/spells you can emulate most or all of their abilities, but in some cases for example Pantheon Heartseeker ability is 3 attacks, with say power attack so he should be level 15? This would considerably put him above a lot of the others champions that can be emulated with less levels.

Basically what I'm trying to say your conversions are nice as a quick way to emulate the champions with to much of a hassle, but if you really want to make them as close as possible, it's going to be tough one since there is going to be a lot of level difference between champions, which is supposed to be not true.

Anyway most champions can have all their abilities made specially for them, like unique npcs. This happens in pathfinder already with a lot of unique bosses or npcs.

My favorite champions are Pantheon (1) & Swain (2). Hecarim I'm starting to like but he is not as easy as I was thinking to master, since I'm still figuring the proper item build and other things.

I actually plan to use the champions as NPCs for a massive coliseum event, so even if Pantheon gets his full power at level 15, the other characters will be of the same level, and of course, while it's possible to emulate LoL abilities, some will not be useable unless I go with the "unique abilities". I'm trying to convert them as closely as a player would for his or her own PC, like "I want to make that character, here's my progression."

I'm not too familiar with unique abilities though... you said it happened before. Care to show me an[other] example ? I vaguely remember seeing, in a Pathfinder Adventure Path, an NPC Spriggan with a unique ability called "Giant Rider", which allowed him to rider giants without penalty (Nunu could benefit from that...)

Dark Archive

Yes basically most of those "unique" creatures are from AP but you can make it rather simple conversions.

Heartseeker: Take this as a variant Rapid Shot made with melee attacks that work with his spear. This could also work as a Flurry of Blows. Add to Pantheon abilities that he can now confirm critical hits with a spear and his critical threat range is reduced by 1 so he actually can crit something.

Spear Shot: Is basically a javelin (or spear) throw as normal just add in some feats that make throwing a weapon hit harder.

Aegis Protection: His passive skill can be the same as the shield feat that allows him to block one ranged attack bu instead make it to be any non magical attack once per turn.

Aegis of Zeonia: This ability can be used as a form of "charge" that you just for fluff sake make a "jump" towards the target, and you do not need to be in a straight line. To this you add the stunning fist when you hit as part of the attack.

I don't say most of this abilities are a bit strong, but the mechanics exists already as feats or class abilities, you just need to put them together and refluff.

I guess I did a good job with Pantheon basic idea for his abilities. :)


Yeah, so I really think this is going to take some more legwork than this simple list suggests. I have some concerns about a few of the ways these ideas would play out with the class/race mix, but it sounds like a fun idea. You could probably make a few custom items or custom spells to help push some characters to really fitting there LoL abilities. I'm not really familiar with all these races and templates your quoting so I think that hurts my understanding. However, a PF Rammus would be awesome!

Some notes, I think morde might go over better as a type of magus just with his mix casting and mace smashing. Alistair might be better suited as some kind of monk(hungry ghost?)/paladin(cleric?) hybrid with his group healing, punshing kick type of abilities, and passive self healing (+ djinni spin with stunning?). Also, I see very little with representation which could be useful for characters like swain or fiddlesticks.

Let me go back to my first point, I think this is a much more complicated undertaking then just finding a race/class combo.

Dark Archive

Yes, but JiCi post was a quick and easy way to emulate LoL champions, while they are not 100% accurate they still have that "feel" and a good idea as to how to emulate them.

Alistar doesn't need to be a Monk he has a slam attack and a gore attack and a charge special ability if I remember just by being minotaurs. Headbutt you can add that it also get's a free Bull Rush attempt every time he hits with a charge using his gore attack.

I could try it but I'm already busy doing conversions and other things for my own campaign setting.


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Well, since you guys seem to be a bit concerned about the individual abilities, how about we break them down, one champion at a time ?

Ahri, The 9 Tails Fox
Race: female Kitsune... no brainer
Class: sorcerer, because of her fire spells and charm spells
Weapon: Ok, this is where homebrewing begins. She attacks with a floating orb, a weapon that hasn't been made into Pathfinder. The closest thing I could find was the Orc Shotput, from WotC's 3.0 Arms and Equipment Guide:

Large Exotic Ranged Weapon
Orc Shotput - 10 gp - 2d6 - 19-20/x3 - 10 ft. - 15 lbs - Bludgeoning

The best way to make Ahri's weapon would be as follow:

Light Exotic Weapon
Glass Orb - 25 gp - 1d6 - x3 - 20 ft. - 1 lbs - Bludgeoning

Since she can control the orb telekinectically, the best way to represent it would be with a +1 returning dancing glass orb, that she catches once in a while to re-activate the dancing property, and since it can only be applied to melee weapons, I thought I'd made the orb like a dagger, as a melee/thrown hybrid.

Orb of Deception - Ahri sends out and pulls back her orb, dealing magic damage on the way out and True damage on the way back.

With the orb being returning, Ahri can simply make full-attack actions with the orb.

Fox-Fire - Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies.

Three fox-fires, huh ? Hello, scorching rays !

Charm - Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.

Charm Person/Monster does the trick nicely.

Spirit Rush - Ahri dashes forward and fires essence bolts, damaging 3 nearby champions.

Hmmm... the closest thing I see would be Fire Snake.

Essence Theft - Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.

No idea really...

Dark Archive

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Essence theft is a homebrew as there will be nothing close enough to describe it by itself.

This would be a complicated ability since in the d20 mechanics we don't use per encounter, or after X uses trigger this. This would make this a unique ability.

There is not going to be a fight were she casts 9 spells let's be honest unless something goes terrible wrong or a VERY VERY hard boss fight.

So you can say that once per day whenever she cast Fox-fire, Charm or Spirit Rush successfully for 3 times she receives a healing effect like Cure light wound.

It's a big boost at low levels but after level 6 probably it will begin to lose it's importance as monster and traps will deal more damage than that, but it's still a good healing thing to have.

Well that's just my two cents on how I would work it out.


A fair number of magic items have charges. Just make it an ability that also has charges similar to such items. Something along the lines of "charges are retained indefinitely until used, but cannot exceed the maximum".

If you want it to scale, just increase the level of the cure spell every 5 levels or so that she has (i.e. she heals as cure light wounds at 1st-4th level, at 5th-9th level the ability heals her as cure moderate, 10th-14th it heals her as cure serious, 15th+ is heals her as cure critical).

Seems simple enough.


Alright, so Essence Theft is a special ability then. I like it. Let's try a few other ones:

Akali, The Fist of Shadow
Race: female elf... or asian human, because it's not clear.
Class: ninja/shadowdancer, see abilities for further info
Weapon: 2 kamas, both at least +1 throwing returning

Mark of the Assassin - Akali spins her kama at a target enemy to deal magic damage and mark the target for 6 seconds. Akali's melee attacks against a marked target will trigger and consume the mark to cause additional damage and restore Energy.

I can't think of any other ability than the Master Ninja Trick, Assassinate.

Twilight Shroud - Akali throws down a cover of smoke. While inside the area, Akali gains Armor and Magic Resist and becomes stealthed. Attacking or using abilities will briefly reveal her. Enemies inside the smoke have their Movement Speed reduced.

Smoke Bomb Ninja Trick... need I say more

Crescent Slash - Akali flourishes her kamas, dealing damage based on her Attack Damage and Ability Power.

That's your basic full attack.

Shadow Dance - Akali moves through shadows to quickly strike her target, dealing damage and consuming an Essence of Shadow charge. Akali recharges Essence of Shadow charges both periodically and upon kills and assists, max 3 stacks.

Shadowdancer's Shadow Jump is what comes to mind.

Twin Disciplines - Upon obtaining 20 Ability Power, Akali's basic attacks deal 8% bonus magic damage, increasing by 1% for every 6 Ability Power gained thereafter.

Unique ability that increases her attack and damage based on how many attacks she lands in a round ?

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Alistar, The Minotaur
Race: male minotaur or asterion (Genius Guide to Races of Hoof and Horn), depending on how big you want to make him.
Class: barbarian (brutal pugilist), with al least the brawler and greater brawler rage powers
Weapon: unarmed strikes and horns, with, if possible, both the improved unarmed strike and superior unarmed strike feats.

Pulverize - Alistar smashes the ground, dealing damage to all nearby enemies and tossing them into the air. On landing, enemies are stunned.

I could have sworn to have seen a feat that allows its user to create a shockwave that topples opponent... what it called Stomp or something along those lines ? If not available, the Ground Breaker rage power could do.

Headbutt - Alistar rams a target with his head, dealing damage and knocking the target back.

Standard Powerful Charge... with Awesome Blow if minotaur.

Triumphant Roar - Alistar lets out a commanding war cry, restoring health to himself and nearby friendly units for half the amount. Can be cast more often if nearby enemies are dying.

The Renewed Vigor rage power fits nicely.

Unbreakable Will - Alistar lets out a wild roar, gaining bonus damage, removing all crowd-control effects on himself, and reducing incoming physical and magical damage for the duration.

The Clear Mind rage power could work well.

Trample - Each time Alistar casts a spell, he Tramples nearby units for a few seconds, dealing damage to units he walks over.

I'm tempted to give Alistar a unique ability that would simply be the Trample special attack (from the Bestiary). What do you think ?

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Amumu, The Sad Mummy
Race: male gnome ??? with the osirion mummy template; I'm considering having Yordles as gnomes BTW.
Class: Barbarian (wild rager); believe it or not, Amumu is renowed for his over-the-top rage.
Weapon: unarmed strikes and [head] slam, with, if possible, both the improved unarmed strike and superior unarmed strike feats.

Bandage Toss - Amumu tosses a sticky bandage at a target, stunning and damaging the target while he pulls himself to them.

Yeah, mummies can't toss their bandages around... unless you give them a unique ability to do so and to grapple, OR you select Eldritch Heritage and take the Verdant bloodline to get the tanglevine bloodline power, except it would be a bandage instead of a vine.

Despair - Overcome by anguish, nearby enemies lose a percentage of their maximum health each second.

I... have no idea, but while you couldn't drain health, the Terrifying Howl rage power could be a wail instead of a... cry (pun not intended)

Tantrum - Permamently reduces the physical damage Amumu would take. Amumu can unleash his rage, dealing damage to surrounding enemies.

That's your standard rage right there people.

Curse of the Sad Mummy - Amumu entangles surrounding enemy units in bandages, damaging them and rendering them unable to attack or move.

Hmmm... that sounds a lot like the Entangle spell, which can't be taken via a feat. It might be best as a spell-like ability though.

Cursed Touch - Amumu's attacks reduce the target's Magic Resistance for a short duration.

Yet another unique ability, something that afflict penalties to saving throws penalties, spell resistance and damage reduction.

(That goes to show that weird original characters makes weird Pathfinder characters.)

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Anivia, The Cryophoenix
Race: female cold-based phoenix (basically, give her the cold subtype, replace fire with cold and give her alternate cold spells.
Class: none; she would be CR 15 or 16.
Weapon: her natural weapons

Flash Frost - Anivia brings her wings together and summons a sphere of ice that flies towards her opponents, chilling and damaging anyone in its path. When the lance explodes it does moderate damage in a radius, stunning anyone in the area.

Paizo seems to be shy on creating new cold-based spells lately... but a cold-substitued flaming sphere as one of her new at-will spell-like abilities could work.

Crystallize - Anivia condenses the moisture in the air into an impassable wall of ice to block all movement. The wall only lasts a short duration before it melts.

You know her wall of fire she would have as a regular phoenix ? Well, make it wall of ice.

Frostbite - With a flap of her wings, Anivia blasts a freezing gust of wind at her target, dealing a medium amount of damage.

Hmmm... WotC used to have a 5th-level spell called Boreal Wind which does exactly that... However, a cold-substitued Sirroco as one of her new 3/day spell-like abilities could work.

Glacial Storm - Anivia summons a driving rain of ice and hail to damage her enemies and slow their advance.

Cold-substitued Fire Storm FTW !

Rebirth - Upon dying, Anivia will revert into an egg. If the egg can survive for six seconds, she is gloriously reborn.

A phoenix has the Self-Resurection ability, so no change here.

---

Annie, The Dark Child
Race: female young human; Ok listen, it might be unethical for some players to attack a child in-game, but if that child wants to kill you, I'd say "screw ethics" and "you're dead-spanked, kid".
Class: sorcerer (fire elemental bloodline)
Weapon: none, she mostly just blast people with fireballs. What would do it have a feat that let her use her bloodling power at will at an unlimited rate:

Unlimited Gift (I really need a better name...)
You've mastered your novice gift from the gods, your bloodline or your school, it has become a intergral part of you.
Prerequisites: Caster level 7th, Primary Spellcasting Ability 17, must have a 1st-level ability usable for a limited number of time per day.
Benefit: You can use your 1st-level ability, granted by your domain, your bloodline or your school, at will.
Normal: You can use your 1st-level ability a number of time per day equal to 3 + your primary spellcasting ability modifier.
Special: If you have multiple 1st-level abilities, you must select one of them when taking this feat. You may select this feat multiple time if you have more than one ability, such as being a cleric/wizard multiclassed character.

Disintegrate - Annie hurls a mana-infused fireball, dealing damage and refunding the mana cost if it destroys the target.

Huh... yeah... well... take your pick: produce flame, scorching rays, flaming sphere, fireball, contageous flame, the list goes on and on, and no, I'm not going with a fire-infused disintegrate here.

Incinerate - Annie casts a blazing cone of fire, dealing damage to all targets in the area.

Again, take your pick: burning hands, fire breath, dragon breath...

Molten Shield - Shields Annie from harm, reducing damage she takes and returning damage from basic attacks.

*sighs* Take your pick- no wait ! Fire Shield, pure and simple.

Summon: Tibbers - Annie wills her bear Tibbers to life, dealing damage to units in the area. Tibbers can attack and also burns enemies that stand near him.

I'm having trouble with that one: it says that Tibbers was technically a charmed bear, but then it's actually a teddy bear that grows in size and whacks people in the face. She bound the bear into her stuffed toy ??? The closest thing that could mimic that ability would be a charmed-then-trained bear with the Fire subtype and extra fire damage on its natural attacks.

Pyromania - After casting 5 spells, Annie's next spell will stun the target for 1.75 seconds.

The Burning Spell metamagic feat... very useful here.

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Ashe, The Frost Archer
Race: female elf
Class: magus (myrmidarch)/arcane archer
Weapon: a bow, at least a +1 icy burst composite longbow

Frost Shot - While active, each of Ashe's basic attacks slow her targets. This drains Mana with each attack.

Ranged Spellstrike + Touch of Gracelessness + frost arrows = this ability

Volley - Ashe fires 7 arrows in a cone for increased damage. Volley also applies Ashe's current level of Frost Shot.

That would be the arcane archer's Hail of Arrows ability.

Hawkshot - Each time Ashe kills a unit, she gains some extra gold. Ashe can activate to send her Hawk Spirit on a scouting mission.

Huh, I don't remember if magi can take familiars. If so, then a standard hawk will be nicely.

Enchanted Crystal Arrow - Ashe fires a missile of ice in a straight line. If the arrow collides with an enemy Champion, it deals damage and stuns the Champion for up to 3.5 seconds, based on how far the arrow has traveled. In addition, surrounding enemy units take damage and are slowed.

Ranged Spellstrike + Disintegrate (Polar Ray isn't available... sucks, I know) + frost arrows + Imbued Freezing Sphere = this ability... and ouch. Oh, and Gravity Bow if possible :)

Focus - While out of combat, Ashe's Critical Strike chance increases every 3 seconds for her next attack.

Huh... improved critical, maybe ?

---

Blitzcrank, The Great Steam Golem
Race: male clockwork warrior with the clockwork servant's mental enhancement; Ok, clockwork warriors are usually mindless. However, the clockwork servant can be intelligent, so maybe this warrior could have that same ability here.
Class: fighter (brawler)
Weapon: his two fists, with, if possible, both the improved unarmed strike and superior unarmed strike feats, as well as the Two-Weapon Fighting feats.

Rocket Grab - Blitzcrank fires his right hand to grab an opponent on its path, dealing damage and dragging it back to him.

That would be an special ability that would grant him reach on one single unarmed attack per round.

Overdrive - Blitzcrank super charges himself to get dramatically increased movement and attack speed.

Huh... hmmm... Haste as a spell-like ability perhaps ?

Power Fist - Blitzcrank charges up his fist to make his next attack deal double damage and pop his target up in the air.

Ok, in Player's Guide to Eberron, in the Warforged section, there was a feat called Shocking Fist, which allowed a warforged to deal 1d4 electricity damage per level with a slam attack with a backlash (10d4 points of damage equaled 10 points of damage to you):

Shocking Fist [Warforged]
Your slam attack can deal a shock.
Prerequisite: Warforged, base attack bonus +3
Benefit: As a free action, you can channel some of your life force into a slam attack. You must declare that you are using this feat before you make your attack roll. When you use this feat, you deal to yourself (any amount equal to or or less than your base attack bonus). If the attack hits, you deal 1d4 points of electricity damage to the target per point of damage you dealt to yourself. For example, if you dealt 3 points of damage to yourself, successful attack would deal an extra 3d4 points of electricity damage.
If the atack misses, the attempt is wasted (but you still take the damage you dealt to yourself).
You can attempt a shocking fist attack any number of times per day, but only once per round.

I cannot think of a better way to represent that ability.

Static Field - Passively causes lightning bolts to damage a nearby enemy. Additionally, Blitzcrank can activate this ability to damage nearby enemies and silences for 0.5 seconds, but doing so removes the passive lightning until Static Field becomes available again.

Huh... Call Lightning combined with stormbolts ?

Mana Barrier - When Blitzcrank life is brought below 20% health he activates Mana Barrier. This creates a mana shield equal to 50% of his mana for 10 seconds. Mana Barrier can only occur once per minute.

Globe of Invulnerability seems to be the right choice.

---

I'll stop here for today.


My thoughts/suggestions:

JiCi wrote:

Twin Disciplines - Upon obtaining 20 Ability Power, Akali's basic attacks deal 8% bonus magic damage, increasing by 1% for every 6 Ability Power gained thereafter.

Unique ability that increases her attack and damage based on how many attacks she lands in a round?

The feat, Hammer the Gap increases the power of your attacks for each one that hits consecutively. That could work for what you have in mind there.

---

Alistar: The Minotaur's Charge feat (from classic monsters revisited) could also work well for his headbutt attack, especially if you want to make him Large-sized.

Pulverize could potentially be Ki Throw (not exactly the same effect, but it could work), or maybe Whirlwind Attack (doesn't stun or knock prone, but attacking all around simulates the shockwave aspect).

I agree that trample would have to be a unique ability, as I don't see any way to grant it normally. Best to just give him the trample special attack.

---

Amumu: A lot of his abilites make him sound like a multiclassed Barbarian/Sorcerer to be honest. Perhaps primarily a barbarian with just enough levels of crossblooded sorcerer (with the verdant and undead bloodlines) to get the desired result?

---

Anivia: Sounds like she's already done to be honest. An easy conversion there.

---

Annie: Again, sounds like you've got everything.

---

Ashe: Magi can't normally take familiars, but with Eldritch Heritage and the arcane bloodline they can have one.

---

Blitzcrank: Give him an amulet of mighty fists that has the shocking, or shocking burst ability... In fact a lot of Blitzcrank's abilities sound like they would come from magic items built into his body.


Gluttony wrote:

My thoughts/suggestions:

The feat, Hammer the Gap increases the power of your attacks for each one that hits consecutively. That could work for what you have in mind there.

After checking out the feat, I agree with you.

Gluttony wrote:

Alistar: The Minotaur's Charge feat (from classic monsters revisited) could also work well for his headbutt attack, especially if you want to make him Large-sized.

Pulverize could potentially be Ki Throw (not exactly the same effect, but it could work), or maybe Whirlwind Attack (doesn't stun or knock prone, but attacking all around simulates the shockwave aspect).

I agree that trample would have to be a unique ability, as I don't see any way to grant it normally. Best to just give him the trample special attack.

I wasn't aware of Minotaur's Charge, but after checking it, it'll definitely do the trick. For Pulverize, I'm tempted to give him a spell-like ability called Stomp, based on the psionic power from Psionics Unleashed.

Gluttony wrote:
Amumu: A lot of his abilites make him sound like a multiclassed Barbarian/Sorcerer to be honest. Perhaps primarily a barbarian with just enough levels of crossblooded sorcerer (with the verdant and undead bloodlines) to get the desired result?

That seems to be the best combination indeed.

Gluttony wrote:
Anivia: Sounds like she's already done to be honest. An easy conversion there.

Alright !

Gluttony wrote:
Annie: Again, sounds like you've got everything.

Alright !

Gluttony wrote:
Ashe: Magi can't normally take familiars, but with Eldritch Heritage and the arcane bloodline they can have one.

Oh, thought so...

Gluttony wrote:
Blitzcrank: Give him an amulet of mighty fists that has the shocking, or shocking burst ability... In fact a lot of Blitzcrank's abilities sound like they would come from magic items built into his body.

True, but the Shocking Fist feat does better represent a focused electrical punch to face. Having his fists enhanced with shocking burst would do for standard attacks, but Power Fist needs to pack a greater... punch (pun not intended... again).


Brand, The Burning Vengeance
Race: male advanced medium fire elemental (rebuild rules to give him Int 8)... with fireproof pants for decency.
Class: Magus, with the Elemental Spell (Fire) metamagic feat applied to EVERY non-fire spell. If there's a feat to would allow him to reduce the +1 higher spell level cost by 1, to 0, it would be greatly appreciated.
Weapon: slam and unarmed strike, with, if possible, improved unarmed strike and superior unarmed strike.

Sear - Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, Sear will stun the target for 2 seconds.

Lots of options here, from Eldritch Heritage (fire elemental), with the Unlimited Gift feat I created for Annie, to just about any other fire spell, whether be modified by Elemental Spell or not.

Pillar of Flame - After a short delay, Brand creates a pillar of flame at a target area, dealing magic damage to enemy units with the area. Units that are ablaze take an additional 25% damage.

The Firefall spell is just that.

Conflagration - Brand conjures a powerful blast at his target, dealing magic damage to them. If the target is ablaze, Conflagration spreads to nearby enemies.

Lots of options there too, from Improved Eldritch Heritage (fire elemental) (selecting Elemental Blast), to just about any other fire spell, whether be modified by Elemental Spell or not.

Pyroclasm - Brand unleashes a devastating torrent of fire, dealing magic damage each time it bounces. If a target is ablaze, Pyroclasm's missile speed increases.

Huh... there used to be a Forgotten Realms spell that causes a fireball to bounce around the battlefield, don't know what would be its Pathfinder equivalent though.

Blaze - Brand's spells light his targets ablaze, dealing 2% of their maximum Health in magic damage per second for 4 seconds.

The Burning Spell metamagic feat comes to mind here.

---

Caitlyn, The Sheriff of Piltover
Race: female human
Class: gunslinger (musket master... or mistress)
Weapon: depending on your setting either a musket or a rifle, both at least +1 distance

Piltover Peacemaker - Caitlyn revs up her rifle for 1 second to unleash a penetrating shot that deals physical damage (deals less damage to subsequent targets).

Hmmm... that would the Dead Shot grit. As for the line effect, there used to be an enhancement in Complete Warrior that allowed an arrow to pierce multiple targets up to the first range increment.

Yordle Snap Trap - Caitlyn sets a trap to find sneaky yordles. When sprung, the trap immobilizes the champion, reveals them for a short duration, and deals magic damage over 1.5 seconds.

Not much of an ability here than just to set a standard bear trap, easy enough.

90 Caliber Net - Caitlyn fires a heavy net to slow her target. The recoil knocks Caitlyn back.

That would have to be a modified Entangling Shot cartridge, because the regular ones can be fired only from firearms with the scatter ability... which a musket doesn't have.

Ace in the Hole - Caitlyn takes time to line up the perfect shot, dealing massive damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally.

This one can be anything from the Dead Shot grit, the Stunning Shot grit to the Death's Shot grit.

Headshot - Every few basic attacks, Caitlyn will fire a headshot dealing 150% damage to a champion or 250% damage to a minion.

While it's tempting to give her the Targeting (head) grit, it's simply the Improved Critical feat since it's a passive ability.

---

Cassiopeia, The Serpent's Embrace
Race: "female" lamia matriarch; Lamia matriacrches are always female, but it's just for completion.
Class: sorcerer (serpertine bloodline with envenomed wildbloobed)
Weapon: while she does not any weapon in-game, you could benefit from her scimitars and related feats the lamia matriarch already possesses.

Noxious Blast - Cassiopeia blasts an area with a delayed high damage poison, granting her increased Movement Speed if she hits a champion.

Hmm... can't really find a Poison spell for that, except poison with the Reach Spell metamagic feat.

Miasma - Cassiopeia releases a cloud of poison, lightly damaging and slowing any enemy that happens to pass through it.

Cloudkill and Solid Fog... and Stinking Cloud on top of them if you want toi be hated >:D

Twin Fang - Cassiopeia lets loose a damaging attack at her target. If the target is poisoned the cooldown of this spell is refreshed.

Acid Arrow seems accurate, but wasn't there a metamagic feat that caused acid spells to become poisonous somewhere ? I could have sworn that I've seen that feat.

Petrifying Gaze - Cassiopeia releases a swirl of magical energy from her eyes, stunning any enemies in front of her that are facing her and slowing any others with their back turned.

Either you give her the medusa's gaze as a unique ability, or you represent it by a simple flesh to stone spell. Your call.

Deadly Cadence - After casting a spell, any subsequent spellcasts will cost 10% less Mana for 5 seconds (effect stacks up to 5 times).

Huh... no clue on that one.

---

Cho'Gath, The Terror of the Void
Race: male fiendish giant entobian (Alluria Remarkable Races: Entobian)
Class: hmm... magus, you'll see why with his abilities.
Weapon: unarmed strike and the entobian's two scythe-like claws

Rupture - Ruptures the ground at target location, popping enemy units into the air, dealing damage and slowing them.

Spike Stone isn't available for magus, so Stone Call will ahve to do for now.

Feral Scream - Cho'Gath unleashes a terrible scream at enemies in a cone, dealing magic damage and Silencing enemies for a few seconds.

Ki Shout isn't available for magus, again... so Shout will do for now.

Vorpal Spikes - Cho'Gath's attacks passively release deadly spikes, dealing damage to all enemy units in front of him.

Hmmm... Wreath of Blades could work.

Feast - Devours an enemy unit, dealing a high amount of damage that ignores magic resist. If the target is killed, Cho'Gath grows, gaining maximum health (maximum 6 stacks). Cho'Gath loses up to 3 stacks upon death.

That would be a unique ability, basically to give him the barghest's Feed special attack.

Carnivore - Whenever Cho'Gath kills a unit, he recovers health and mana. The values restored increase with Cho'Gath's level.

That would be incorporated with the Feed special attack.

---

Corki, The Daring Bombardier
Race: male gnome; As I said with Amumu, I'll consider Yordles to be like gnomes.
Class: rogue (pilot); while I don't see him as a sneak attacker, the archetype works nicely for him.
Weapon: firearms and his custom machine:

Large air vehicle
Squares 4 (10 ft. by 10 ft.); Cost 500 gp
_____________________
Defense
_____________________
AC 15; Hardness 10
hp 80 (39)
Base Save +0
_____________________
Offense
_____________________
Maximum Speed 100 ft.; Acceleration 20 ft.
CMB +3; CMD 11
Ramming Damage 2d8

Propulsion alchemical (1 squares of alchemical engines in the back of the vehicle; hardness 8, hp 120)
Driving Check Profession (driver)
Forward Facing the vehicle's forward
Driving Device steering levers
Driving Space the two most forward squares of the vehicle
Crew 1
Decks 1
Weapons Mounted medium two-handed firearm (culverin as standard), using standard stats, also possesses extradimensional spaces for cargo, using the same stats as bags of holding.

Phosphorus Bomb - Corki fires a flash bomb at a target location. This attack reveals non-stealthed units around the blast and champions for 6 seconds.

Flare Shot cartridge would work.

Valkyrie - Corki surges to target location, dropping bombs that create a trail of destruction for opponents who remain in the fire.

You know the extradimension space I added to the machine ? It's for this ability, with alchemist fire flasks attached to black powder kegs >:D

Gatling Gun - Corki's gatling gun rapidly fires in a cone in front of him, dealing damage and reducing enemy armor.

This is why I've chosen the culverin over other firearms, because of the scatter ability.

Missile Barrage - Corki fires a missile toward his target location that explodes on impact, dealing damage to enemies in an area. Corki stores one missile every 10 seconds up to 7 missiles total. Every 4th missile will be a Big One, dealing extra damage.

That sounds to me like your standard full-attack action here.

Hextech Shrapnel Shells - Corki's basic attacks deal 10% additional true damage to minions, monsters, and champions.

Huh... no clue... making the firearms flaming ?


JiCi wrote:
Gluttony wrote:
Ashe: Magi can't normally take familiars, but with Eldritch Heritage and the arcane bloodline they can have one.
Oh, thought so...

Actually a Magus may gain a familiar as an arcana LINK

Dark Archive

As for the first batch everything has been said T.T I got nothing to add lol makes me sad.

As for the Yordles according to official fluff:

Spoiler:
As with the humans, yordles are bipedal sentient beings. Furthermore, they too are characterized by a dependence on language and the creation and utilization of complex tools. As with humans, yordles have male and female genders. They are decidedly shorter than humans; both male and female yordles rarely exceed 1 meter tall, with most averaging around 0.8 meters. Their skin texture ranges from being completely smooth, to very lightly covered in fur, to ultimately being significantly furry. Their skin tone runs a much broader spectrum of colors than their human counterparts; while there is no direct scientific explanation for this, some consider this to be a sign of the yordles’ attunement to Runeterra’s magical nature. Yordles generally have inferior vision in the normal spectrum of light than humans. Yordles, however, have much better hearing than humans and they are able to see into the infrared spectrum of light, where humans cannot.

Yordles require far more social interaction with their own kind than humans do. The vast majority of yordles dwell in the southeastern part of Valoran behind the safety of the Sablestone Mountain range in their capitol of Bandle City. Yordles generally are a peaceful and amicable race, often marked with streaks of joviality and light prankishness; their moral compass is most often pointed toward goodness and benevolence. Their desire for social interaction drives them toward this ethos, as the mental health of a yordle is very much dependent on the positive company he or she keeps. This does not mean, however, that yordles are incapable of cruelty and evil. In fact, a yordle who is kept in isolation for too long – especially from contact with other yordles – runs the risk of becoming withdrawn and sullen. Some yordles who already are centered more toward malevolence will become exceedingly so in due course. In fact, these yordles will often twist their desire for social interaction into a desire to seek out others to inflict pain and suffering upon them.

Brand
Pyroclasm is just what you are saying a converted spell from forgotten realms.

Caitlyn
Just make them available for her musket (rifle) and you can have the 90 caliber net done.

Cassipea:
I think stinking cloud is closer to the Miasma than the other two.
Twin Fang does not inflict poison you can only use it faster when hitting someone with poison, which in this case would be like casting it as a hasted spell when targeting poisoned creatures.
Deadly Cadance is going to be hard, but you can make it an eschew materials feat maybe?

Cho'Gath
Looks like you nailed it.

Corki
Nice vehicle.
Nice idea with the Valkyrie
Hextech Shrapnel Shells just give him the Weapon Specialization feat I suppose or something that ignores AC/DR.

Would you mind putting spoilers so your post are easier to read and keep the post smaller? Please!


Deiros wrote:

As for the first batch everything has been said T.T I got nothing to add lol makes me sad.

As for the Yordles according to official fluff:
** spoiler omitted **...

Huh... ok... well, giving them gnome stats seems to be accurate, as I thought.

Deiros wrote:

Brand

Pyroclasm is just what you are saying a converted spell from forgotten realms.

Yup: Explosive Cascade from Magic of Faerun, p. 93

Deiros wrote:

Caitlyn

Just make them available for her musket (rifle) and you can have the 90 caliber net done.

Yeah, that could work.

Deiros wrote:

Cassiopeia:

I think stinking cloud is closer to the Miasma than the other two.
Twin Fang does not inflict poison you can only use it faster when hitting someone with poison, which in this case would be like casting it as a hasted spell when targeting poisoned creatures.
Deadly Cadance is going to be hard, but you can make it an eschew materials feat maybe?

The think is that Cloudkill is the effect of the alchemist's poison bomb, that's why I went with it first.

I could see a unique ability to quicken a spell or to give it a bonus to hit if the target is poisoned.
Eschew Materials for Deadly Cadance, huh ? That could work.

Deiros wrote:

Cho'Gath

Looks like you nailed it.

Alright, I swear it gave me trouble the first time I tried.

Deiros wrote:

Corki

Nice vehicle.
Nice idea with the Valkyrie
Hextech Shrapnel Shells just give him the Weapon Specialization feat I suppose or something that ignores AC/DR.

Weapon Specialization sounds better.

Deiros wrote:
Would you mind putting spoilers so your post are easier to read and keep the post smaller? Please!

Oh... eh eh... sure, no problem, I'll do that for my next posts.

BTW, don't worry, I plan to do the rest of the champions, so you'll have plenty of opportunities to comment :)


JiCi wrote:
Gluttony wrote:
Blitzcrank: Give him an amulet of mighty fists that has the shocking, or shocking burst ability... In fact a lot of Blitzcrank's abilities sound like they would come from magic items built into his body.
True, but the Shocking Fist feat does better represent a focused electrical punch to face. Having his fists enhanced with shocking burst would do for standard attacks, but Power Fist needs to pack a greater... punch (pun not intended... again).

That sounds like unarmed Power Attacks enchanted with shocking burst.


Gluttony wrote:
JiCi wrote:
Gluttony wrote:
Blitzcrank: Give him an amulet of mighty fists that has the shocking, or shocking burst ability... In fact a lot of Blitzcrank's abilities sound like they would come from magic items built into his body.
True, but the Shocking Fist feat does better represent a focused electrical punch to face. Having his fists enhanced with shocking burst would do for standard attacks, but Power Fist needs to pack a greater... punch (pun not intended... again).
That sounds like unarmed Power Attacks enchanted with shocking burst.

Well... yeah, that could work too.


More of my thoughts (I'll stick to the requested spoiler format as well):

Brand:

Spoiler:
Brand is tricky... Best I can think of is a single-level dip into sorcerer for the elemental (fire) or efreeti bloodline. Those will provide him with fire spells without too much complicated metamagic.

For Pyroclasm I think the best spell might be Burning Arc from Humans of Golarion. (Burning Arc can be found here). It's purely a sorcerer/wizard spell though, which is an issue if you're set on making Brand a magus. Perhaps he works better as being simply a sorcerer... Or you could convert the Forgotten Realms spell.

Caitlin:

Spoiler:
Sounds like grit, mundane items, and a few simple feats cover all of her abilities already.

Cassiopia:

Spoiler:
I can't think of any feat the fits the description of the one you're thinking of for twin fang.

As for Deadly Cadence; perhaps it could be represented with the Echoing Spell metamagic feat? Essentially retaining spells cast would represent subsequent spells costing less mana.

Cho-Gath:

Spoiler:
You sound like you're unsatisfied with what you've got for him, but I think it works.

Corki:

Spoiler:
To be honest I know very little about vehicles, but perhaps Hextech Shrapnel shells could be done with something similar to Burrowing Bullets (Ultimate Combat). Burrowing pellets?


Gluttony wrote:

More of my thoughts (I'll stick to the requested spoiler format as well):

Cho-Gath:
** spoiler omitted **

I meant that for my first post, it wasn't easy coming up with something for Cho'Gath. The second time was much easier though.


Darius, The Hand of Noxus :

Race: male human
Class: fighter (two-handed fighter)
Weapon: greataxe, at least +1 wounding

Decimate - Darius swings his axe in a wide circle. Enemies struck by the blade take more damage than those struck by the handle.

Dodge + Mobiliy + Spring Attack + Combat Expertise = Whirlwind Attack !

Crippling Strike - Darius's next attack strikes a crucial artery. As they bleed out, their movement and attack speed is slowed. Crippling Strike's cooldown is lower the more bloodied its target.

I'm afraid that this won't be a on-command ability, but Critical Focus + Bleeding Critical + Crippling Critical + Critical Mastery would be the best option here.

Apprehend - Darius hones his axe, granting him passive armor penetration. When activated, Darius sweeps up his enemies with his axe's hook and pulls them to him.

That sounds to me like Improved Trip, not too sure though...

Noxian Guillotine - Darius leaps to an enemy champion and strikes a lethal blow, dealing true damage. This damage is increased for each stack of Hemorrhage on the target.

That would be Critical Focus + Bleeding Critical + Crippling Critical + Critical Mastery + Devastating Blow... since the last one automatically confiorm a critical hit.

Hemorrhage - Darius aims his attacks strategically, causing his target bleed. This effect stacks up to five times.

That would the wounding enhancement.

Dr. Mundo, The Madman of Zaun:

Race: male half-orc; hey, he looks like one, ok ?
Class: alchemist (vivisectionist)
Weapon: a throwing axe for his cleaver, at least +2 of Life Stealing, converting from the actual sword of life-stealing.

Infected Cleaver - Dr. Mundo hurls his cleaver, dealing damage equal to a portion of his target's current Health and slowing them for a short time. Dr. Mundo delights in the suffering of others, so he is returned half of the health cost when he successfully lands a cleaver.

That's the Life-Stealing enhancement.

Burning Agony - Dr. Mundo drains his health to reduce the duration of disables and deal continual damage to nearby enemies.

That would have to be a unique ability, which he takes a certain amount of damage to deal fire damage around him to grant him that same amount as a bonus to Will saves.

Masochism - Masochism increases Dr. Mundo's Attack Damage by a flat amount for 5 second. In addition, Dr. Mundo also gains an additional amount of Attack Damage for each percentage of Health he is missing.

While there's nothing that would deal damage to him, the Mutagen/Greater/Grand Mutagen discoveries could reflect that.

Sadism - Dr. Mundo sacrifices a portion of his Health for increased Movement Speed and drastically increased Health Regeneration.

The Spontaneous Healing discovery combined with haste.

Adrenaline Rush - Dr. Mundo regenerates 0.3% of his maximum Health each second.

That would be another unique ability: fast healing... or the Fast Healing grand discovery for high-level play.

Evelynn, The Widowmaker:

Race: female tiefling
Class: magus
Weapon: unarmed strike, with, if possible improved unarmed strike and superior unarmed strike

Hate Spike - Damages the closest enemy unit with a lightning fast bolt of energy, dealing magic damage and 50% damage to a secondary nearby target.

The Arcane Blast feat would suit here.

Shadow Walk - Evelynn fades away, becoming stealthed. Evelynn's next attack or damage ability will slow that unit, ending her Shadow Walk.

Invisibility, hands down ! with possibly Crippling Critical.

Ravage - Deals damage to target unit and reduces the target's armor and magic resistance.

The Lingering Pain and Prescient Attack arcanas could do the trick here.

Malice and Spite - Evelynn revels in the demise of champions she has aided in killing, healing a large portion of her Health upon their death. She may also activate the ability to increase her Attack and Movement Speed for a short time. If an enemy champion dies, this ability's cooldown is refreshed.

That sounds like the Feed special attack to me, as a unique ability.

Determined Killer - Non-neutral minions deal 50% damage to Evelynn.

O...k... DR ##/Unaligned ???

Ezreal, The Prodigal Explorer:

Race: male human
Class: battle sorcerer (sage wildblooded)
Weapon: unarmed strike, with, if possible improved unarmed strike and superior unarmed strike

Mystic Shot - Ezreal fires a bolt of energy which reduces all of his cooldowns by 1 second if it strikes an enemy unit.

Two choices here: either the Arcane Bolt from the Sage wildblood with the homebrewed Unlimited Gift feat or the Arcane Blast feat.

Essence Flux - Ezreal fires a fluctuating wave of energy, dealing magic damage to enemy champions and reducing their Attack Speed, while increasing the Attack Speed of allied champions.

Lightning Bolt sounds accurate.

Arcane Shift - Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit.

Dimension Door + Magic Missile >:D

Trueshot Barrage - Ezreal channels for 1 second to fire a powerful barrage of energy missiles which do massive damage to each unit they pass through (deals 8% less damage to each unit it passes through).

Intensified Lightning Bolt seems good.

Rising Spell Force - Hitting a target with any of Ezreal's abilities increases his Attack Speed by 10% for 6 seconds (effect stacks up to 5 times).

The Quicken Spell metamagic feat would do the trick.

Fiddlesticks, The Harbinger of Doom:

Race: male intelligent scarecrow; he looks... artificial and like a scarecrow. While there isn't a regular way to make construct inetelligent, I'm pretty sure one could create one with the right additional spells to the construction process.
Class: cleric (death domain)
Weapon: scythe, as a converted mace of terror

Terrify - Strikes a target unit with fear, causing it to flee in terror for a duration.

Fear isn't a cleric spell ??? Fine then, cause fear, and the scarecrow's fear ability.

Drain - Fiddlesticks saps the life force of an enemy, dealing damage to a target over time and healing himself.

The Bleeding Touch granted power could do here.

Dark Wind - A wisp of wind strikes an enemy unit and then bounces to nearby enemy units, dealing damage and silencing the victims.

Reach Inflict Critical Wound would do, but the bouncing effect can't be replicated.

Crowstorm - A murder of crows flock wildly around Fiddlesticks, dealing damage each second to all enemy units in the area.

Ok, why didn't Paizo convert the Murder of Crows from Tome of Magic is beyond me, and it's not that problematic, because it's just an animal swarm. But yeah, Summon Monster for a Murder of Crows would work.

Dread - Nearby enemies have their Magic Resist reduced by 10.

That's would be a unique ability: an aura that afflicts penalty to spell resistance and saving throws.

Fiora, The Grand Duelist:

Race: female human
Class: fighter (mobile fighter)/duelist
Weapon: rapier, at least +1 speed, and short sword

Lunge - Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within a couple seconds at no mana cost.

Charge attack combined with the Lunge feat.

Riposte - Fiora's Attack Damage is increased. When activated, Fiora parries the next basic attack and reflects magic damage back to the attacker. Works against champions, monsters, and large minions.

Both the duelist's Parry and Riposte work.

Burst of Speed - Fiora temporarily gains additional Attack Speed. Each basic attack or Lunge she lands during this time increases her Movement Speed. Killing a champion refreshes the cooldown on Burst of Speed.

The speed works... or there's always the option to give her haste as a spell-like ability.

Blade Waltz - Fiora dashes around the battlefield to deal physical damage to enemy champions. Successive strikes against the same target deal less damage.

Spring Attack would work.

Duelist - Fiora regenerates health over 6 seconds each time she deals damage. Striking champions will cause this effect to stack up to 4 times.

Hmmm... no clue, unless her weapon grants her temporary hit points upon each hit.

Fizz, The Tidal Trickster:

Race: male piscean (Alluria Cerulean Seas)
Class: ranger (skirmisher), with shark animal companion
Weapon: trident, at least +1 wounding

Urchin Strike - Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.

Hmmm... I'm thinking the Vital Strike feats here.

Seastone Trident - Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.

That's where the wounding enhancement comes in.

Playful / Trickster - Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.

Wow... no idea... Spring Attack maybe ?

Chum the Waters - Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.

Ok, calling the shark to attack works fine... but calling it to strike from anywhere, that's gonna be a unique ability.

Nimble Fighter - Fizz's dexterity allows him to ignore unit collision and take less physical damage from basic attacks.

I'm thinking simply Dodge and Mobility here.

Silver Crusade

Personally I see Malzahar as a Dark Tapestry Oracle than a sorocerer


Galio, The Sentinel's Sorrow:

Race: male advanced gargoyle
Class: fighter (armor master)/stalwart defender
Weapon: natural weapons and unarmed attack with, if possible, both the improved unarmed strike and superior unarmed strike feats.

Resolute Smite - Galio fires a concussive blast from his eyes, slowing and dealing damage to enemies caught near the impact point.

Searing Light as spell-like ability

Bulwark - Galio shields an ally Champion, increasing their Armor and Magic Resistance, and restoring Galio's health each time that Champion suffers damage.

The Bodyguard feat would do the trick.

Righteous Gust - Galio claps his wings, unleashing a gust of concussive wind that damages enemies and leaves a directional draft in its wake that increases ally movement speed.

Gust of Wind as spell-like ability

Idol of Durand - Galio assumes the form of a statue, taunting nearby enemies and storing concussive energy as they attack him. Galio then bursts from his statue shell, releasing the stored energy to damage surrounding foes.

Stoneskin as spell-like ability, combined with the Freeze special quality.

Runic Skin - Galio converts 50% of his total Magic Resistance into Ability Power.

Huh... that's where the defender's abilities would come into play.

Gangplank, The Saltwater Scourge:

Race: male human
Class: rogue (pirate)
Weapon: cutlass, with applied poison, and pistol

Parrrley - Gangplank takes aim and shoots an enemy unit with his pistol. If he kills it, he gains extra gold.

That's your standard ranged attack here.

Remove Scurvy - Consumes a large quantity of citrus fruit which clears any crowd control effects on him and heals him.

Huh... have him equiped with a bag of goodberries ?

Raise Morale - Gangplank fires a shot into the air, increasing nearby allied champions' increased attack damage and movement speed.

Huh... no idea... he could have a unique ability that behaves like a knight's banner.

Cannon Barrage - Gangplank signals his ship to fire upon an area for 6 seconds, slowing enemies and dealing random damage in the area.

That's definitely a unique ability, especially to call a volley from a sailing ship's cannons.

Grog-Soaked Blade - Gangplank's basic attacks and Parrrley apply a poison that deals magic damage each second and slows movement speed.

That's why poison would be applied.


I did a full on conversion of several champions a while back, I was operating under the assumption that their abilities on the fields of justice are but a fraction of their true power (most casters probably know more than two or three spells, and fighters are certainly capable of more than just swigging their sword in an arc). I have since lost the text files but your conversions look interesting for sure, The one i remember the best was swain being a witch with a raven familiar and utilizing beast shape. Another interesting concept I utilized is that many characters have abilities that are essentially items, so creating items for them was a ton of fun.

"Cannon Barrage - Gangplank signals his ship to fire upon an area for 6 seconds, slowing enemies and dealing random damage in the area."

Meteor swarm?


Loren Peterson wrote:

"Cannon Barrage - Gangplank signals his ship to fire upon an area for 6 seconds, slowing enemies and dealing random damage in the area."

Meteor swarm?

Well, I had in mind that Gangplank's ship would have magic cannons that not only he could command from anywhere, but he could also fire at any spot, similar to an arrow volley with cannonballs instead of arrows. I don't reall think that metero swarm would represent that well IMO.

Gangplank: "Alright me harteys ! Fire those beauties !"
You: "Huh, yeah right, there's no water around..."
*Perception check to hear a cannon noise*
*Perception check to see a swarm of cannonballs coming your way*
You: "Oh, you gotta be joking me..."

See where I'm getting at ?

Dark Archive

Well it's going to be a multiclass rogue (pirate)/ Sorcerer to explain that ability since there i no water close enough in the map either for the boat anyway XD it's just a "spell" emulated, but instead of meteors you just drop cannon balls so there would be no fire damage to them instead they add a slow or staggering effect and you can make them a bit less powerful if you feel that damage is to much or keep the damage en restrict the area of effect to a smaller radius.

Silver Crusade

Malzahar,The Prophet of the Void:

Race: male Human (probably Quadiran or Taldan) with Void Touched heritage feats.
Class: Oracle-Dark Tapestry. go for Haunted or Lame as your curse since you'll be flying anyway
Weapon: dagger, maybe some rods.

The following don't include spells since there are so many you can use.

Call of the Void - Malzahar opens up two portals to the void. After a short delay, they fire projectiles that deal magic damage and silence enemy champions

Aurora Borealis

Null Zone - Malzahar creates a zone of negative energy which damages enemies that stand in it.

Void Field and even Black Motes from your heritage feats.

Malefic Visions - Malzahar infects his target's mind with cruel visions of their demise, dealing damage each second. If the target dies while afflicted by the visions, they pass on to a nearby enemy unit and Malzahar gains mana. Malzahar's Voidlings are attracted to affected units

Dweller in Darkness or Gift of Madness work well.

Nether Grasp - Malzahar channels the essence of the Void to suppress his target and deal damage each second

Brain Drain works, as does Touch of the Void

Summon Voidling - After casting 4 spells, Malzahar summons an uncontrollable Voidling to engage enemy units for 21 seconds. Voidlings have 200 + 50 x lvl Health and 20 + 5 x lvl Damage.

This will either be unique or can easily be replicated with spells, wands and/or rods


Deiros wrote:
Well it's going to be a multiclass rogue (pirate)/ Sorcerer to explain that ability since there i no water close enough in the map either for the boat anyway XD it's just a "spell" emulated, but instead of meteors you just drop cannon balls so there would be no fire damage to them instead they add a slow or staggering effect and you can make them a bit less powerful if you feel that damage is to much or keep the damage en restrict the area of effect to a smaller radius.

Yeah... but like I said, that would be his unique ability, so no need for multiclassing. Beside, he would end up more sorcerer than rogue in order to get meteor swarm.

Quintin Belmont wrote:
** spoiler omitted **

That's... a pretty good conversion there Quintin. That sounds accurate. I do plan to convert Malzahar myself as well, let's see how I can compare to yours. Just don't take it badly, ok ?


Garen, The Might of Demacia:

Race: male human
Class: cavalier
Weapon: greatsword, magic, of course

Decisive Strike - Garen's next attack strikes a vital area of his foe, dealing bonus damage and silencing them.

That would the Staggering Critical feat.

Courage - Garen's kills increase his armor and magic resistance. He may also activate this ability to give himself a damage-reducing shield.

That would be the cavalier's Banner abilities.

Judgment - Garen performs a dance of death with his sword, dealing damage around him for 3 seconds, and reducing the duration of slows by 50%. Garen removes any slow effects on him at the start of the dance.

The Whirlwind Attack feat, yadayadayada, here comes the Garen-go-round.

Demacian Justice - Garen calls upon the might of Demacia to deal a finishing blow to an enemy champion that deals damage based upon how much life his target has missing.

That would be his unique ability, to summon a Colossal Mage's Sword that deliver one strike before disappearing.

Perseverance - After 7 seconds of not receiving damage, Garen regenerates 0.5% of his maximum Health per second.

Hmmm... sounds more like a ring of regeneration than an ability.

Gragas, The Rabble Rouser:

Race: male dwarf; dude, he looks like one.
Class: barbarian (drunken brute)
Weapon: cask, reinforced, and with feats that gives him proficiency with improved weapons, and unarmed strike as well as superior unarmed strike

Barrel Roll - Gragas rolls his cask to a location, which can be activated to explode or will explode on its own after 5 seconds. Enemies struck by the blast have their attack speed lowered.

Huh... the Hurler rage powers could help, but I don't see how he could carry ready-to-explode black powder kegs in addition of his cask.

Drunken Rage - Gragas guzzles down brew from his cask for 1 second, restoring his mana. After finishing, he becomes drunkenly empowered, increasing his damage dealt and reducing damage received.

The standard rage with a couple of drinks.

Body Slam - Gragas charges to a location and collides with the first enemy unit he comes across, dealing damage to all nearby enemy units and slowing their movement. Damage is split among units hit.

Charge plus unarmed strike.

Explosive Cask - Gragas hurls his cask to a location, which explodes on impact, dealing damage and knocking back enemies caught in the blast radius.

Same as Barrel Roll, but simply a ranged attack.

Happy Hour - On ability use, Gragas takes a drink restoring 2% of his max health over 4 seconds.

Huh... hmmm... the Drunken Master has that ability, but cannot be used by a barbarian... the Vigor rage powers could do, as drinking a a healing potion.

Graves the Outlaw:

Race: male human
Class: gunslinger (mysterious stranger)
Weapon: double-barreled musket with scatter or double-barreled shotgun, at least +1 distance

Buckshot - Graves fires three bullets in a cone, damaging all enemies in their paths.

That would a simple ranged attack with the scatter ability.

Smoke Screen - Graves fires a smoke canister at the target area creating a cloud of smoke. Enemies inside the smoke cloud have reduced sight range and Movement Speed.

Throwing a smoke stick, easy-peasy

Quickdraw - Graves dashes forward gaining an Attack Speed boost for several seconds. Hitting enemies with basic attacks lowers the cooldown of this skill.

Hmmm... that would be a unique ability to have haste as a spell-like ability, but I would also toss in the Shot on the Run feat for good measures.

Collateral Damage - Graves fires an explosive shell dealing heavy damage to the first champion it hits. After hitting a champion or reaching the end of its range, the shell explodes dealing damage in a cone.

Firing a few Dragon Shot cartridges should do the trick.

True Grit - Graves gains increasing armor and magic resistance the longer he remains in combat.

I... have no idea how to deal that ability balanced...

Hecarim, The Shadow of War:

Race: male ghul centaur (The Genius Guide To: Simple Monster Templates); I can't really make him a shadow wearing ghost touch corporeal armor, so... a semi-dead creature will have to do.
Class: fighter
Weapon: halberd, magic at least

Rampage - Hecarim cleaves nearby enemies dealing physical damage.

Whirlwind Attack sounds good.

Spirit of Dread - Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains health equal to a percentage of any damage those enemies suffer.

That would be a unique ability to create an aura that deals damage and heals Hecarim accordingly.

Devastating Charge - Hecarim gains increasing movement speed for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.

That would be the Spirited Charge feat.

Onslaught of Shadows - Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge dealing additional magic damage to nearby enemies causing them to flee in terror.

I would make that a spell-like ability, because there was a spell in Heroes of Battle that did just that.

Warpath - Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.

Huh... Dodge and Mobility ?

Heimerdinger, The Revered Inventor:

Race: male cunning gnome (101 Not so simple Monster Templates)
Class: alchemist
Weapon: wrenches (treat as clubs; Allura Remarkables Races: Boggles has some tool-like weapons that could work)

H-28G Evolution Turret - Heimerdinger lays down a machine gun turret. Turrets gain abilities as this skill is increased. (Turrets deal half damage to towers).

Huh... wow... I'm actually tempted to give him Arcane Cannon as a spell-like ability, because having him carry around a bag of holding with cannons would be a little ridiculous.

Hextech Micro-Rockets - Heimerdinger fires long-range rockets that hit the enemies closest to Heimerdinger.

The Siege Bomb discovery combined with the Arcane Cannon

CH-1 Concussion Grenade - Heimerdinger lobs a grenade at a location, dealing damage to enemy units as well as stunning anyone directly hit and blinding surrounding units.

That would be the Concussive Bomb discovery.

UPGRADE!!! - Passive / Active: Passively increases Cooldown Reduction. Activate to heal all active Evolution Turrets and cause them to fire frost shots, which reduce Movement Speed, for a short time.

Hmmm... Frost Bomb + Siege Bomb + Arcane Cannon

Techmaturgical Repair Bots - Heimerdinger gives nearby allied Turrets and Champions increased Health Regeneration.

Huh... the Healing Touch discovery ?


A note on Gragas/Drunken master; it's a cheap trick, but technically ex-monks retail all monk abilities after becoming non-lawful, unlike classes such as paladin. So he could in fact be a drunken master/drunken brute, just as long as he got his drunken master levels first.

Silver Crusade

JiCi wrote:
Deiros wrote:
Well it's going to be a multiclass rogue (pirate)/ Sorcerer to explain that ability since there i no water close enough in the map either for the boat anyway XD it's just a "spell" emulated, but instead of meteors you just drop cannon balls so there would be no fire damage to them instead they add a slow or staggering effect and you can make them a bit less powerful if you feel that damage is to much or keep the damage en restrict the area of effect to a smaller radius.

Yeah... but like I said, that would be his unique ability, so no need for multiclassing. Beside, he would end up more sorcerer than rogue in order to get meteor swarm.

Quintin Belmont wrote:
** spoiler omitted **
That's... a pretty good conversion there Quintin. That sounds accurate. I do plan to convert Malzahar myself as well, let's see how I can compare to yours. Just don't take it badly, ok ?

dont worry, i already know that i'm bad at crunchin since im just a n00b to pathfinder


Gluttony wrote:
A note on Gragas/Drunken master; it's a cheap trick, but technically ex-monks retail all monk abilities after becoming non-lawful, unlike classes such as paladin. So he could in fact be a drunken master/drunken brute, just as long as he got his drunken master levels first.

Hmmm... I see. I'Ve been thinking: would Gragas be better as a Drunken Master instead of Brute ? If so... then I'll just revise him when I'm done with the rest of the cast, but in the meantime, what do you think ?


Irelia, The Will of the Blades:

Race: female human
Class: fighter (weapon master)
Weapon: two-bladed sword that can be assembled and disassembled into 2 longswords, both ends at least +1 dancing

Bladesurge - Irelia dashes forward to strike her target. If it kills the target, Bladesurge's cooldown refreshes and refunds 35 Mana.

That sounds like a charge attack... as odd as it sounds.

Hiten Style - Irelia is skilled in the art of Hiten, passively giving her physical attacks health restoration. Activating Hiten Style gives her basic attacks true damage for a short period.

That would be a on-command-activated unique ability, that every hit heals her.

Equilibrium Strike - Irelia's attack balances the scales, dealing damage and slowing the target. However, if the target has a higher Health % than Irelia, then the blow stuns the target instead.

That would be that her weapon disassembles into two swords that strike the target before re-assembling itself.

Transcendent Blades - Irelia summons 4 spirit blades that she can fling to deal physical damage and siphon life from enemies they pass through.

That would Wreath of Blades as a unique spell-like ability, except that it would use Huge daggers (base 1d8).

Ionian Fervor - Reduces the duration of stuns, slows, taunts, fears, snares, and roots for each nearby enemy champion.

Hmmm, i'd say it's just the saving throws augmenting feats (Great Fortitude, Lightning Reflexes, Iron Will)

Janna, The Storm's Fury:

Race: female silfide (Genius Guide to Races of Wind and Wing); on a sidenote, she would have a permanent fly spell.
Class: oracle (wind mysteries)
Weapon: quarterstaff, magic at least

Howling Gale - By creating a localized change in pressure and temperature, Janna is able to create a small storm that grows in size with time. She can active the spell again to release the storm. On release this storm will fly towards the direction it was cast in, dealing damage and knocking away any enemies in its path.

Hmmm... that would be the silfide's air blast ability or River of Wind.

Zephyr - Janna summons an air elemental that passively increases her Movement Speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy's Movement Speed.

No brainer... Summon Monster for an Air Elemental

Eye Of The Storm - Janna conjures a defensive gale that shields an ally champion or turret from incoming damage and increases their Attack Damage.

That sounds like the Cloak of Winds spell.

Monsoon - Janna surrounds herself in a magical storm, throwing enemies back. After the storm has settled, soothing winds heal nearby allies while the ability is active.

The Winds of Vengeance spell sounds accurate.

Tailwind - Increases the Movement Speed of all allied champions by 3%.

Expeditious Retreat sounds good.

Jarvan IV, The Exemplar of Demacia:

Race: male human
Class: cavalier
Weapon: lance, with an enhancement that would him to extend the reach even further.

Dragon Strike - Jarvan IV extends his lance, dealing physical damage and lowering the Armor of all enemies in its path. Additionally, this will pull Jarvan to his Demacian Standard, knocking up enemies in his path.

That would be the new enhancement for his lance.

Golden Aegis - Jarvan IV calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies.

That would be Shield as a spell-like ability.

Demacian Standard - Jarvan IV carries the pride of Demacia, passively granting him bonus attack speed and armor. Activating Demacian Standard allows Jarvan IV to place a Demacian flag, granting these benefits to nearby allies.

That's the cavalier's Banner ability.

Cataclysm - Jarvan IV heroically leaps into battle at a target with such force that he terraforms the surrounding area to create an arena around them.

That would be a Spike Stone effect upon a charge or a critical hit.

Martial Cadence - Jarvan IV's initial basic attack on a target deals bonus physical damage.

Weapon Specialization comes to mind.

Jax, Grandmaster at Arms:

Race: male human ???; I'm just gonna assume that he's human
Class: monk (of the Empty Hand)
Weapon: glowing staff, torch on a stick or whatever passes as a lamppost.

Leap Strike - Jax leaps toward an enemy and strikes them with his weapon.

That's a standard charge with Power Attack.

Empower - Jax's charges his weapon with energy, causing his next attack to deal additional damage.

That's the monk of the Empty Hand's Ki Weapon ability.

Counter Strike - Jax's combat prowess allows him to dodge all incoming attacks for a short duration and then quickly counterattack stunning all surrounding enemies.

Can't really find soemthing, but the standard use of the Ki Pool could work for the dodging part.

Grandmaster's Might - Every third consecutive attack deals additional magic damage. Additionally, Jax can activate this ability to strengthen his resolve, increasing his Armor and Magic Resist for a short duration.

That seems to be the Hammer the Gap feat.

Relentless Assault - Jax's consecutive basic attacks continuously increase his Attack Speed.

Flurry of Blows, hands down.

Karma, The Enlightened One:

Race: female human
Class: oracle (metal mysteries)
Weapon: 2 fighting fans, magic at least

Heavenly Wave - Karma sends forth hidden blades from her fans, dealing magic damage to units in a cone in front of her.

Hmmm... that would be a new enhancement for the fans to spray forth a cone of shurikens.

Spirit Bond - Karma creates a beam between an ally or enemy. Allied anchors move faster and enemy anchors are slowed. The beam deals magic damage to enemies and applies the same movement speed adjustment anchors receive to any champion it passes through.

Sounds like a modified version of the Lightning Arc spell.

Soul Shield - Karma summons a protective shield that absorbs incoming damage.

The Shield spell would work.

Mantra - Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.

That would be her unique ability, to increase the caster level by 1 for each successful spell.

Inner Flame - Karma gains increased Ability Power corresponding to her % of missing Health.

No idea...

Karthus, The Deathsinger:

Race: male human lich
Class: wizard (necromancer)
Weapon: heavy mace, magic at least

Lay Waste - Karthus unleashes a delayed blast at a location, dealing damage to nearby enemies.

Enervation could do it.

Wall of Pain - Karthus creates a passable screen of leeching energy. Any enemy units that walk through the screen have their move speed, armor, and magic resistance reduced for a period.

That would be a modified Wall of Fire spell as a unique ability.

Defile - Karthus passively steals energy from his victims, gaining mana on each kill. Alternatively, Karthus can surround himself in the souls of his prey, dealing damage to nearby enemies, but quickly draining his own mana.

Vampiric Touch could work.

Requiem - After channeling for 3 seconds, Karthus deals damage to all enemy champions.

Circle of Death would be good here.

Death Defied - Upon dying, Karthus enters a spirit form allowing him to continue casting spells while dead for 7 seconds.

HUH ??? No idea for that one either...

Kassadin, The Void Walker:

Race: male fiendish human; like Jax, I'm just gonna assume he's human
Class: soulknife (Psionics Unleashed)
Weapon: soul blade

Null Sphere - Kassadin fires an ethereal bolt of void energy, dealing damage and silencing the target for a duration.

That would be Energy Ray as a unique psi-like ability.

Nether Blade - Passive: Kassadin's basic attacks restore Mana. The Mana restored is tripled against enemy champions. Active: Kassadin's basic attacks deal additional magic damage.

That would be Vampiric Blade as a unique psi-like ability.

Force Pulse - Kassadin draws energy from spells cast in his vicinity. Upon charging up, Kassadin can use Force Pulse to damage and slow enemies in a cone in front of him.

Sounds like Energy Retort if you ask me.

Riftwalk - Kassadin teleports to a nearby location dealing damage to nearby enemy units. Additionally, multiple Riftwalks in a short period of time cause them to cost additional Mana and deal additional damage.

That would be Teleport as a unique psi-like ability.

Void Stone - Kassadin takes 15% reduced magic damage and transforms this damage into bonus attack speed.

That would be Hustle as a unique psi-like ability.

P.S. Ok, so all of his abilities would be unique, but what are you gonna do... ? Soulknives don't get psionic powers and Psychic Warriors don't get a soul blade as an option.


We're in the range of champions I don't know so well at the moment, but I have a thought on Jax:

Something similar to Counter Strike could be pulled off with Tripping Twirl, if you treat his lamppost as an improvised quarterstaff. Perhaps it's an improperly-sized large (improvised) quarterstaff.

Additionally, if you make him a Tiefling I believe there's an alternate trait in Blood of Fiends that lets you wield large-sized weapons as though they were correctly-sized for you. Add to that the Quarterstaff Master feat (which is in the progression for tripping twirl anyways) and he can wield his large lamppost one-handed if he desires, which I think would fit him.

(Also, perhaps Janna has a custom Mass Expeditious Retreat spell?)


@Jici

Gragas: Drunken Master/Drunken Barbarian sounds just right...
Barrel Roll and Explosive Cask: Bunch of powder kegs inside a handy haversack/bag of holding

Graves:
QuickDrawn: No need for spell-like, just a Boots of Speed
True Grit: ... Really, how to do it?

Heimerdinger: A handy haversack with a LOT of wrenches, so he just keep Throwing Anything them.
H-28G Evolution Turret: For high level play a one use Arcane Canon item is 4.550 P.O., and I think keeping it as items instead as spell-like mantains the "inventor" feeling (and simpler in rules).
Hextech Micro-Rockets: Refluffed standard bombs, but you can keep a Distance Musket or Rifle for use with Explosive Missile if you want more range.
UPGRADE!!!: No need for Siege Bomb, the Arcane Canon already have that feature built-in. Frost bombs as indicated.

Irelia:
Hiten Style: Vampiric Blades?

Janna:
Zephyr: The name is actually misleading. The actual ability is more like a Expeditious Retreat coupled with a Reaching Frigid Touch.
Tailwind: Longstride is more in line powerwise.

Jax:
Counter Strike: Deflect Arrows/Crane Wing and maybe Whirlwind?

Karthus:
Defile: Don't really know about how to do it, but Vampiric Touch drain life, not mana or spell slots... But for the mana received back, Echoing Spell looks nice, mantaining/receiving back arcane energies.

Kassadin:
Null Sphere: Soulknife Throw Mind Blade standard ability will do just fine.
Nether Blade: Soulknife Psychic Strike for the activaded use. Reaper Blade blade skill for the passive.
Riftwalk: Psionics Expanded Thundering Step power as psi-like.
Void Stone: Some item giving Haste (as the boots) and some energy resistence.


freduncio wrote:

Heimerdinger: A handy haversack with a LOT of wrenches, so he just keep Throwing Anything them.

H-28G Evolution Turret: For high level play a one use Arcane Canon item is 4.550 P.O., and I think keeping it as items instead as spell-like mantains the "inventor" feeling (and simpler in rules).
Hextech Micro-Rockets: Refluffed standard bombs, but you can keep a Distance Musket or Rifle for use with Explosive Missile if you want more range.
UPGRADE!!!: No need for Siege Bomb, the Arcane Canon already have that feature built-in. Frost bombs as indicated.

- Well, making the wrenches +1 throwing returning would probably be more practical than a bag.

- Arcane Cannon doesn't have a scalable damage, so it isn't game-breaking, since you just create a cannon outta thin air.
- That Micro-Rocket idea could work.
- Actually no, because the conductive enhancement for the cannon cannot be used with the alchemist's bombs.

freduncio wrote:

Kassadin:

Null Sphere: Soulknife Throw Mind Blade standard ability will do just fine.
Nether Blade: Soulknife Psychic Strike for the activaded use. Reaper Blade blade skill for the passive.
Riftwalk: Psionics Expanded Thundering Step power as psi-like.
Void Stone: Some item giving Haste (as the boots) and some energy resistence.

Wow, I feel like a total idiot at the moment. I totally forgot about those abilities... especially since they're the BASIC abilities of the soul knife.

Anyway, thanks a lot for your feedback. Like I said, I'll go throught the list first and then come back with 2nd versions for characters that need one.


JiCi wrote:
- Actually no, because the conductive enhancement for the cannon cannot be used with the alchemist's bombs.

Actually it can:

Pathfinder PRD, Arcane Cannon wrote:
The cannon acts as a weapon with the conductive special weapon ability, which you can use to channel your spell-like or supernatural abilities as long as you are within the range of arcane cannon.
Pathfinder PRD, Conductive Weapon Special Ability wrote:
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target

Bombs are a supernatural ability.


Lulu, the Fae Sorceress:

Race: Female gnome
Class: Sorceress, Fey Heritage with a sorcerer (same heritage probably) pixie familiar AND Cohort
Weapon: Any magical staff

Glitterlance - Pix and Lulu each fire a bolt of magical energy that heavily slows all enemies it hits. An enemy can only be damaged by one bolt.

Both Lulu and Pix launches Rime Elemental Cold Bolts.

Whimsy - If cast on an ally, grants them movement speed and ability power for a short time. If cast on an enemy, turns them into an adorable critter that can't attack or cast spells.

Haste on a ally. On enemy it's obviously a Baleful Polymorph, but the duration isn't near as long. Maybe a lesser version of it that only lasts round/level.

Help, Pix! - If cast on an ally, commands Pix to jump to an ally and shield them. He then follows them and aids their attacks. If cast on an enemy, commands Pix to jump to an enemy and damage them. He then follows them and grants you vision of that enemy.

Pix go to an ally and cast Mage Armor/Ablative Barrier/Stone Skin/any protective spell on him. On an enemy sadly Faerie Fire is only for druids/light clerics. Probably will just Greater Invisibility herself, fly to the target with any attack spell and follow him for the vision.

Wild Growth - Lulu enlarges an ally, knocking nearby enemies into the air and granting them a large amount of bonus health. For the next few seconds, that ally gains an aura that slows nearby enemies.

Teamwork here: Pix will Enlarge the ally as Lulu Slow enemies around him. Ally procedes to bull rush them around. =]

Pix, Faerie Companion - Pix is a wild Faerie that accompanies Lulu. Pix will fire a barrage of magical energy at targets that Lulu attacks.

As a cohort, Pix has his own actions. He just will Magic Missile the hell out the enemies.


^ Faerie Fire is also available as a Spell-Like Ability to anything with the Fey Creature template (Bestiary 3).

And silly as it is, it's legal to stick that template on an already-fey monster like a pixie. So it could be used for Help, Pix!


freduncio wrote:
JiCi wrote:
- Actually no, because the conductive enhancement for the cannon cannot be used with the alchemist's bombs.

Actually it can:

Pathfinder PRD, Arcane Cannon wrote:
The cannon acts as a weapon with the conductive special weapon ability, which you can use to channel your spell-like or supernatural abilities as long as you are within the range of arcane cannon.
Pathfinder PRD, Conductive Weapon Special Ability wrote:
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target
Bombs are a supernatural ability.

I'm still spectical, because in the description, they go out of their way to say "(such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power)". That's in the Advanced Player's Guide, the same book where both the oracle and the alchemist are presented... and "alchemist's bombs" is not written.

Furthermore, bombs have a physical form: it's a flask. What the conductive enhancement does is that it allows you to channel power from your hand to your weapon, because the power in question is immaterial. You can't attach a bomb to your weapon and set it off with a melee attack.

So that's why I'm still going with the Siege Bomb discovery, because the conductive enhancement cannot be applied to bombs, unless the alchemist gets a discovery that allows him to shoot "bomb-rays" or make "bomb-punches" from his own hands as ranged or melee touch attacks.

As for your Lulu conversion, it's pretty good... but I would make Pix an Azata Lyrakien instead of a Pixie, because not only can it be taken as a familiar with Improved Familiar, but also because it's Tiny. Both a gnome and a pixie are small, which kinda defeats the purpose of having a butterfly-like companion.


JiCi wrote:

I'm still spectical, because in the description, they go out of their way to say "(such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power)". That's in the Advanced Player's Guide, the same book where both the oracle and the alchemist are presented... and "alchemist's bombs" is not written.

Furthermore, bombs have a physical form: it's a flask. What the conductive enhancement does is that it allows you to channel power from your hand to your weapon, because the power in question is immaterial. You can't attach a bomb to your weapon and set it off with a melee attack.

So that's why I'm still going with the Siege Bomb discovery, because the conductive enhancement cannot be applied to bombs, unless the alchemist gets a discovery that allows him to shoot "bomb-rays" or make "bomb-punches" from his own hands as ranged or melee touch attacks.

Siege Bomb says "the alchemist infuses a single piece of ammunition on a loaded siege weapon with the power of his bomb", not that you strap or put the bomb inside it. I can't see how this is much different from a Conductive weapons that is "able to channel the energy of a spell-like or supernatural ability". The only restriction is that Conductive Weapons only work with abilities of the same type of the weapon attack. So, as you said, you can't have "punch-bombs" or "punch-rays", but cannon a bomb is pretty much ok.

That's said... Hey, it's ok to think different here, everyone has their own ways. =]

JiCi wrote:
As for your Lulu conversion, it's pretty good... but I would make Pix an Azata Lyrakien instead of a Pixie, because not only can it be taken as a familiar with Improved Familiar, but also because it's Tiny. Both a gnome and a pixie are small, which kinda defeats the purpose of having a butterfly-like companion.

D'oh! I overlooked the pixie size. The lyrakien will do really better, just make it a Fey-Lyrakien, as Gluttony sugested. So in "Help, Pix!" it will do a Quickened Magic Missile followed by the Faerie Fire, leaving the choice of turn invisible and chase the enemy for each occasion.


freduncio wrote:

Siege Bomb says "the alchemist infuses a single piece of ammunition on a loaded siege weapon with the power of his bomb", not that you strap or put the bomb inside it. I can't see how this is much different from a Conductive weapons that is "able to channel the energy of a spell-like or supernatural ability". The only restriction is that Conductive Weapons only work with abilities of the same type of the weapon attack. So, as you said, you can't have "punch-bombs" or "punch-rays", but cannon a bomb is pretty much ok.

That's said... Hey, it's ok to think different here, everyone has their own ways. =]

No problem... but like I said, since the conductive enhancement doesn't specifiy the bombs as available abilities, when it could have because it mentions the oracle from that same book, I'm gonna stick with Siege Bomb, just to be sure... Furthermore, the conductive enhancement is pretty gimpy if you ask me, because most of the ranged touch attacks allowed by the enhancement deals 1d4/1d6 points of damage plus a few more; we not talking about dealing an extra 10d6 points of damage from a ranged touch attack that deals 1d6/2 caster levels, nor being able to channel a spell like a Magus with Spell Strike. So yeah, pretty useless if you ask me. Siege Bomb however, allows you to bomb people with cannonballs/balista bolts that deal up to an extra 10d6 points of damage >:D.


NEW CHAMPION ALERT !
----

Draven, the Glorious Executioner:

Race: male human
Class: barbarian (standard for now)
Weapon: 2 battleaxes, at least +1 throwing returning

Spinning Axe - Draven's next attack will deal bonus physical damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.

That's your basic ranged full-attack action.

Blood Rush - Draven gains increased Movement Speed and Attack Speed. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.

Rage, pure and simple.

Stand Aside - Draven throws his axes, dealing physical damage to targets hit and knocking them aside. Targets hit are slowed.

That would be any ability that allows Draven to make 2 attacks (one with each weapon) as a standard action, and Impact Critical Shot.

Whirling Death - Draven hurls two massive axes to deal physical damage to each unit struck. Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion. Draven may also activate this ability while the axes are in flight to cause it to return early. Deals less damage for each unit hit and resets when the axes reverse direction.

That would be Draven's unique ability to affect a line to strike multiple targets and have the axes fling back to him.

Wicked Blades - Draven's Critical Strikes deal bonus physical damage over time. Spinning Axe also causes this effect even if it does not Critically Strike.

Improved Critical and whatever Critical feats you wish.

This champion just came out, so I may have missed a few things.


----

Katarina, The Sinister Blade:

Race: female human
Class: rogue/assassin
Weapon: 2 sawtooth sabers and daggers, magic at least

Bouncing Blade - Katarina throws a dagger that bounces from enemy to enemy, dealing magic damage.

Huh... wan't there an ability or enhancement that allowed thrown weapons to bounce from target to target ?

Killer Instincts - Passive: Katarina's attacks deal increased damage. Active: Katarina's next basic attack has a bonus effect. Bouncing Blade deals full damage to every target hit and reduces incoming healing to the target, or after using Shunpo Katarina takes reduced damage for 3 seconds.

Hmmm... Bull's Strength ?

Shunpo - Katarina instantly moves to her target's location. If the target is an enemy, she deals damage.

That would be Dimension Door as a unique ability.

Death Lotus - Katarina goes into a state of extreme focus, throwing daggers with unrivaled speed at up to three nearby champions.

Again, wasn't there an ability/feat that allowed you to make a ranged attack to all targets within range ?

Voracity - After a champion kill or assist, Katarina gains 25 gold and her cooldowns are reduced by 15 seconds.

Huh... Sleight of Hand ? ^^

Kayle, The Judicator:

Race: female half-celestial/human
Class: paladin (empyreal knight)
Weapon: greatsword, at least +1 holy

Reckoning - Blasts an enemy unit with angelic force, dealing damage and slowing movement speed. While the target is slowed, Kayle inflicts increased damage to them.

That would be Searing Light as a unique ability.

Divine Blessing - Blesses a target friendly champion, granting them increased movement speed and healing them.

Any of the Cure spells would do.

Righteous Fury - Ignites Kayle's sword with a holy flame, granting Kayle a ranged splash attack and bonus magic damage.

The Fire of Judgment spell does the trick.

Intervention - Shields Kayle or an ally for a short time, causing them to be immune to damage.

I have no idea what-so-ever...

Holy Fervor - When Kayle attacks a champion, the target loses 3% Armor and Magic Resistance for 5 seconds. This effect stacks up to 5 times.

Looks to me that this is the Sundering Strike feat.

Kennen, The Heart of the Tempest:

Race: male gnome
Class: ninja... what else ?
Weapon: LOTS of shurikens, possibly with a gauntlet enhancement that bestow properties to thrown weapons like +1 shocking burst

Thundering Shuriken - Kennen throws a fast moving shuriken towards a location, causing damage and adding a Mark of the Storm to any opponent that it hits.

That would be the Deadly Shuriken master trick.

Electrical Surge - Kennen passively deals extra damage and adds a Mark of the Storm to his target every few attacks, and he can activate this ability to damage and add another Mark of the Storm to targets who are already marked.

The Shocking Burst enhancement looks accurate.

Lightning Rush - Kennen morphs into a lightning form, enabling him to pass through units. Any enemy unit he runs through takes damage and gets a Mark of the Storm.

Eh eh... the Ride the Lightning spell as a unique ability.

Slicing Maelstrom - Kennen summons a storm that strikes at random nearby enemy champions for magical damage.

The Call Lightning Storm would work great.

Mark of the Storm - Kennen's abilities add Marks of the Storm to opponents. Upon receiving 3 Marks of Storm, an opponent is stunned and Kennen receives 25 energy.

I have no idea how to implement these... any idea ?

Kog'Maw, The Mouth of the Abyss:

Race: male custom templated monster: here's the recipe:
1) awakened deinonychus (get it to Int 8)
2) spined template (101 Not so simple Monster Templates)
3) give it an acid projectile 1d4/HD, ranged touch attack 10ft./ HD(CR +1)
4) Pyrrhic template (101 Not so simple Monster Templates)
Class: barbarian (true primitive)
Weapon: natural weapons

Caustic Spittle - Passive: Increases Kog'Maw's Attack Speed. Active: Kog'Maw launches a corrosive projectile which deals magic damage and corrodes the target's Armor and Magic Resist for 4 seconds.

That's the projectile in question.

Bio-Arcane Barrage - Kog'Maw's attacks gain range and deal a percent of the target's maximum health as magic damage.

That's the projectile in a volley-like trajectory.

Void Ooze - Kog'Maw launches a peculiar ooze which damages all enemies it passes through and leaves a trail which slows enemies who stand on it.

New ability for the projectile: to be used as a trap.

Living Artillery - Kog'Maw fires a living artillery shell at a great distance dealing damage and revealing targets. Additionally, multiple Living Artilleries in a short period of time cause them to cost additional mana.

Numbered new ability for the projectile: to affect a line.

Icathian Surprise - Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds;

That's the ability of the Pyrrhic template. Yes, it's a death throes.

LeBlanc, The Deceiver :

Race: female human
Class: sorcerer (arcane bloodline)
Weapon: staff, magic at least

Sigil of Silence - LeBlanc projects an orb towards her target, dealing magic damage and marking the target for 3.5 seconds. If the target takes damage from one of LeBlanc's abilities, the sigil will trigger, dealing damage and silencing the target.

That looks like the Arcane Blast feat.

Ethereal Chains - LeBlanc flings illusionary chains towards a target location. If it hits an enemy unit, it will deal initial magic damage and slow their movement speed by 25%. If the target remains shackled for 2 seconds, the target takes additional magic damage and is unable to move.

That sounds like the Chain of Perdiction spell.

Mimic - LeBlanc can cast a more potent version of the previous spell she cast.

Argh... I could have sworn that there was a spell that allows you to cast a previous spell...

Mirror Image - When LeBlanc drops below 40% health, she instantly becomes stealthed for half a second. When the stealth fades, she creates a Mirror Image that deals no damage and lasts for up to 8 seconds.

Oh my goodness, that's a hard one... Mirror Image perhaps ???

Lee Sin, The Blind Monk:

Race: male blind human; with Blind-Fight as a bonus feat
Class: monk... duh..., as a Quiggong Monk too
Weapon: unarmed strike

Sonic Wave / Resonating Strike - Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.
Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage plus 8% of their missing health.

Hmmm... a sonic version of the Blood Crow Strike spell would work, followed by the Punishing Kick feat.

Safeguard / Iron Will - Safeguard: Lee Sin rushes towards a target ally, shielding them both from damage. If a shield is broken, half the Energy cost is returned. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.
Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains Lifesteal, Spell Vamp, and Armor.

That would be a new Qinggong power: Shield mixed with Shield Ally.

Tempest / Cripple - Tempest: Lee Sin smashes the ground sending out a shockwave that deals magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.
Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed for 4 seconds. Movement and Attack Speed recover gradually over the duration.

First is Discordant Blast, second is the Crippling Critical feat.

Dragon's Rage - Lee Sin performs a powerful roundhouse kick launching his target back, dealing physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration. This technique was taught to him by Jesse Perring, although Lee Sin does not kick players off the map.

The Sonic Thrust Quiggong power looks accurate.

Flurry - After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return 15 Energy each.

Flurry of Blows, simple.

Leona, The Radiant Dawn:

Race: female human
Class: paladin (warrior of the holy light)
Weapon: longsword and shield, both at leats +1 holy

Shield of Daybreak - Leona uses her shield to perform her next autoattack, dealing bonus magic damage and stunning the target.

Stunning Assault + Shield Bash

Eclipse - Leona raises her shield to gain Armor and Magic Resistance. When the duration first ends, if there are nearby enemies she will deal magic damage to them and prolong the duration of the effect.

Sounds like the Shield of Faith spell.

Zenith Blade - Leona projects a solar image of her sword, dealing magic damage to all enemies in a line. When the image fades, the last enemy champion struck will be briefly immobilized and Leona will dash to them.

That would be a unique ability: Sunbeam (modified as an arrow), followed by Dimension Door

Solar Flare - Leona calls down a beam of solar energy, dealing damage to enemies in an area. Enemies in the center of the area are stunned, while enemies on the outside are slowed.

That's the warrior of the holy light's Shining Light ability.

Sunlight - Leona's damaging spells affect the target with Sunlight for 3.5 seconds. When allied champions deal damage to those targets, they consume the Sunlight debuff to deal additional magic damage.

Huh... no clue...

Lulu, the Fae Sorceress (credits to freduncio; added for completion/listing):

Race: Female gnome
Class: Sorcerer, Fey Heritage with a sorcerer (same heritage probably) azata lyrakien familiar AND Cohort
Weapon: staff, magic at least

Glitterlance - Pix and Lulu each fire a bolt of magical energy that heavily slows all enemies it hits. An enemy can only be damaged by one bolt.

Rime Elemental Cold Scorching Rays work indeed.

Whimsy - If cast on an ally, grants them movement speed and ability power for a short time. If cast on an enemy, turns them into an adorable critter that can't attack or cast spells.

Haste for allies, Baleful Polymorph for enemies for round/level

Help, Pix! - If cast on an ally, commands Pix to jump to an ally and shield them. He then follows them and aids their attacks. If cast on an enemy, commands Pix to jump to an enemy and damage them. He then follows them and grants you vision of that enemy.

Mage Armor/Ablative Barrier/Stone Skin/etc spell on ally; normal attack for Pix then Scry on Familiar for Lulu.

Wild Growth - Lulu enlarges an ally, knocking nearby enemies into the air and granting them a large amount of bonus health. For the next few seconds, that ally gains an aura that slows nearby enemies.

Enlarge and Slow; ally should do as it pleases in this state.

Pix, Faerie Companion - Pix is a wild Faerie that accompanies Lulu. Pix will fire a barrage of magical energy at targets that Lulu attacks.

An azata lyrakien as both a familiar and cohort works here

(@ freduncio: I kept most of your stuff, but added my personal thoughts in it)

Lux, The Lady of Luminosity:

Race: female human
Class: sorcerer (celestial bloodline)
Weapon: mace that is actually a rod that can shoot Searing Light at will, with a special recovery:
- on activation: Searing Light at CL 10th
- re-use on next round: Searing Light at CL 2nd
- re-use after waiting 1 round: Searing Light at CL 4nd
- re-use after waiting 2 rounds: Searing Light at CL 6nd
- re-use after waiting 3 rounds: Searing Light at CL 8nd
- re-use after waiting 4 rounds: Searing Light at CL 10nd

Light Binding - Lux releases a sphere of light that binds and deals damage to up to two enemy units.

That would be... a new spell, or a modified Flaming Sphere.

Prismatic Barrier - Lux throws her wand and bends the light around any friendly target it touches, protecting them from enemy damage.

That would be the Primsatic Sphere spell, but it sounds more powerful for that ability.

Lucent Singularity - Fires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to damage enemies in the area of effect.

That would be... another new spell, or a modified Delayed Blast Fireball.

Finales Funkeln - After gathering energy, Lux fires a beam of light that deals damage to all targets in the area. In addition, triggers Lux's passive ability and refreshes the Illumination debuff duration.

Ok, that's pretty obvious: an empowered Sunbeam spell that deals the 1d6/CL output to every target, regardless of type.

Illumination - Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing bonus magic damage (depending on Lux's level) to the target.

No clue... again... and it's getting annoying.


Kennen may do well as a multiclassed Ninja/Caster. Perhaps have him go a bit into Arcane Trickster too. Though he'd have to get fairly high in level to qualify for all that and the master tricks he needs for thundering shuriken

For Kayle, I'd recommend the Holy Vindicator Prestige Class (they're quite shield-focused) plus the Divine Interference (Ultimate Magic) feat. Those two together should be enough to cover her intervention ability.

Dark Archive

Leona Sunlight is an ability that gives people bonus damage for attacking the same target. I think this ability already exists just can't recall it's name and if its from a class or feat.


A lot of Lux's abilities sound like they could sort of be covered by various metamagic feats, and like she'd be metamagic-ing almost every spell she casts.


Gluttony wrote:
Kennen may do well as a multiclassed Ninja/Caster. Perhaps have him go a bit into Arcane Trickster too. Though he'd have to get fairly high in level to qualify for all that and the master tricks he needs for thundering shuriken.

Well, the only thing I can think of is having him selecting powers from the Quiggong Monk archetype, since like the monk, a ninja can use Ki points. I'll have to double check, yet I'm puzzled on why this isn't regularly available for the ninja. I mean, anything from Level 9 and below should be selectable as a ninja trick and anything above 10 should be selectable as a master trick.

Gluttony wrote:
For Kayle, I'd recommend the Holy Vindicator Prestige Class (they're quite shield-focused) plus the Divine Interference (Ultimate Magic) feat. Those two together should be enough to cover her intervention ability.

I'm confused here: you're suggesting a shield-based PrC for a greatsword-wielding champion ??? I don't get it... don't you mean Leona instead of Kayle ? That would make more sense, unless I got it wrong...

Deiros wrote:
Leona Sunlight is an ability that gives people bonus damage for attacking the same target. I think this ability already exists just can't recall it's name and if its from a class or feat.

I see... I'll see what I can find.

Gluttony wrote:
A lot of Lux's abilities sound like they could sort of be covered by various metamagic feats, and like she'd be metamagic-ing almost every spell she casts.

That and there's another issue: aside from Searing Light, Sunbeam and Sunburst, there aren't many offensive/damage-dealing evocation spells with the [Light] descriptor. I'm pretty sure that Rite Publishing's 101 #th-level spells series has a few of them that she could use (Ezreal could too), but since I don't really want to jump across too many 3rd-party books so I just can focus on official Pathfinder books, I'm holding myself back a little.

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