Advancement of Pregens to Second Level

Simonides said:
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 believe axes and warhammers are only +1 proficency bonus.

Shortsword: 1d6dmg +3prof
Longsword: 1d8dmg +2prof
Axe/Hammer: 1d10dmg +1prof

Is my guess, figuring there has to be some kind of trade off for going up a die size in damage.
 

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I think your utility powers look pretty good. What is the value of the shield bonus?

I agree that the Dwarven weapon training gives +2 damage, and Skill Training feats give +5. (Though I wonder what you get if you use it to train in a cross-class skill.)

Fitz
 


Or the Warhammer uses Con for its attack bonus rather than Str?

From Design and Development: Class, right after Gencon:

Ron Heinsoo on 08/16/2007 said:
“I’m playing a 3rd-level human fighter named Graelar.”

“Cool. Is he weapon and shield or two-hander?”

“He’s sword and board, man.”

“Longsword?”

“Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so I’m using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.

Of course, that before a lot of external playtesting and things may have changed...
 

So, this is power heavy... but honestly I'd rather give out more powers than feats at the moment, given that it's more fun to make new powers than feats and we have a very small selection of feats.

Progression I intend to use for the 4E Game I'll be running.

Feats on odd levels

1 2 At-Will, 1 Encounter, 1 Daily
2 1 Utility
3 1 Encounter
4 1 At-Will
5 1 Daily
6 1 Utility
7 1 Encounter
8 1 At-Will
9 1 Daily
10 1 Utility
 



Curiously, I read that and I also heard it said that 'eventually you stop casting your magic missile and replace it with a higher level option'.

That said, I actually put those in on purpose. I want the players to have more at-will options so that long fights (like against Solos) are more interesting - again, I'd just rather they had more powers than have 'Bonus Feat' at those spots.
 

keterys said:
Curiously, I read that and I also heard it said that 'eventually you stop casting your magic missile and replace it with a higher level option'.

That said, I actually put those in on purpose. I want the players to have more at-will options so that long fights (like against Solos) are more interesting - again, I'd just rather they had more powers than have 'Bonus Feat' at those spots.
Yes, I agree.
 
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Here is an idea for a couple level 2 Fighter Maneuvers:

Shield Block (Encounter)
Immediate Reaction
When an enemy makes an attack against your AC or Reflex, you may make a shield attack against their Reflex (even if the opponent is not adjacent, using a ranged weapon). If you succeed, the attack is parried with the shield.

Heavy Blow (Encounter)
Standard
Strength attack vs. AC. If it hits, do weapon damage as normal and the enemy is knocked prone.
 

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