theredrobedwizard
Explorer
Hey all. Now, to get this thread off the ground, I'm going to tell you this up front: These are *not* actual 4e playtest characters. These are my interpretations of what 4e characters are going to look like, based on the information we've been given up to this point.
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Race: Eladrin
Class/Level: Paladin 1
Ability Scores-
Strength 12 [+1]
Dexterity 16 [+3]
Constitution 10 [+0]
Intelligence 14 [+2]
Wisdom 14 [+2]
Charisma 16 [+3]
Defenses:
Armor Class 16 (Studded Leather)
Fortitude 12
Reflex 13
Will 13
Other Combat:
Initiative +8 (Trained)
Movement 6 Squares
Hit Points: 30 [Bloodied: 15]
Trained Skills:
Religion +7
Athletics +6
Persuasion +8
At Will:
Basic Melee Attack (Scimitar): [Standard Action] - d20+4 to hit, d6+1 damage. Critical: 19 or 20.
Fey Step: [Standard Action] - Move 8 squares.
Per Encounter:
Fey Leap: [Move Action] - Teleport to any unoccupied square within 8 squares of your current space.
Arcane Smite: [Standard Action] - d20+4 to hit [VS Will], 2d6+3 damage. Critical 19 or 20.
Second Wind: [Immediate Action] - When at or below Bloodied, regain 10 HP.
Per Day:
Shield of Faith: [Immediate Action] - Until the end of the encounter, one ally within 6 squares gets +3 to all their defenses.
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Race: Human
Class / Level: Warlock 1
Ability Scores -
Strength 10 [+0]
Dexterity 16 [+3]
Constitution 12 [+1]
Intelligence 14 [+2]
Wisdom 14 [+2]
Charisma 16 [+3]
Defenses:
Armor Class 14 (Padded Armor)
Fortitude 11
Reflex 14
Will 14
Other Combat:
Initiative +3
Movement 6 Squares
Hit Points: 19 (Bloodied: 10)
Trained Skills:
Arcane +7
Persuasion +8
Religion +7
Dungeoneering +7
Deception +8
At Will:
Eldritch Blast: [Standard Action] - d20+3 [VS Reflex] to hit, d6+3 damage. Range 8 squares.
Hideous Blow: [Standard Action] - d20 [VS Fortitude] to hit, d6+3 damage.
Per Encounter:
Human Spirit: [Immediate Action] - An attack made against your Fortitude, Reflex, or Will defense must be rerolled. The second result stands.
Nightmare Spinning: [Standard Action] - d20+3 [VS Will] to hit, target gets -2 to all defenses until the end of the encounter. Range 4 squares.
Second Wind: [Immediate Action] - When at or below Bloodied, regain 12 HP.
Per Day:
Hellmouth: [Standard Action] - d20+3 [VS Will] to hit, target is teleported to Hell for one round. 2d6 damage and target gets -2 to Attack, Damage, and Defenses until the end of the encounter. Melee range.
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Race: Elf
Class / Level: Cleric of Corellon 1
Ability Scores -
Strength 14 [+2]
Dexterity 20 [+5]
Constitution 14 [+2]
Intelligence 10 [+0]
Wisdom 14 [+2]
Charisma 12 [+1]
Defenses:
Armor Class 17 (Leather Armor)
Fortitude 13
Reflex 15
Will 14
Other Combat:
Initiative +5
Movement 7 squares
Hit Points: 26 (Bloodied: 13)
Trained Skills:
Nature +5
Perception +9 (Low Light Vision) (All non-Elves within 5 squares get +1 to their Perception checks.)
At Will:
Basic Ranged Attack (Longbow): [Standard Action] - d20+5 to hit, d8+2 damage. Range 18.
Basic Melee Attack (Mace): [Standard Action] - d20+2 to hit, d8+2 damage.
Touch of Healing: [Standard Action] - One Bloodied target heals 1d8+2 HP.
Per Encounter:
Elven Accuracy: [Immediate Action] - Reroll an attack, adding +2 to the normal result. You must take the result of the reroll, even if it is worse.
Faith in the Feylord: [Standard Action] - All allies within 6 squares gain an extra use of their Second Wind ability.
Second Wind: [Immediate Action] - When at or below Bloodied, regain 14 HP.
Per Day:
Rebuke Aberration: [Move Action] - d20+2 to hit [VS Will], 4d8 damage. 4 square radius, centered on you. Only effects Aberrations.
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Race: Tiefling
Class / Level: Rogue 1
Ability Scores-
Strength 14 [+2]
Dexterity 18 [+4]
Constitution 14 [+2]
Intelligence 14 [+2]
Wisdom 12 [+1]
Charisma 16 [+3]
Defenses:
Armor Class 16 (Leather Armor)
Fortitude 12
Reflex 16
Will 12
Other Combat:
Initiative +9 (Trained)
Movement 6 Squares
Hit Points: 20 (Bloodied: 10)
Trained Skills:
Deception +10
Sleight of Hand +9
Perception +6
Sneak +9
Persuasion +8
Acrobatics +9
Streetwise +7
At Will:
Melee Attack (Short Sword): [Standard Action] - d20+4 to hit, d6+2 damage. Critical 19 or 20.
Ranged Attack (Dart): [Standard Action] - d20+4 to hit, d4+2 damage. Range 4. Critical 19 or 20.
Sneak Attack: [Immediate Action] - If an attack hits an opponent against which you have Combat Advantage, deal an extra 2d6 damage.
Per Encounter:
Infernal Wrath: [Immediate Action] - When an opponent hits you with a Melee attack, they get -2 to all attacks for the rest of the encounter.
Combat Acrobatics: [Move Action] - Make an Acrobatics check [VS Reflex], if successful, you get +5 to your defenses against that opponent for one round.
Second Wind: [Immediate Action] - When at or below Bloodied, regain 14 HP.
Per Day:
Gouge: [Standard Action] - d20+4 to hit [VS Fortitude], you and all adjacent allies gain Combat Advantage against the Gouged opponent until the end of the encounter.
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Race: Dragonborn
Class / Level: Fighter 1
Ability Scores-
Strength 20 [+5]
Dexterity 10 [+0]
Constitution 18 [+4]
Intelligence 12 [+1]
Wisdom 12 [+1]
Charisma 12 [+1]
Defenses:
Armor Class 18 (Scale Armor)
Fortitude 16
Reflex 11
Will 11
Other Combat:
Initiative +0
Movement 4 Squares
Hit Points: 34 (Bloodied: 18)
Trained Skills:
Athletics +10
Dungeoneering +6
Endurance +9
At Will:
Melee Attack (Spear): [Standard Action] - d20+6 to hit, 1d8+5 damage.
Power Attack (Spear): [Standard Action] - d20+1 to hit, 1d8+10 damage.
Shield Wall: [Move Action] - Grant an adjacent ally a +2 Shield bonus to Armor Class.
Per Encounter:
Power of the Dragon: [Move Action] - You and all allies within 5 squares get +2 to Attack and Damage for one round.
Shield Slam: [Move Action] - d20+6 [VS Fortitude] to hit, gain Combat Advantage against the opponent hit.
Second Wind: [Immediate Action] - When at or below Bloodied, regain 18 HP.
Per Day:
Breath of Darigaaz: [Standard Action] - d20+5 [VS Reflex] to hit, 2d6 damage. Range 6.
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Any comments or such would be greatly appreciated. I'm trying to give the less informed members of my group an understanding of what 4e is going to be like.
-TRRW
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Race: Eladrin
Class/Level: Paladin 1
Ability Scores-
Strength 12 [+1]
Dexterity 16 [+3]
Constitution 10 [+0]
Intelligence 14 [+2]
Wisdom 14 [+2]
Charisma 16 [+3]
Defenses:
Armor Class 16 (Studded Leather)
Fortitude 12
Reflex 13
Will 13
Other Combat:
Initiative +8 (Trained)
Movement 6 Squares
Hit Points: 30 [Bloodied: 15]
Trained Skills:
Religion +7
Athletics +6
Persuasion +8
At Will:
Basic Melee Attack (Scimitar): [Standard Action] - d20+4 to hit, d6+1 damage. Critical: 19 or 20.
Fey Step: [Standard Action] - Move 8 squares.
Per Encounter:
Fey Leap: [Move Action] - Teleport to any unoccupied square within 8 squares of your current space.
Arcane Smite: [Standard Action] - d20+4 to hit [VS Will], 2d6+3 damage. Critical 19 or 20.
Second Wind: [Immediate Action] - When at or below Bloodied, regain 10 HP.
Per Day:
Shield of Faith: [Immediate Action] - Until the end of the encounter, one ally within 6 squares gets +3 to all their defenses.
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Race: Human
Class / Level: Warlock 1
Ability Scores -
Strength 10 [+0]
Dexterity 16 [+3]
Constitution 12 [+1]
Intelligence 14 [+2]
Wisdom 14 [+2]
Charisma 16 [+3]
Defenses:
Armor Class 14 (Padded Armor)
Fortitude 11
Reflex 14
Will 14
Other Combat:
Initiative +3
Movement 6 Squares
Hit Points: 19 (Bloodied: 10)
Trained Skills:
Arcane +7
Persuasion +8
Religion +7
Dungeoneering +7
Deception +8
At Will:
Eldritch Blast: [Standard Action] - d20+3 [VS Reflex] to hit, d6+3 damage. Range 8 squares.
Hideous Blow: [Standard Action] - d20 [VS Fortitude] to hit, d6+3 damage.
Per Encounter:
Human Spirit: [Immediate Action] - An attack made against your Fortitude, Reflex, or Will defense must be rerolled. The second result stands.
Nightmare Spinning: [Standard Action] - d20+3 [VS Will] to hit, target gets -2 to all defenses until the end of the encounter. Range 4 squares.
Second Wind: [Immediate Action] - When at or below Bloodied, regain 12 HP.
Per Day:
Hellmouth: [Standard Action] - d20+3 [VS Will] to hit, target is teleported to Hell for one round. 2d6 damage and target gets -2 to Attack, Damage, and Defenses until the end of the encounter. Melee range.
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Race: Elf
Class / Level: Cleric of Corellon 1
Ability Scores -
Strength 14 [+2]
Dexterity 20 [+5]
Constitution 14 [+2]
Intelligence 10 [+0]
Wisdom 14 [+2]
Charisma 12 [+1]
Defenses:
Armor Class 17 (Leather Armor)
Fortitude 13
Reflex 15
Will 14
Other Combat:
Initiative +5
Movement 7 squares
Hit Points: 26 (Bloodied: 13)
Trained Skills:
Nature +5
Perception +9 (Low Light Vision) (All non-Elves within 5 squares get +1 to their Perception checks.)
At Will:
Basic Ranged Attack (Longbow): [Standard Action] - d20+5 to hit, d8+2 damage. Range 18.
Basic Melee Attack (Mace): [Standard Action] - d20+2 to hit, d8+2 damage.
Touch of Healing: [Standard Action] - One Bloodied target heals 1d8+2 HP.
Per Encounter:
Elven Accuracy: [Immediate Action] - Reroll an attack, adding +2 to the normal result. You must take the result of the reroll, even if it is worse.
Faith in the Feylord: [Standard Action] - All allies within 6 squares gain an extra use of their Second Wind ability.
Second Wind: [Immediate Action] - When at or below Bloodied, regain 14 HP.
Per Day:
Rebuke Aberration: [Move Action] - d20+2 to hit [VS Will], 4d8 damage. 4 square radius, centered on you. Only effects Aberrations.
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Race: Tiefling
Class / Level: Rogue 1
Ability Scores-
Strength 14 [+2]
Dexterity 18 [+4]
Constitution 14 [+2]
Intelligence 14 [+2]
Wisdom 12 [+1]
Charisma 16 [+3]
Defenses:
Armor Class 16 (Leather Armor)
Fortitude 12
Reflex 16
Will 12
Other Combat:
Initiative +9 (Trained)
Movement 6 Squares
Hit Points: 20 (Bloodied: 10)
Trained Skills:
Deception +10
Sleight of Hand +9
Perception +6
Sneak +9
Persuasion +8
Acrobatics +9
Streetwise +7
At Will:
Melee Attack (Short Sword): [Standard Action] - d20+4 to hit, d6+2 damage. Critical 19 or 20.
Ranged Attack (Dart): [Standard Action] - d20+4 to hit, d4+2 damage. Range 4. Critical 19 or 20.
Sneak Attack: [Immediate Action] - If an attack hits an opponent against which you have Combat Advantage, deal an extra 2d6 damage.
Per Encounter:
Infernal Wrath: [Immediate Action] - When an opponent hits you with a Melee attack, they get -2 to all attacks for the rest of the encounter.
Combat Acrobatics: [Move Action] - Make an Acrobatics check [VS Reflex], if successful, you get +5 to your defenses against that opponent for one round.
Second Wind: [Immediate Action] - When at or below Bloodied, regain 14 HP.
Per Day:
Gouge: [Standard Action] - d20+4 to hit [VS Fortitude], you and all adjacent allies gain Combat Advantage against the Gouged opponent until the end of the encounter.
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Race: Dragonborn
Class / Level: Fighter 1
Ability Scores-
Strength 20 [+5]
Dexterity 10 [+0]
Constitution 18 [+4]
Intelligence 12 [+1]
Wisdom 12 [+1]
Charisma 12 [+1]
Defenses:
Armor Class 18 (Scale Armor)
Fortitude 16
Reflex 11
Will 11
Other Combat:
Initiative +0
Movement 4 Squares
Hit Points: 34 (Bloodied: 18)
Trained Skills:
Athletics +10
Dungeoneering +6
Endurance +9
At Will:
Melee Attack (Spear): [Standard Action] - d20+6 to hit, 1d8+5 damage.
Power Attack (Spear): [Standard Action] - d20+1 to hit, 1d8+10 damage.
Shield Wall: [Move Action] - Grant an adjacent ally a +2 Shield bonus to Armor Class.
Per Encounter:
Power of the Dragon: [Move Action] - You and all allies within 5 squares get +2 to Attack and Damage for one round.
Shield Slam: [Move Action] - d20+6 [VS Fortitude] to hit, gain Combat Advantage against the opponent hit.
Second Wind: [Immediate Action] - When at or below Bloodied, regain 18 HP.
Per Day:
Breath of Darigaaz: [Standard Action] - d20+5 [VS Reflex] to hit, 2d6 damage. Range 6.
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Any comments or such would be greatly appreciated. I'm trying to give the less informed members of my group an understanding of what 4e is going to be like.
-TRRW
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