D&D 4th Edition Additional first level 4E characters - alternative race/class combos from pregens




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  1. #1
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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):

    REGDAR
    MALE HUMAN FIGHTER
    LEVEL 1 UNALIGNED

    Ability Score Value Modifier Armor Class 19
    Strength 18 +4 Fortitude Defense 17
    Constitution 16 +3 Reflex Defense 14
    Dexterity 12 +1 Will Defense 13
    Intelligence 10 +0 Initiative +1
    Wisdom 14 +2 Speed (Squares) 5
    Charisma 8 -1

    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.)

    SKILLS
    Passive Insight 12
    Passive Perception 12
    Acrobatics +4
    Athletics +7
    Endurance +8
    Heal +7
    Insight +2
    Perception +2
    Stealth -1
    Streetwise +4

    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 days 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; Saturday, 22nd March, 2008 at 02:14 PM.

 

  • #2
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    Ignore zoroaster100
    Here is another, a human wizard. This one was simpler because we have an additional first level wizard at-will attack power, ray of frost.

    TANTHRAS FLAMECLOAK
    MALE HUMAN WIZARD
    LEVEL 1 UNALIGNED

    Ability Score Value Modifier Armor Class 15
    Strength 10 +0 Fortitude Defense 10
    Constitution 14 +2 Reflex Defense 15
    Dexterity 10 +0 Will Defense 13
    Intelligence 20 +5 Initiative +0
    Wisdom 12 +1 Speed (Squares) 5
    Charisma 9 -1

    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 dont grant enemies combat advantage in surprise rounds. You also gain a +2 Feat bonus to Perception checks.)

    SKILLS
    Passive Insight 11
    Passive Perception 13
    Acrobatics +0
    Arcana +10
    Athletics +0
    Dungeoneering +6
    Heal +6
    Insight +1
    Perception +3
    Stealth +5

    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 days 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 its 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 targets 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).

  • #3
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    Ignore (Psi)SeveredHead
    I don't know if I could actually use these.

    Why are their starting ability scores so high? Strength 18 and Int 20 at first level?
    If your D20 Modern PCs don't fear guns, use a bigger battlefield! Smaller battlefields are melee friendly. Cool battlefields in the Forest and Woodlands section of http://www.angelfire.com/rpg2/dungeonsunlimited/
    You cannot spend more power points on a psionic power than your manifester level. The metacap is there for balance reasons.
    XPH errata: You can only use a mindfeeder once per day.
    Random map generator by TogaMario: http://www.enworld.org/showthread.ph...24#post2379924
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    Ignore zoroaster100
    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.

  • #5
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    Ignore zoroaster100
    Here is another one, a dwarf cleric:

    EBERK, THE SUN SERVANT
    MALE DWARF CLERIC
    LEVEL 1 GOOD

    Ability Score Value Modifier Armor Class 16
    Strength 12 +1 Fortitude Defense 13
    Constitution 14 +2 Reflex Defense 11
    Dexterity 10 +0 Will Defense 16
    Intelligence 12 +1 Initiative +0
    Wisdom 18 +4 Speed (Squares) 5
    Charisma 12 +1

    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).

    SKILLS
    Passive Insight 19
    Passive Perception 14
    Acrobatics -1
    Arcana +6
    Athletics +0
    Heal +9
    Insight +9
    Perception +4
    Religion +6
    Stealth -1

    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 days 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 dont 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 its 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 allys 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.

  • #6
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    Ignore neceros
    Go here for a character sheet, if you need one: http://www.neceros.com/index.php?page=dl_dnd4
    Neceros' Custom Character Sheets

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    Ignore zoroaster100
    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.

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    Ignore neceros
    Go here: http://www.neceros.com/getfile.php?f...ecordSheet.pdf

    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.

    Neceros' Custom Character Sheets

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    Ignore Mentat55
    Quote Originally Posted by zoroaster100
    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; Saturday, 22nd March, 2008 at 10:42 AM.

  • #10
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    Ignore zoroaster100
    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.

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