• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

An Example Character, Levels 1-30

Uh, I get a headache from trying to digest all that info and tactical mechanics -- I seriously doubt that I could play effectively even a Paragon PC, let alone an Epic one. Seems like way more book-keeping and things to remember than in 3E, hey?

One thing is a bit surprising, though -- you don't get any additional skills beyond those you pick at 1st level? That's depressing...
 

log in or register to remove this ad

Primal said:
One thing is a bit surprising, though -- you don't get any additional skills beyond those you pick at 1st level?

You don't need to, because you get every skill at 1st level. Of course, you may be better at some skills than others.
 

Primal said:
Uh, I get a headache from trying to digest all that info and tactical mechanics -- I seriously doubt that I could play effectively even a Paragon PC, let alone an Epic one. Seems like way more book-keeping and things to remember than in 3E, hey?

One thing is a bit surprising, though -- you don't get any additional skills beyond those you pick at 1st level? That's depressing...

Feat ... Skill Training: Gain +1 trained skill (any skill). Can be taken more than once.
 

Primal said:
One thing is a bit surprising, though -- you don't get any additional skills beyond those you pick at 1st level? That's depressing...
Skill = Feat. You'll note the sample cleric I put up took skill training as a feat, and that bumps his bonus up +5 as well as allowing some 'trained only' things.

He has a bunch of untrained skills, but I didn't list the bonuses. They are all 1/2 level + ability score mod, though. So his Arcana is +5 here at 10th, for example. And there are some things you can do with Skill Training Arcana he just can't do, like detect magic. He can attempt to use Arcana for other things, like casting an arcane ritual, just using his petty Int bonus + 1/2 his level.
 
Last edited:

Primal said:
Uh, I get a headache from trying to digest all that info and tactical mechanics -- I seriously doubt that I could play effectively even a Paragon PC, let alone an Epic one. Seems like way more book-keeping and things to remember than in 3E, hey?

Look at the 30 level Rogue in 4E posted above.

Look at a 10th level Sorcerer in 3E.
Write down Ability Scores, BAB, Saves, AC, Hit points and Feats.
Write down all spells in a list, listening the action required to cast, the number of times he can cast it, the save DC, plus the damage or other effect the spell does.
Listen also all magical items he has.
(That's basically all the information the Rogue description above lists)

Which character requires more book-keeping? Off course, it might be unfair. We're comparing a 30th level epic hero with a mid-level hero..

The difficult part is, off course, figuring out which feats and powers (4E) and spells (3E) you want to take to create the character you envision (be this a "thematic" vision or just a powergamers wet dream ;) ). And figuring out the best tactics is probably also a challenge.


One thing is a bit surprising, though -- you don't get any additional skills beyond those you pick at 1st level? That's depressing...
You're just a feat away from learning a skill. (And someone posted the description of the "Jack of Trades" skill, which grants you a +2 bonus to all skills you're not trained in).
 

Code:
Dragonborn Paladin of Bahamut 10

Str	10	+0	HP 	88 (44 bloodied)
Con	14	+2	Surges	14 (24 hp on surge +1d10 when bloodied)
Dex	13	+1	AC 	25
Int	10	+0	Fort	19
Wis	16	+3	Reflex	18
Cha	20	+4	Will	21
			Speed	5
			Init	+6

Basic Attacks
:bmelee: Greataxe / +8 / - / 1d12+2
:ranged: Dagger / +9 / 5/10 1d4+1

Dragonborn Racial Traits
- History +2, Intimidate +2
- Dragonborn Fury/Frenzy (bloodied +1 attack/+2 damage)
- Draconic Heritage
- Dragon Breath

Feats
Armor of Bahamut
Dragonborn Frenzy
Durable
Enlarged Dragon Breath
Healing Hands
Ritual Caster
Toughness

Paladin Skills
Intimidate +16
Heal +12
History +12
Religion +10

Paladin Class Features

- Channel Divinity
Divine Mettle (encounter; minor) target makes a save
Divine Strength (encounter; minor) next attack +str dmg
Armor of Bahamut (encounter; interrupt) negate crit within 5
- Divine Challenge
- Lay on Hands (3/day; minor) +5 hp healed

At-will
:melee: Bolstering Strike +13 vs. AC 1d12+5 damage and gain +3 temp hp

:melee: Enfeebling Strike +13 vs. AC 1d12+5 damage, marked targets take -2 penalty to attacks until end of your next turn

Encounter
:close: Dragon Breath (Cold)
Minor - Close blast 5
Attack: +9 vs. Reflex
Hit: 1d6+2 cold damage

:melee:Shielding Smite +13 vs. AC 2d12+5 damage
Effect: Until next turn ally within 5 gets +3 to AC

:melee:Righteous Smite +13 vs. AC 2d12+5 damage, and you and every ally within 5 squares gains 8 temp hp.

:melee:Benign Transposition You and ally swap places. If an enemy is now adjacent to you, make a secondary attack against it. +13 vs. AC 2d12+5 damage

Utility
:close:Martyr's Blessing Daily
Immediate Interrupt
Trigger: An adjacent ally is hit by a melee or ranged attack
Effect: You are hit by the effect instead.

:close:Wrath of the Gods Daily
Minor
Targets: You and each ally in burst
Effect: The targets add +5 to damage rolls until the end of encounter.

Noble Shield Daily
Immediate Interrupt - Personal
Trigger: You are targeted by a close attack or an area attack.
Effect: A close attack or an area attack targetting you automatically hits you, and any of your allies who are also hit take only half damage. This power does not change other effects the attack might cause.


Daily
:ranged:Radiant Delirium +12 vs. Reflex 3d8+5 radiant damage, and target dazed until end of your next turn, and target takes -2 penalty to AC (save ends) Miss: Half damage, dazed until the end of your next turn.

:close:Hallowed Circle +12 vs. Reflex 2d6+5 damage. The burst creates a zone of bright light. You and each ally in the zone gain a +1 power bonus to all defenses until end of encounter.

:close:Crown of Glory +12 vs. Will 2d8+5 radiant damage.
Effect: Any enemy that starts it'ss turn adjacent to you is slowed until the end of your next turn.
Sustain Minor: You can sustain the effect.

Rituals

- Cure Disease
- Discern Lies
- Raise Dead

Equipment

+2 Frost Greataxe (Cold; +2d6 crit; Daily +1d8 cold + slow), Holy Symbol of Battle +1 (+1d8 crit; Daily +1d10 damage), Dagger (3), Battleforged Plate Armor +2, Amulet of Health +1 (resist 5 poison)
 


I'd like to see a blaster type wizard if thats all right.

Since they are supposed to be the controller role, I'm wondering how far from that you can push the class and still retain the controllerness of the class.

thanks if you do, meh if you don't.

EDIT: referencing an earlier post of mine. Without this little PS it looks pretty bad from me.
 

hong said:
You don't need to, because you get every skill at 1st level. Of course, you may be better at some skills than others.

What I meant was that don't you get to *master* any skills beyond those you pick at 1st level?
 


Into the Woods

Remove ads

Top