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

zoroaster100

First Post
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 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.
 
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zoroaster100

First Post
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 don’t 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 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).
 


zoroaster100

First Post
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.
 

zoroaster100

First Post
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 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.
 


zoroaster100

First Post
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.
 


Mentat55

First Post
zoroaster100 said:
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
 
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zoroaster100

First Post
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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