Advancement of Pregens to Second Level

zoroaster100

First Post
If my players keep having much fun with the pregen first level characters trying the 4th edition rules, I may be tempted to allow them to pass to second level with a guess as to how advancement works. At least I might let them advance the basic stats to let them face slightly tougher monsters. I wanted to get opinions from anyone else that is considering this as to the best way to simulate advancement to second level while we wait for the official advancement rules.

For the elf rogue that someone posted on these boards, advancement is the easiest because we had the whole write up of the rogue class. We know that the rogue gets 5 hp per additional level. We also know that there is a second level rogue per encounter utility power, Tumble. So I can let the rogue get 5 additional hit points and Tumble once per encounter when he advances.

What about other classes? My guess is that controllers will get 4 additional hp per additional level, clerics, warlords, rangers and warlocks will get 5 hp per additional level just like the rogue, and fighters and paladins will get 7 hp per additional level. What are your thoughts on additional hit points per level for each class?

Also, I think I've seen some folks post here that we are pretty sure attacks and defenses advance at a uniform rate for all classes. Does anyone have any information or a good guess at that uniform rate of advancement for all PC classes?

Finally, do we know what kind of second level powers the other classes get, or have any other second level powers other than tumble been revealed? If not, I may make some weak ones up (I'd rather be conservative) if I find I can't wait unti June.
 

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zoroaster100 said:
Also, I think I've seen some folks post here that we are pretty sure attacks and defenses advance at a uniform rate for all classes. Does anyone have any information or a good guess at that uniform rate of advancement for all PC classes?

Finally, do we know what kind of second level powers the other classes get, or have any other second level powers other than tumble been revealed? If not, I may make some weak ones up (I'd rather be conservative) if I find I can't wait unti June.

Increase all attacks, skill/ability checks and defenses by 1 on every even level. No sure about AC.

As far as second level powers are concerned, in no time you will need 3rd lvl, 4th lvl etc. If you really want to run 4e before June, be prepared for a LOT of hand weaving. General rule seems to be that at-will strikes deal 1[W]+stat, encounter powers 2[W]+stat, daily powers 3[W]+stat (this is true even for 20+lvl powers). Reduce by 1W if it is area of effect attack. You can probably safely do 2-3 lvl powers exactly the same strength as 1st lvl ones - just having more abilities per encounter/day is good enough benefit.
 


I'm planning on having a VERY, VERY slow rate of advancement and only playing 4E a few sessions before May. I think the limit of advancement I would venture to do on speculation would be to third level. Do we know anything about feat advancement? It seems everyone gets on feat at first level, except humans get a bonus feat, and possibly rangers or eladrin get a bonus feat (see eladrin ranger pregen). When do you think characters get their second feat? My guess would be third level and each odd level thereafter. That way you get utility powers, and improvement to attacks, defenses and skills on even levels, and you get attack powers and a feat on odd levels.

We have a few heroic tier feats to pick from so far (though the benefits from some are not 100% clear because they were already incorporated into the pregen's stats):

Toughness
Tier: Heroic
Benefit: 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.


Alertness
Tier: Heroic
Benefit: You don’t grant enemies combat advantage in surprise rounds.
You also gain a +2 feat bonus to Perception checks.

Elven Precision [Elf]
Tier: Heroic
Prerequisites: Elf, elven accuracy racial power, heroic tier
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.

Action Surge
Tier: Heroic
Benefit: +3 to attacks on actions gained from action points.

Dwarven Weapon Training
Tier: Heroic
Benefit: ? Proficient with certain dwarf weapons like hammers and axes?

Lost in the Crowd [Halfling?]
Tier: Heroic
Prerequisites: Halfling?
Benefit: +2 AC when adjacent to two larger enemies.

Human Perseverance
Tier: Heroic
Prerequisite: Human
Benefit: +1 to saving throws.

Channel Divinity: Power of Amaunator
Tier: Heroic
Prerequisite: Channel Divinity class feature?
Benefit: Can discharge a use of Channel Divinity power for that encounter as a free action to boost a simultaneous power that causes radiant damage, gaining an extra 1d10 radiant damage to all targets hit by the power used. If the power deals half damage on a miss, you deal half of the extra damage as well.

Defensive Mobility
Tier: Heroic
Benefit: +2 to AC against opportunity attacks.

Lethal Hunter
Tier: Heroic
Prerequisite: Hunter’s Quarry class feature?
Benefit: ? Increases damage from Hunter’s Quarry from 1d6 to 1d8?

Skill Training: (Specific Skill)
Tier: Heroic
Benefit: ? +2 on use of that skill?
 

I think all classes don't have an innate Base Attack Bonus.

I get the impression that the bonuses that each ability score grants are equal to the 3rd ed ability bonuses+1/2 class level.

This is a built-in save, AC, skill, and attack bonus progression that will keep things consistant.
 

If my numbers are correct on the fighter, then dwarven weapon training is +1 hit, +2 damage with hammers and axes.

If skill training is anything like Star Wars:Saga, then skill training is +5 to the skill.
 

Iron Sky said:
If my numbers are correct on the fighter, then dwarven weapon training is +1 hit, +2 damage with hammers and axes.

If skill training is anything like Star Wars:Saga, then skill training is +5 to the skill.

My backwards engineering has concluded that being trained in a skill gives a +5 bonus.
 

I'm guessing that dwarves naturally get a bonus with hammers and axes (frex +1 to attack) and that the feat only gives another +2 damage.
 

keterys said:
I'm guessing that dwarves naturally get a bonus with hammers and axes (frex +1 to attack) and that the feat only gives another +2 damage.

According to the most recent D&D Podcast (Episode 21), fighters gain a +1 bonus to all melee attacks. Kathra's basic attack bonuses follow this:

Warhammer +6 = +3 Str + 2 Prof + 1 Fighter Melee Bonus

That assumes the warhammer has the baseline accuracy of Prof 2.

So, the dwarf weapon training probably just gives the +2 damage.
 

I figure giving the wizard, priest and warlock second level utility powers shouldn't be too hard. I could just use a first level utility spell from 3.5 ed. and make it into an encounter utility power. For example:

Feather Fall Wizard Utility 2
With a mere thought, you interrupt the target's fall by making the target float down gentle and light as a feather.
Encounter Arcane
Immediate Interrupt Ranged 10
Target: Personal or creature within range.
Effect: The target's fall suddenly slows to a speed of 12 squares per round until it reaches the ground for one round. If the target reaches the ground while still under the feather fall effect, it takes no falling damage. Sustain Minor. Save ends if target is unwilling.


Shield Wizard or Warlock Utility 2
You wave one hand, and a shimmering shield made of force appears hovering before you.
Encounter Arcane, Force
Minor Action
Target: Personal
Effect: The shield of force grants you a shield bonus to AC and to Reflex. This bonus does not stack with an actual shield's bonus to AC or Reflex.

Aid Cleric Utility 2
You pray for aid to an ally.
Encounter Divine
Minor Action
Target: You or an ally within 5
Effect: The target gains 7 temporary hit points that last until they are removed by damage or until the end of the encounter.
 

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