Analysis of Initial release of PCs

Xanaqui

First Post
I've done a bit of analysis of the LV 1 PCs recently released by WOTC; this is a write-up of some of my findings, modified from input from most of the posters below (see the posts below for detail).

As expected, at LV 1, attribute modifiers are calculated the same as in 3.x

HP at LV 1 (assumption: all HP are from Con score and class):
Wizard: 10 + Con score
Warlock, Ranger, Cleric: 12 + Con score
Fighter, Paladin: 15 + Con score

Plausible HP per LV at LV 2+:
Wizard: 4
Warlock, Ranger, Cleric: 5
Fighter, Paladin: 6


Healing Surges/day (assumption: all healing surges are from class and Con Mod):
Warlock, Ranger, Wizard: 6 + Con Modifier
Cleric: 7 + Con Modifier
Fighter: 9 + Con Modifier
Paladin: 10 + Con Modifier

Bloodied HP are 1/2 max HP; surge healing amount is 1/4 max HP

AC:
Base AC 10 + higher of Dex Mod or Int mod for non-metal armors
Base AC 10 for metal armors

Nothing: +0 to AC
Leather: +3 to AC
Hide: +3 to AC
Chain: +6 to AC - 1 armor check penalty
Scale: +7 to AC -2 armor check penalty
Plate: +8 to AC -4 armor check penalty

H Shield: +2 to AC
Halfling: +0 to AC (via size small)


Fort (assumes that modifiers are from Con Mod, Str Mod, class, and race, and that class always modifies by 2):
Base: 10 + higher of Con Mod or Str Mod
Fighter: +2
Eladrin, Halfling, Human: +1

Ref (assumes that modifiers are from Dex Mod Int mod, Shield, class, and race, and that class always modifies by 2):
Base: 10 + higher of Dex Mod or Int mod, +2 for Heavy Shield
Eladrin, Half-Elf, Halfling, Human: +1

Will (assumes that modifiers are from Wis Mod, Cha mod, class, and race, and that class always modifies by 2):
Base: 10 + higher of Wis Mod or Cha mod
Wizard, Cleric: +2
Paladin: +2 according to the released sheet; +0 according to reported errata.
Half-Elf, Eladrin, Halfling, Human: +1


Will: Assuming Wis mod alone gives me +6 to make up somewhere for the 1/2 elf warlock, so I'm guessing that this isn't the case. Using Cha mod in place of Wis mod has the same problem, but with the human Cleric. HEre's the forumla that fit the best of the ones I tried:

Will (assumes that modifiers are from Wis Mod, Cha mod, class, and race, and that class always modifies by 2):
Base: 10 + Wis Mod + Cha mod
Warlock, Wizard, Cleric: +2
Eladrin, Dwarf, Tiefling: +1

Init mod = Dex mod

Speed is 6, except for the Scale-clad dwarf and plate-clad halfling - both of which are 5. I'd guess that that speed penalty is from race, not armor, but it's not clear.

It seems that attacks at LV 1 are Weapon prof + Ability Mod + d20 , dealing base dice + ability mod damage where:

For melee combat, ability mod is Str
For missile combat, ability mod is Dex
For Thrown combat, to hit ability modifier is Dex; damage modifier is the better of Str or Dex

With these assumptions, there are four to hit exceptions; the Warlock, Fighter, Hafling Paladin, and Wizard all get an additional +1 on their basic attacks. Guesses:
Wizard, Warlock: +1 to hit with Dagger
Fighter (alternate possibility: Dwarven Weapons training) +1 to hit
Halfling (alternate possibility: Paladin) +1 to hit
The only exception for damage is from the Dwarven Fighter. I'm going to guess that the extra +2 comes from Dwarven Weapons Training, and that it may be limited to specific weapons (including, at least, the Warhammer and Handaxe)

Weapons are 3.0 style (the halfling doesn't do different damage with a weapon; they merely wield different weapons)

If the below are true, there is an exception for to hit for the Fighter. I'm guessing that Dwarven Weapons training grants +2 to hit with at least the Warhammer and Handaxe.

Base Damage (assumption: these are all unmodified):
1d10 : Warhammer (prof 1), Longbow (prof 2)
1d8: Longsword (prof 2), Mace (prof 2)
1d6: Shortsword (prof 3), Throwing Hammer (prof 2), Handaxe (prof 1)
1d4: Dagger (prof 3)

Passive Insight is Insight modifier + 10
Passive Perception is Perception modifier + 10


Skills and apparent modifiers:
Acrobatics (Dex, Armor)
Arcana (Int)
Athletics (Str, Armor)
Bluff (Dex)
Dungeoneering (unknown; 3.x was Int)
Diplomacy (Cha)
Endurance (Con)
Heal (Wis)
History (Int)
Insight (Wis)
Intimidate (unknown; 3.x was Cha)
Nature (Int)
Perception (Wis)
Religion (Int)
Stealth (Dex, Armor)
Streetwise (Cha)
Thievery (Dex)

Trained grants +5. Assuming that the training choice is by class (with a sole exception for a feat), here are the trained skills by class:

Warlock: Bluff, Insight, Streetwise, Thievery
Ranger: Acrobatics, Athletics, History, Nature, Perception, Stealth
Fighter: Athletics, Endurance, Heal, Streetwise
Paladin: Diplomacy, Heal, Insight, Religion
Wizard: Arcana, History, Nature (Stealth is trained via feat)
Cleric: Athletics, Heal, History, Insight, Religion
All modifiers that aren't from armor, base or trained, I assume are from race (obviously, other sources are possible):
Half-Elf: +2 Insight
Eladrin: +2 History, +1 Nature (alternate possibility: Ranger grants +1 Nature)
Halfling: +2 Acrobatics
Tiefling: +2 Stealth


Race vs. class

The main trick to note is that racial and class abilities are grouped separately on these sheets; it appears that the racial abilities are first, then class abilities, then vision and languages.

Half-elf

Group Diplomacy
Lang (there are likely other choices for the last one): Common, Elven, Goblin
Low-Light Vision

Eladrin
Eladrin Will
Lang: Common, Elven
Low-Light Vision
Fey Origin
Trance
Fey Step

Dwarf
Cast-Iron Stomach
Lang: Common, Dwarven
Low-Light Vision
Dwarven Resilience
Stand Your Ground

Halfling
Small Size
Lang (there are likely other choices for the last one): Common, Elven
Bold
Nimble Reaction
Second Chance

Tiefling:
Bloodhunt
Fire Res 5
Infernal Wrath
Lang (there are likely other choices for the last two): Common, Elven, Goblin
Low-Light Vision

Human
Feat: Human Perseverance (Likely there are other options)
Lang (there are likely other choices for the last one): Common, Dwarven

Warlock
Fey Pact
Prime Shot
Shadow Walk
Warlock's Curse

Obviously, for most classes, one expects that there are options not shown here.

Ranger
+1 feat

Fighter
Combat Challenge (mark)
Combat Challenge (AOO vs shift)
Combat Superiority

Paladin
Channel Divinity: Divine Mettle
Channel Divinity: Divine Strength

Wizard
Arcane Implement Mastery
Cantrips
Ritual Casting
Spellbook

Cleric
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word
Ritual Casting

Ability score guesses:

Using the 3.x point buy system, I can derive that each character is 29-30 points. My inability to get to the exact same points suggest to me that while close, the generation method used is not exactly the 3.x method.

Conceivable ability mods:
Half-Elf: Con +2, Cha +2 (29 points)
Eladrin: Dex +2, Int +2 (29 points) (instead of Int, might be Str, Wis or Cha)
Dwarf: Con +2, Wis +2 (30 points) (instead of Wis, might be Dex or Int)
Halfling: Dex +2, Cha +2 (29 points) (instead of Cha, may be Wis; instead of Dex, may be Str or Con)
Tiefling: Dex +2, Int +2 (29 points; the Int mod is pretty certain) (instead of Dex, may be Str, Con, or Cha)
Human: Wis (possibly choice) +2 (30 points)
 
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Alnag

First Post
You know... try this:

AC - light armor is Int mod or Dex mod (whatver is higher) + Armor bonus

(light armor is cloth, leather, hide)

AC - heavy armor is just Armor bonus (with no ability mod)

(heavy armor is chain, scale, plate)

Ref. is modified with either Int of Dex (whatever is higher)
Will is modified with either Cha or Wis
Fort is modified with either Str or Con

You will see miracles with that one... :)
 

ShinRyuuBR

First Post
Exactly. So leather gives +2 to AC, hide +3, chainmail +6, scale +7, and plate +8. Heavy shield gives +2 to AC and Reflexes.

The strange part is that most classes get either a base +2 to a single Defense, or +1 to two or three, but the halfling paladin and the human cleric get +1/+1/+3. Seems to me its +2 base to Will for them and something else gives them +1 to all three defenses.
 

Saitou

First Post
Shields also add their bonus to Reflex defense.

@Shinryuu: The Cleric gets the bonus from his Human feat. I guess the Halfling gets it from his small size?
 

Xanaqui

First Post
Initial post updated with the below, and race/class distinctions.

Alnag said:
You know... try this:

AC - light armor is Int mod or Dex mod (whatver is higher) + Armor bonus

(light armor is cloth, leather, hide)

AC - heavy armor is just Armor bonus (with no ability mod)

(heavy armor is chain, scale, plate)

Ref. is modified with either Int of Dex (whatever is higher)
Will is modified with either Cha or Wis
Fort is modified with either Str or Con

You will see miracles with that one... :)
Thanks; I updated with your suggestion. I'll note that Will is a worse fit than the solution I proposed, but the others are better, and your suggestion for Will would then be consistent.

ShinRyuuBR said:
Exactly. So leather gives +2 to AC, hide +3, chainmail +6, scale +7, and plate +8. Heavy shield gives +2 to AC and Reflexes.

The strange part is that most classes get either a base +2 to a single Defense, or +1 to two or three, but the halfling paladin and the human cleric get +1/+1/+3. Seems to me its +2 base to Will for them and something else gives them +1 to all three defenses.
Updated accordingly. I'm guessing race.
 
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Xanaqui

First Post
Saitou said:
Shields also add their bonus to Reflex defense.

@Shinryuu: The Cleric gets the bonus from his Human feat. I guess the Halfling gets it from his small size?
Good point on the feat (updated accordingly). I'll note that I made that assumption in pre-3.0, and it was wrong at the time (halflings get +1 to all saves in 3.x). I'll stick with the 3.x assumption until there's evidence otherwise.
 

TerraDave

5ever, or until 2024
The +3 to hit with the dagger (the +1 you point out), is probably coming from variable proficiency bonuses. We know this is +2 with most weapons, but not all. It makes sense for a dagger to be a little easier to use. (then again, the rogue did get a +1 to hit with the dagger...hmm).

Thrown weapon damage seems to be modified by strength or dex.

Not sure about human perseverence. I think that said saving throw bonus, which is not defenses, it something else (a check to end an ongoing condition). Unless it is both.
 

Xanaqui

First Post
TerraDave said:
The +3 to hit with the dagger (the +1 you point out), is probably coming from variable proficiency bonuses. We know this is +2 with most weapons, but not all. It makes sense for a dagger to be a little easier to use. (then again, the rogue did get a +1 to hit with the dagger...hmm).
Yep; that's what I'm basing my guess on - the Rogue write-up.

TerraDave said:
Thrown weapon damage seems to be modified by strength or dex.
Good point; I'll update
TerraDave said:
Not sure about human perseverence. I think that said saving throw bonus, which is not defenses, it something else (a check to end an ongoing condition). Unless it is both.
Good point; I'll change it back.
 


Xanaqui

First Post
Saishu_Heiki said:
The dagger is a prof:3 weapon (+3 to hit). This comes from one of the recent podcasts (19, I think).
I'll take your word for it, and update accordingly. I'm not set up to listen to podcasts.

Perhaps the other to hit discrepancies are from prof?
 

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