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4e Playtest Characters
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<blockquote data-quote="theredrobedwizard" data-source="post: 3962190" data-attributes="member: 21340"><p>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.</p><p></p><p>-----</p><p></p><p>Race: Eladrin            </p><p>Class/Level: Paladin 1</p><p></p><p>Ability Scores-</p><p>Strength 12 [+1]</p><p>Dexterity 16 [+3]</p><p>Constitution 10 [+0]</p><p>Intelligence 14 [+2]</p><p>Wisdom 14 [+2]</p><p>Charisma 16 [+3]</p><p></p><p>Defenses:        </p><p>Armor Class 16 (Studded Leather)    </p><p>Fortitude 12    </p><p>Reflex 13            </p><p>Will 13    </p><p></p><p>Other Combat:</p><p>Initiative +8 (Trained)</p><p>Movement 6 Squares</p><p></p><p>Hit Points: 30 [Bloodied: 15]</p><p></p><p>Trained Skills:</p><p>Religion +7        </p><p>Athletics +6    </p><p>Persuasion +8</p><p></p><p>At Will:</p><p>Basic Melee Attack (Scimitar): [Standard Action] - d20+4 to hit, d6+1 damage. Critical: 19 or 20.</p><p>Fey Step: [Standard Action] - Move 8 squares.</p><p></p><p>Per Encounter:</p><p>Fey Leap: [Move Action] - Teleport to any unoccupied square within 8 squares of your current space.</p><p>Arcane Smite: [Standard Action] - d20+4 to hit [VS Will], 2d6+3 damage.  Critical 19 or 20.</p><p>Second Wind: [Immediate Action] - When at or below Bloodied, regain 10 HP.</p><p></p><p>Per Day:</p><p>Shield of Faith: [Immediate Action] - Until the end of the encounter, one ally within 6 squares gets +3 to all their defenses.</p><p></p><p>-----</p><p></p><p>Race: Human                </p><p>Class / Level: Warlock 1</p><p></p><p>Ability Scores - </p><p>Strength 10 [+0]</p><p>Dexterity 16 [+3]</p><p>Constitution 12 [+1]</p><p>Intelligence 14 [+2]</p><p>Wisdom 14 [+2]</p><p>Charisma 16 [+3]</p><p></p><p>Defenses:        </p><p>Armor Class 14 (Padded Armor)    </p><p>Fortitude 11        </p><p>Reflex 14        </p><p>Will 14        </p><p></p><p>Other Combat:</p><p>Initiative +3</p><p>Movement 6 Squares</p><p></p><p>Hit Points: 19 (Bloodied: 10)</p><p></p><p>Trained Skills:</p><p>Arcane +7        </p><p>Persuasion +8    </p><p>Religion +7</p><p>Dungeoneering +7    </p><p>Deception +8</p><p></p><p>At Will:</p><p>Eldritch Blast: [Standard Action] - d20+3 [VS Reflex] to hit, d6+3 damage. Range 8 squares.</p><p>Hideous Blow: [Standard Action] - d20 [VS Fortitude] to hit, d6+3 damage.</p><p></p><p>Per Encounter:</p><p>Human Spirit: [Immediate Action] - An attack made against your Fortitude, Reflex, or Will defense must be rerolled.  The second result stands.</p><p>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.</p><p>Second Wind: [Immediate Action] - When at or below Bloodied, regain 12 HP.</p><p></p><p>Per Day:</p><p>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.</p><p></p><p>-----</p><p></p><p>Race: Elf        </p><p>Class / Level: Cleric of Corellon 1</p><p></p><p>Ability Scores - </p><p>Strength 14 [+2]</p><p>Dexterity 20 [+5]</p><p>Constitution 14 [+2]</p><p>Intelligence 10 [+0]</p><p>Wisdom 14 [+2]</p><p>Charisma 12 [+1]</p><p></p><p>Defenses:            </p><p>Armor Class 17 (Leather Armor)        </p><p>Fortitude 13            </p><p>Reflex 15            </p><p>Will 14            </p><p></p><p>Other Combat:</p><p>Initiative +5</p><p>Movement 7 squares</p><p></p><p>Hit Points: 26  (Bloodied: 13)</p><p></p><p>Trained Skills:</p><p>Nature +5</p><p>Perception +9 (Low Light Vision) (All non-Elves within 5 squares get +1 to their Perception checks.)    </p><p></p><p>At Will:</p><p>Basic Ranged Attack (Longbow): [Standard Action] - d20+5 to hit, d8+2 damage. Range 18.</p><p>Basic Melee Attack (Mace): [Standard Action] - d20+2 to hit, d8+2 damage.</p><p>Touch of Healing: [Standard Action] - One Bloodied target heals 1d8+2 HP.</p><p></p><p>Per Encounter:</p><p>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.</p><p>Faith in the Feylord: [Standard Action] - All allies within 6 squares gain an extra use of their Second Wind ability.</p><p>Second Wind: [Immediate Action] - When at or below Bloodied, regain 14 HP.</p><p></p><p>Per Day:</p><p>Rebuke Aberration: [Move Action] - d20+2 to hit [VS Will], 4d8 damage.  4 square radius, centered on you. Only effects Aberrations.</p><p></p><p>-----</p><p></p><p>Race: Tiefling                </p><p>Class / Level: Rogue 1</p><p></p><p>Ability Scores-</p><p>Strength 14 [+2]</p><p>Dexterity 18 [+4]</p><p>Constitution 14 [+2]</p><p>Intelligence 14 [+2]</p><p>Wisdom 12 [+1]</p><p>Charisma 16 [+3]</p><p></p><p>Defenses:            </p><p>Armor Class 16 (Leather Armor)        </p><p>Fortitude 12            </p><p>Reflex 16            </p><p>Will 12            </p><p></p><p>Other Combat:</p><p>Initiative +9 (Trained)</p><p>Movement 6 Squares</p><p></p><p>Hit Points: 20  (Bloodied: 10)</p><p></p><p>Trained Skills:</p><p>Deception +10     </p><p>Sleight of Hand +9    </p><p>Perception +6    </p><p>Sneak +9</p><p>Persuasion +8</p><p>Acrobatics +9    </p><p>Streetwise +7</p><p></p><p>At Will:</p><p>Melee Attack (Short Sword): [Standard Action] - d20+4 to hit, d6+2 damage.  Critical 19 or 20.</p><p>Ranged Attack (Dart): [Standard Action] - d20+4 to hit, d4+2 damage.  Range 4. Critical 19 or 20.</p><p>Sneak Attack: [Immediate Action] - If an attack hits an opponent against which you have Combat Advantage, deal an extra 2d6 damage.</p><p></p><p>Per Encounter:</p><p>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.</p><p>Combat Acrobatics: [Move Action] - Make an Acrobatics check [VS Reflex], if successful, you get +5 to your defenses against that opponent for one round.</p><p>Second Wind: [Immediate Action] - When at or below Bloodied, regain 14 HP.</p><p></p><p>Per Day:</p><p>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.</p><p></p><p>-----</p><p></p><p>Race: Dragonborn                </p><p>Class / Level: Fighter 1</p><p></p><p>Ability Scores-</p><p>Strength 20 [+5]</p><p>Dexterity 10 [+0]</p><p>Constitution 18 [+4]</p><p>Intelligence 12 [+1]</p><p>Wisdom 12 [+1]</p><p>Charisma 12 [+1]</p><p></p><p>Defenses:            </p><p>Armor Class 18    (Scale Armor)    </p><p>Fortitude 16            </p><p>Reflex 11            </p><p>Will 11            </p><p></p><p>Other Combat: </p><p>Initiative +0</p><p>Movement 4 Squares</p><p></p><p>Hit Points: 34  (Bloodied: 18)</p><p></p><p>Trained Skills:</p><p>Athletics +10    </p><p>Dungeoneering +6</p><p>Endurance +9</p><p></p><p>At Will:</p><p>Melee Attack (Spear): [Standard Action] - d20+6 to hit, 1d8+5 damage. </p><p>Power Attack (Spear): [Standard Action] - d20+1 to hit, 1d8+10 damage.</p><p>Shield Wall: [Move Action] - Grant an adjacent ally a +2 Shield bonus to Armor Class.</p><p></p><p>Per Encounter:</p><p>Power of the Dragon: [Move Action] - You and all allies within 5 squares get +2 to Attack and Damage for one round.</p><p>Shield Slam: [Move Action] - d20+6 [VS Fortitude] to hit, gain Combat Advantage against the opponent hit.</p><p>Second Wind: [Immediate Action] - When at or below Bloodied, regain 18 HP.</p><p></p><p>Per Day:</p><p>Breath of Darigaaz: [Standard Action] - d20+5 [VS Reflex] to hit, 2d6 damage.  Range 6.</p><p></p><p>-----</p><p></p><p>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.</p><p></p><p>-TRRW</p></blockquote><p></p>
[QUOTE="theredrobedwizard, post: 3962190, member: 21340"] 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. ----- 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. ----- 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. ----- 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. ----- 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. ----- 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. ----- 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 [/QUOTE]
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