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Additional first level 4E characters - alternative race/class combos from pregens
In order to provide my players with greater variety to choose from, I am trying to generate additional race/class combos based on the speculative reverse engineering from the pregens and from the 4th edition lite PDF with the known info and best speculation available. Here is my first attempt (the biggest challenge is that according to the speculation, humans get an extra first level at-will power, and we don't know any other first level fighter attacks, so I had to create one that would not be too powerful):
HIT POINTS 35 HEALING SURGE HP HEALED 8 SECOND WIND ✦
BLOODIED 17 HEALING SURGES/DAY 12
Current Hit Points: Current Surge Usage:
Basic Attack Name Attack Bonus Damage Range/Properties
Longsword +7 vs. AC 1d8+4 Versatile (+1 damage when 2-handed)
Handaxe +5 vs. AC 1d6+4 5/10
FEATS
Toughness (When you take this feat, you gain additional hit points equal to your level + 3. You also gain 1 additional hit point every time you gain a level.)
Action Surge (+3 to attacks on actions gained from action points.)
Combat Challenge (when you attack you may mark the enemy, giving a -2 to attack targets other than you; only one mark per enemy, new mark supersedes old one)
Combat Challenge (when an adjacent enemy shifts, make an immediate melee basic attack against them)
Combat Superiority (+2 to opportunity attacks and enemies hit stop moving if a move provoked the attack)
EQUIPMENT
Scale armor, heavy shield, longsword, 2 handaxes, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 day’s trail rations, 50 ft. of hempen rope, waterskin.
EXPLOITS
Your powers are called exploits, since they are from the
martial power source. Your powers require you to use a
weapon.
At-Will Powers
Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8+4 damage, and an enemy adjacent to the target takes 4 damage.
Tide of Iron Fighter Attack 1
After each mighty swing, you bring your shield to bear and use it to push your enemy back.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: +7 vs. AC
Hit: 1d8+4 damage, and you push the target 1 square if it is your size, smaller than you, or one
size category larger. You can shift into the space that the target occupied.
Power Attack Fighter Attack 1
You strike with less accuracy, but for greater damage if you hit.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a versatile or 2-handed weapon.
Target: One creature
Attack: +5 vs. AC
Hit: 1d8+6 damage
Encounter Power
Passing Attack Fighter Attack 1
You strike at one foe and allow momentum to carry
you forward into a second strike against a second
foe.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: +7 vs. AC
Hit: 1d8+4 damage, and you can shift 1 square.
Make a secondary attack.
Secondary Target: One creature other than the
primary target
Secondary Attack: +9 vs. AC
Hit: 1d8+4 damage.
Daily Power
Brute Strike Fighter Attack 1
You shatter armor and bone with a ringing blow.
Daily ✦ Martial, Reliable, Weapon
Reliable: If you miss with this power, you do not
expend its use.
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 3d8+4 damage.
Last edited by zoroaster100; 22nd March 2008 at 03:14 PM..
HIT POINTS 24 HEALING SURGE HP HEALED 6 SECOND WIND ✦
BLOODIED 12 HEALING SURGES/DAY 8
Current Hit Points: Current Surge Usage:
Basic Attack Name Attack Bonus Damage Range/Properties
Dagger +3 vs. AC 1d4 5 squares normal/10 squares max.
Magic Missile +5 vs. Reflex 2d4+5 20 squares
FEATS
Human Perseverance (+1 to saving throws)
Alertness (You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 Feat bonus to Perception checks.)
RACE AND CLASS FEATURES
Arcane Implement Mastery: Wand of Accuracy (once per encounter as a free action, gain a +2 bonus to an
attack roll; you must be wielding your wand.)
Cantrips (see back)
Ritual Casting (can use rituals)
Spellbook (when you begin the adventure, and after each extended rest, pick one of two daily
spells – you can use that spell until you select again after an extended rest)
Languages: Common, Draconic, Goblin
EQUIPMENT
3 daggers, wand, spellbook, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 day’s trail rations, 50 ft. of hempen rope, waterskin.
Spells
Your powers are called spells, since they are from the arcane power source. You usually have your
wand (an implement) in your hand when you use your powers, but it’s not required.
Cantrips
Ghost Sound Wizard Cantrip
With a wink, you create an illusory sound that emanates from somewhere close by.
At-Will ✦ Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light Wizard Cantrip
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other
object, or in a nearby space.
At-Will ✦ Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously
cast light winks out.
Mage Hand Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and
moves it where you wish.
At-Will ✦ Arcane, Conjuration, Force
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks
up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5
squares. If you are holding the object when you use this power, the hand can move the object into a
pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or
worn anywhere on your body into your hand. As a move action, you can move the hand up to 5
squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor
action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
At-Will Powers
Magic Missile Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will ✦ Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Int vs. Reflex
Hit: 2d4 + Int force damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged
basic attack, you can use this power.
Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs. Reflex
Hit: 1d6 + Int fire damage.
Ray of Frost Wizard Attack 1
A blisteringly cold ray of white frost streaks to your target.
At-Will ✦ Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Dex vs. Fortitude
Hit: 1d6 + 5 cold damage, and the target is
slowed until the end of
your next turn.
Encounter Powers
Force Orb Wizard Attack 1
You hurl an orb of magical force at an enemy. It
bursts against the target and throws off razor-sharp
shards of force that cut nearby enemies to ribbons.
Encounter ✦ Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: Int vs. Reflex
Hit: 2d8 + Int force damage. Make a secondary
attack.
Secondary Target: Each enemy adjacent to the
primary target
Secondary Attack: Int vs. Reflex
Hit: 1d10 + Int force damage.
Daily Powers
(Pick One at Each Extended Rest)
Acid Arrow Wizard Attack 1
A shimmering arrow of green, glowing liquid streaks
to your target and bursts in a spray of sizzling acid.
Daily ✦ Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: Int vs. Reflex
Hit: 2d8 + Int acid damage, and ongoing 5 acid
damage (save ends).
Make a secondary attack.
Secondary Target: Each creature adjacent to the
primary target
Secondary Attack: Int vs. Reflex
Hit: 1d8 + Int acid damage, and ongoing 5 acid
damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to
primary target (save ends), and no secondary
attack.
Sleep Wizard Attack 1
You exert your will against your foes, seeking to
overwhelm them with a tide of magical weariness.
Daily ✦ Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: The target is slowed (save ends). If the target
fails its first saving throw against this power, the
target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
The speculation is that humans get +2 to any two ability scores, or possibly to one physical and one mental ability score. I based these characters very closely off of the pregenerated characters from D&D Experience. The pregen tiefling wizard has Intelligence 20, because tieflings get +2 Intelligence and +2 Charisma. I simply gave the human wizard +2 on Intelligence and +2 on Wisdom. I switched the tiefling's Wisdom and Charisma score and the tiefling's Dex and Con scores when making him Human.
For the fighter, I based it off the pregen dwarf fighter. Dwarves get +2 Con and +2 Wis. I gave the human +2 Str instead of +2 Con.
In 4E, all races are basically LA +1 compared to 3.5 races. That is reflected in their ability scores as well.
HIT POINTS 30 HEALING SURGE HP HEALED 7 SECOND WIND ✦
BLOODIED 15 HEALING SURGES/DAY 8
Current Hit Points: Current Surge Usage:
Basic Attack Name Attack Bonus Damage Range/Properties
Mace +3 vs. AC 1d8+1 Versatile (+1 damage when 2-handed)
Dagger +4 vs. AC(+3 thrown)1d4+1 5 squares normal/10 squares max
FEATS
Toughness (4 extra hp at first level, already added, plus additional hp per additional level).
RACE AND CLASS FEATURES
Channel Divinity: Divine Fortune (see back)
Channel Divinity: Turn Undead (see back)
Healing Word (see back)
Ritual Casting (use rituals)
Cast-Iron Stomach: +5 to saving throws vs. poison
Dwarven Resilience: Use Second Wind as a minor action
Stand Your Ground: Move 1 square less when subject to a push, pull or slide; when knocked prone make an immediate saving throw to stay standing.
Languages: Common and Dwarven
Low-Light Vision
EQUIPMENT
Chain mail, mace, dagger, holy symbol, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 day’s trail rations, 50 ft. of hempen rope, waterskin.
Prayers
Your powers are called prayers, since they are from the
divine power source. Some of your powers require you
to use a weapon. If a power does not state “weapon”,
then you don’t need to have your weapon in your hand.
You usually have your holy symbol (an implement) in
your hand when you use certain powers, but it’s not
required.
Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter ✦ Divine
Special: You can use either Channel Divinity: divine fortune or Channel Divinity: turn undead once per encounter, but not both in the same encounter.
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity: Turn Undead Cleric Feature
You sear undead foes, push them back, and root them in place.
Encounter ✦ Divine, Implement, Radiant
Special: You can use either Channel Divinity: divine fortune or Channel Divinity: turn undead once per encounter, but not both in the same encounter.
Standard Action Close burst 2
Target: Each undead creature in burst
Attack: +4 vs. Will
Hit: 1d10+4 radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.
Healing Word Cleric Feature
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) ✦ Divine, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 + 4 hit points.
At-Will Powers
Lance of Faith Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target,
guiding your ally’s attack.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +4 vs. Reflex
Hit: 1d8+4 radiant damage, and one ally you can see gains a +2 power bonus to his or her next
attack roll against the target.
Sacred Flame Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance while at the same time
aiding an ally with its beneficent power.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +4 vs. Reflex
Hit: 1d6 + 4 radiant damage, and one ally you can see chooses either to gain 2 temporary hit points or to make a saving throw.
Encounter Powers
Cause Fear Cleric Attack 1
Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him
to instantly recoil.
Encounter ✦ Divine, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wis vs. Will
Hit: The target moves its speed + 2 squares away from you. The fleeing target avoids unsafe squares
and difficult terrain if it can. This movement provokes opportunity attacks.
Daily Power
Cascade of Light Cleric Attack 1
A burst of divine radiance sears your foe.
Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Will
Hit: 3d8 + 4 radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains no vulnerability.
Thanks, Neceros. I tried downloading the PDF of the character sheet at your site, but I can't seem to get it. Do I need to do something first, such as register? I just clicked on the little box that says CHARACTER SHEET in the area that says Downloads, and it comes up blank.
If that pops up nothing then something isn't working right for you. Ensure you are allowing downloads through your browser, and use Firefox if at all possible.
It should just show the document in line, then you can go File > Save.
Power Attack Fighter Attack 1
You strike with less accuracy, but for greater damage if you hit.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a versatile or 2-handed weapon.
Target: One creature
Attack: +5 vs. AC
Hit: 1d8+6 damage
Races & Classes mentions a fighter exploit called defensive strike that grants you a bonus to AC versus an opponent you hit. Something like (NOTE: this is pure speculation):
Defensive Strike Fighter Attack 1
You hit your foe, giving yourself just enough time and space to assume a strong defensive posture. At-Will ? Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Str vs. AC Hit: 1[W] + Str modifier damage, and you gain a +2 power bonus to AC versus your target
Last edited by Mentat55; 22nd March 2008 at 11:42 AM..
Thanks, neceros. That did it. I was able to download your character sheet.
Mentat55, I like your stats for that fighter power. It is not unbalanced. I may use, however, give it to the fighter as a second level utility power once per encounter. That's not because I think it's too powerful for a first level at will power (I think it's fine), but rather because I want to let them level to second level and I hadn't been able to think of any second level powers for the fighter until I saw your defensive power.
I keep looking at pregens and wodering: didn't the designers say 4e would be easier to manage? I haven't played yet but first level players getting this many powers to use sounds like a lot to choose from each round, and as they level they will undoubtedly get more. I want simpler, not for every charater to feel like a high level wizard.
of course they need to playtest everything, so maybe they just gave everyone all the available powers. Maybe when people actually play they will only be able to choose one or two? I doubt it though
I keep looking at pregens and wodering: didn't the designers say 4e would be easier to manage? I haven't played yet but first level players getting this many powers to use sounds like a lot to choose from each round, and as they level they will undoubtedly get more. I want simpler, not for every charater to feel like a high level wizard.
From my playtesting experience I've found that that many powers in no way overwhelms the player, as it's very simple to understand how the power is used. I had players who got confused during every session of 3.5 sit down and, after about 5 minutes explaining the rules, play their characters with the greatest of ease.
I keep looking at pregens and wodering: didn't the designers say 4e would be easier to manage? I haven't played yet but first level players getting this many powers to use sounds like a lot to choose from each round, and as they level they will undoubtedly get more. I want simpler, not for every charater to feel like a high level wizard.
I'm pretty sure there will be no 4E character that is even remotely as complex as a 3E wizard.
It's probably more appropriate to compare the 4E 1st level characters with 3E 3rd level characters regarding their power level / complexity.
In 4E characters will stop gaining additional powers at a certain point, then they'll just replace existing powers with more powerful ones. So high level gameplay will not be more complex than low-level gameplay.
I also believe that players will quickly figure out which of their powers are good 'default' powers and which are 'conditional' powers. Some powers will be strictly better in most situations while other powers will be the best choice if the conditions are right. So, I doubt there'll be many situations where you have to choose between more than two or three different powers.
(the biggest challenge is that according to the speculation, humans get an extra first level at-will power, and we don't know any other first level fighter attacks, so I had to create one that would not be too powerful)
A simple solution to that would've been to choose a power from another class. The Half-Elf Warlock has an extra power which likely derives from a racial ability and got a Wizard Attack with it. Likely Humans can get the same, in which case why not give Regdar Bolstering Strike (Paladin)? Or Nimble Strike (Ranger)? Or hell, maybe Regdar knows some magic and can cast Magic Missile?
I keep looking at pregens and wodering: didn't the designers say 4e would be easier to manage? I haven't played yet but first level players getting this many powers to use sounds like a lot to choose from each round, and as they level they will undoubtedly get more. I want simpler, not for every charater to feel like a high level wizard.
Ok I'm new. to the forum, but not DND. Let me get this straight. You want simpler? Simpler how? Simpler why? You are talking about DND, right? I can understand why Wizards wants the game simpler... but why fans? Hasbro mistakenly believe that the simpler the game, the more people will play, and is leaning really hard on WoTC. In other words dumb it down, and more dumb people will play and pay these exorbitant prices (40$ per book). But what about the smart players? DND? The game that trained the Bill Gates, and Tom Anderson's of the world? The game that might have been intricate, complex and 'wordy' but that was the point. It was for Harvard nerds, and MIT geeks, even Cal Tech prodigies. Its a game, like chess that requires dedication, memorization, and fortitude. It teaches systems, ideals, realism, and numbers to a group of people that could only think of the real world as a bland and illogical place. It stresses creativity and imagination much like pot and cocaine did to the music industry. Again I come back to the fans. Why do you want it simpler? For girls? Some may think that if it was easier then more girls would play it, and more geeks would get laid. To that I ask you to put yourself in the girls place... would you really like it if your male interest came to you and said: "oh, hey you should try the new version of DND, its much simpler now, I think You'd like it." Do you really wish to insult her intelligence? If not for women, then what? I don't mean to insult you, you really have made it easy for me, but are you really that dumb? When 3.0 came out I was surprised and a little insulted at how simple the game was. Then 3.5 made it even worse. If you really can't get some of the systems in 3.5 I would tell you to stop playing. Some of it didn't make sense. I understand that, but I can see why. When you are trying to 'dumb down' systems, you sometimes have to suspend reality. Grappling in 3.5 didn't make sense, because it was not realistic. It was made that way by wizards so you had rules that got you past the situation, and wasn't too complex. I know they could have done a better job, but no-ones perfect. Now 4.0 is coming out. Its more than likely going to be more for the 'masses.' I can accept that, I'm also intrigued by where they have gone with it. I most likely will play it. But the one thing I'm not going to complain one iota about is if some system in it is too complex. I might say its 'too simple' but the other way around? really? If its too hard, your obviously playing the wrong game.
Ok I'm new. to the forum, but not DND. Let me get this straight. You want simpler? Simpler how? Simpler why? You are talking about DND, right? I can understand why Wizards wants the game simpler... but why fans? Hasbro mistakenly believe that the simpler the game, the more people will play, and is leaning really hard on WoTC. In other words dumb it down, and more dumb people will play and pay these exorbitant prices (40$ per book). But what about the smart players? DND? The game that trained the Bill Gates, and Tom Anderson's of the world? The game that might have been intricate, complex and 'wordy' but that was the point. It was for Harvard nerds, and MIT geeks, even Cal Tech prodigies. Its a game, like chess that requires dedication, memorization, and fortitude. It teaches systems, ideals, realism, and numbers to a group of people that could only think of the real world as a bland and illogical place. It stresses creativity and imagination much like pot and cocaine did to the music industry. Again I come back to the fans. Why do you want it simpler? For girls? Some may think that if it was easier then more girls would play it, and more geeks would get laid. To that I ask you to put yourself in the girls place... would you really like it if your male interest came to you and said: "oh, hey you should try the new version of DND, its much simpler now, I think You'd like it." Do you really wish to insult her intelligence? If not for women, then what? I don't mean to insult you, you really have made it easy for me, but are you really that dumb? When 3.0 came out I was surprised and a little insulted at how simple the game was. Then 3.5 made it even worse. If you really can't get some of the systems in 3.5 I would tell you to stop playing. Some of it didn't make sense. I understand that, but I can see why. When you are trying to 'dumb down' systems, you sometimes have to suspend reality. Grappling in 3.5 didn't make sense, because it was not realistic. It was made that way by wizards so you had rules that got you past the situation, and wasn't too complex. I know they could have done a better job, but no-ones perfect. Now 4.0 is coming out. Its more than likely going to be more for the 'masses.' I can accept that, I'm also intrigued by where they have gone with it. I most likely will play it. But the one thing I'm not going to complain one iota about is if some system in it is too complex. I might say its 'too simple' but the other way around? really? If its too hard, your obviously playing the wrong game.
You've got it all wrong, brother.
The word 'simpler', along with other monstrosities, have been going around too much lately. Simpler doesn't mean more dumb. In fact, it has nothing to do with it's level of intelligence or intended play.
Use the word "Streamlined." That conveys the proper meaning of what Wizards is trying to do. Attacks are against a Defense, not a Defense versus a save, for example. Giving everyone actions via powers that work universally does not mean they will all be similar or require no thinking. Wizards wants the game to be fluid and intuitive. They want you to think "What should I do next?" not "How can I do this next?"
Based on the pre-gens stats it appears that the point-buy values have changed slightly. If a 16 costs 9 points and a 18 costs 15 then all but the human character work stat-wise. The guy who made the pre-gens said the math was off on one (or more). If so it's possible to the human is only +2 to one stat.