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Help me plan a pseudo-4e one-shot (cross-posted)
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<blockquote data-quote="theredrobedwizard" data-source="post: 3800358" data-attributes="member: 21340"><p>I've been doing some extrapolations based on current classes and whatnot, and came up with a bunch of stuff that is dubiously balanced, but a good preview. Mostly modeled after Star Wars Saga Edition, with some Book of 9 Swords and Player's Handbook 2 thrown in.</p><p></p><p>----------</p><p></p><p>8 Classes: Fighter, Wizard, Cleric, Rogue, Warlord, Paladin, Warlock, Ranger</p><p>8 Races: Human, Halfling, Elf, Eladrin, Dwarf, Half-Elf, Half-Orc, Tiefling</p><p></p><p>-------- Races --------</p><p></p><p>Human: Bonus feat, bonus trained skill.</p><p></p><p>Halfling: Improved Defenses, +2 Dex, -2 Str, reroll Acrobatics.</p><p></p><p>Elf: +2 Dex, -2 Con, reroll Stealth, low-light vision, 40' move.</p><p></p><p>Eladrin: +2 Int, -2 Con, reroll Spellcraft, low-light vision, conditional bonus feat: Skill Focus (any one trained Knowledge)</p><p></p><p>Dwarf: +2 Con, -2 Dex, reroll Craft, darkvision, Stability (+2 ref def against effects that would involuntarily move you), Weapon Proficiency (Martial)</p><p></p><p>Half-Elf: +2 Cha, -2 Con, reroll Persuade, low-light vision, bonus skill.</p><p></p><p>Half-Orc: +2 Str, -2 Cha, -2 Int, reroll Athletics, darkvision, Powerful Charge</p><p></p><p>Tiefling: -2 Wis, +2 Cha, reroll Deception, darkvision, Toughness</p><p></p><p>-------- Classes (So far) --------</p><p></p><p>Fighter: 2+Int skills. d10 HD. Fort +2 Ref +1 Will +0. Bonus feat every level, Talent every odd. Savage, Weapon Specialist, Brawler, and Armor trees.</p><p></p><p>Wizard: 4+Int skills. d4 HD. Fort +0 Ref +1 Will +2. Talent every odd, bonus feat every even. Orb, Wand, Staff, and Sorcerer trees.</p><p></p><p>Cleric: 4+Int skills. d8 HD. Fort +2 Ref +0 Will +1. Talent every odd, bonus feat every even. Summoner, Healer, Leadership, and Druid trees.</p><p></p><p>Rogue: 8+Int skills. d6 HD. Fort +0 Ref +2 Will +1. Talent every odd, bonus feat every even. Tinker, Fortune, Awareness, and Commando trees.</p><p></p><p></p><p>----------</p><p></p><p></p><p>Sample Characters (16, 14, 14, 12, 10, 8)</p><p></p><p>Bob Zjerunkal - Human Fighter 1</p><p>Str 16 Dex 14 Con 14 Int 8 Wis 10 Cha 12</p><p>Reflex Defense 18, Fortitude Defense 16, Will Defense 12, Damage Threshold 16 HP: 33</p><p>Initiative: +2 Attack: Greatsword (+4 to hit, 2d6+6 damage) OR Greatsword Rapid Strike (+2 to hit, 3d6+6 damage) OR Longbow (+3 to hit, 1d8+3 damage)</p><p>Action Points: 5 (d6s)</p><p>Skills: Athletics, Endurance</p><p>Talent: Armored Defense</p><p>Feats: Weapon Proficiency (Simple, Martial), Armor Proficiency (Light, Medium, Heavy), Shield Proficiency (Normal, Tower), Toughness, Improved Defenses, Rapid Strike</p><p>Per Day: Surge (Swift action; make a single Melee attack)</p><p>Per Encounter: Iron Wind (Standard: Attack two adjacent opponents with a single Melee attack)</p><p>At Will: Power Attack (-1 to hit, +2 damage on Melee attacks only)</p><p>Equipment: Scale Mail, Greatsword, Longbow, Standard Adventuring Pack</p><p></p><p></p><p>Amanda Hugenkis - Halfling Cleric 1</p><p>Str 10 Dex 16 Con 10 Int 8 Wis 16 Cha 14</p><p>Reflex Defense 18, Fortitude Defense 16, Will Defense 16, Damage Threshold 16 HP: 24</p><p>Initiative +3 Attack: Mace (+0 to hit, 1d8 damage)</p><p>Action Points: 5 (d8s)</p><p>Skills: Knowledge (Religion), Spellcraft, Craft</p><p>Talent: Healer</p><p>Feats: Weapon Proficiency (Simple), Armor Proficiency (Light, Medium), Shield Proficiency (Normal), Improved Defenses, Action Surge</p><p>Per Day: Undead Destruction (Standard: [Cleric Level]d8+[Charisma Modifier] damage to all undead within 30')</p><p>Per Encounter Abilities: Inspirational Critical (Reaction: After a successful critical hit, heal one ally within 30' 2x[Cleric Level] HP), Spell Suite*</p><p>At Will: Burst of Healing (Standard: All allies within 30' heal [Cleric Level] HP, as long as they're at less than 1/2 their full HP)</p><p>Spell Suite: Cure Wounds (Standard: Touch an ally, heal them 3d8+[Cleric Level] HP), Bless (Standard: All allies get +1 to hit, damage, and defenses until end of encounter)</p><p>Equipment: Light Shield, Mace, Studded Leather Armor, Standard Adventuring Pack</p><p></p><p></p><p>Ishmael Percival Freely - Dwarf Rogue 1</p><p>Str 14 Dex 12 Con 18 Int 10 Wis 12 Cha 8</p><p>Reflex Defense 14, Fortitude Defense 15, Will Defense 13, Damage Threshold 15 HP: 22</p><p>Initiative: +1 Attack: Dwarven Waraxe (+2 to hit, 1d10+4 damage) OR Waraxe Sneak Attack (+2 to hit, 2d10+4 damage) OR Thrown Handaxe (+1 to hit, 1d6+1 damage)</p><p>Action Points: 5 (d6s)</p><p>Skills: Disable Device, Perception, Athletics, Acrobatics, Persuasion, Deception, Stealth, Craft*</p><p>Feats: Weapon Proficiency (Simple, Martial), Armor Proficiency (Light), Point Blank Shot, Precise Shot</p><p>Talent: Battle Analysis</p><p>Per Day: Feint (Standard: Make a melee attack against a target's Will defense instead of Reflex defense.)</p><p>Per Encounter: Combat Reflexes (Reaction: When an opponent provokes an AoO, you may make an extra AoO against them.)</p><p>At Will: Sneak Attack (Standard: Only when attacking a flanked or flat footed opponent.)</p><p>Equipment: Leather Armor, 5 Handaxes, Dwarven Waraxe, Standard Adventuring Pack</p><p></p><p></p><p>Reginald Turnbottom IV - Tiefling Wizard 1</p><p>Str 8 Dex 14 Con 10 Int 16 Wis 16 Cha 10</p><p>Reflex Defense 14, Fortitude 11, Will Defense 16, Damage Threshold 11 HP: 12</p><p>Initiative: +2 Attack: Dagger (-1 to hit, 1d4-1 damage)</p><p>Action Points: 8 (d6s)</p><p>Skills: Knowledge (Arcana, The Planes, History, Local), Spellcraft, Craft, Deception*.</p><p>Feats: Weapon Proficiency (Simple), Skill Focus (Spellcraft), Heroic Spirit</p><p>Talent: Sorcerous Spellcasting</p><p>Per Day: Arcane Fire (Standard: Ray attack, Reflex Defense negates; 3d8+[Wizard Level] fire damage.)</p><p>Per Encounter: Power Word [Daze] (Standard, Will Defense negates; Daze target of less than 5th level.), Spell Suite*</p><p>At Will: Arcane Strike (Standard: Ray attack, Reflex Defense negates; 1d8+[1/2 Wizard level] force damage.)</p><p>Spell Suite: Burning Hands (Standard: Cone AoE, Reflex Defense negates; 1d4+[Wizard level] fire damage.), Charm Person (+10 on next Persuasion check.)</p><p>Equipment: Wand, Dagger, Spell Tome, Standard Adventuring Pack</p><p></p><p>-----------------------------</p><p>The asterisks are the skills that they may reroll.</p><p></p><p>Do with that what you will. Hopefully some of it helps. I like the stuff you've done so far as well, but again there's the dubious balancing act to worry about.</p><p></p><p>-TRRW</p></blockquote><p></p>
[QUOTE="theredrobedwizard, post: 3800358, member: 21340"] I've been doing some extrapolations based on current classes and whatnot, and came up with a bunch of stuff that is dubiously balanced, but a good preview. Mostly modeled after Star Wars Saga Edition, with some Book of 9 Swords and Player's Handbook 2 thrown in. ---------- 8 Classes: Fighter, Wizard, Cleric, Rogue, Warlord, Paladin, Warlock, Ranger 8 Races: Human, Halfling, Elf, Eladrin, Dwarf, Half-Elf, Half-Orc, Tiefling -------- Races -------- Human: Bonus feat, bonus trained skill. Halfling: Improved Defenses, +2 Dex, -2 Str, reroll Acrobatics. Elf: +2 Dex, -2 Con, reroll Stealth, low-light vision, 40' move. Eladrin: +2 Int, -2 Con, reroll Spellcraft, low-light vision, conditional bonus feat: Skill Focus (any one trained Knowledge) Dwarf: +2 Con, -2 Dex, reroll Craft, darkvision, Stability (+2 ref def against effects that would involuntarily move you), Weapon Proficiency (Martial) Half-Elf: +2 Cha, -2 Con, reroll Persuade, low-light vision, bonus skill. Half-Orc: +2 Str, -2 Cha, -2 Int, reroll Athletics, darkvision, Powerful Charge Tiefling: -2 Wis, +2 Cha, reroll Deception, darkvision, Toughness -------- Classes (So far) -------- Fighter: 2+Int skills. d10 HD. Fort +2 Ref +1 Will +0. Bonus feat every level, Talent every odd. Savage, Weapon Specialist, Brawler, and Armor trees. Wizard: 4+Int skills. d4 HD. Fort +0 Ref +1 Will +2. Talent every odd, bonus feat every even. Orb, Wand, Staff, and Sorcerer trees. Cleric: 4+Int skills. d8 HD. Fort +2 Ref +0 Will +1. Talent every odd, bonus feat every even. Summoner, Healer, Leadership, and Druid trees. Rogue: 8+Int skills. d6 HD. Fort +0 Ref +2 Will +1. Talent every odd, bonus feat every even. Tinker, Fortune, Awareness, and Commando trees. ---------- Sample Characters (16, 14, 14, 12, 10, 8) Bob Zjerunkal - Human Fighter 1 Str 16 Dex 14 Con 14 Int 8 Wis 10 Cha 12 Reflex Defense 18, Fortitude Defense 16, Will Defense 12, Damage Threshold 16 HP: 33 Initiative: +2 Attack: Greatsword (+4 to hit, 2d6+6 damage) OR Greatsword Rapid Strike (+2 to hit, 3d6+6 damage) OR Longbow (+3 to hit, 1d8+3 damage) Action Points: 5 (d6s) Skills: Athletics, Endurance Talent: Armored Defense Feats: Weapon Proficiency (Simple, Martial), Armor Proficiency (Light, Medium, Heavy), Shield Proficiency (Normal, Tower), Toughness, Improved Defenses, Rapid Strike Per Day: Surge (Swift action; make a single Melee attack) Per Encounter: Iron Wind (Standard: Attack two adjacent opponents with a single Melee attack) At Will: Power Attack (-1 to hit, +2 damage on Melee attacks only) Equipment: Scale Mail, Greatsword, Longbow, Standard Adventuring Pack Amanda Hugenkis - Halfling Cleric 1 Str 10 Dex 16 Con 10 Int 8 Wis 16 Cha 14 Reflex Defense 18, Fortitude Defense 16, Will Defense 16, Damage Threshold 16 HP: 24 Initiative +3 Attack: Mace (+0 to hit, 1d8 damage) Action Points: 5 (d8s) Skills: Knowledge (Religion), Spellcraft, Craft Talent: Healer Feats: Weapon Proficiency (Simple), Armor Proficiency (Light, Medium), Shield Proficiency (Normal), Improved Defenses, Action Surge Per Day: Undead Destruction (Standard: [Cleric Level]d8+[Charisma Modifier] damage to all undead within 30') Per Encounter Abilities: Inspirational Critical (Reaction: After a successful critical hit, heal one ally within 30' 2x[Cleric Level] HP), Spell Suite* At Will: Burst of Healing (Standard: All allies within 30' heal [Cleric Level] HP, as long as they're at less than 1/2 their full HP) Spell Suite: Cure Wounds (Standard: Touch an ally, heal them 3d8+[Cleric Level] HP), Bless (Standard: All allies get +1 to hit, damage, and defenses until end of encounter) Equipment: Light Shield, Mace, Studded Leather Armor, Standard Adventuring Pack Ishmael Percival Freely - Dwarf Rogue 1 Str 14 Dex 12 Con 18 Int 10 Wis 12 Cha 8 Reflex Defense 14, Fortitude Defense 15, Will Defense 13, Damage Threshold 15 HP: 22 Initiative: +1 Attack: Dwarven Waraxe (+2 to hit, 1d10+4 damage) OR Waraxe Sneak Attack (+2 to hit, 2d10+4 damage) OR Thrown Handaxe (+1 to hit, 1d6+1 damage) Action Points: 5 (d6s) Skills: Disable Device, Perception, Athletics, Acrobatics, Persuasion, Deception, Stealth, Craft* Feats: Weapon Proficiency (Simple, Martial), Armor Proficiency (Light), Point Blank Shot, Precise Shot Talent: Battle Analysis Per Day: Feint (Standard: Make a melee attack against a target's Will defense instead of Reflex defense.) Per Encounter: Combat Reflexes (Reaction: When an opponent provokes an AoO, you may make an extra AoO against them.) At Will: Sneak Attack (Standard: Only when attacking a flanked or flat footed opponent.) Equipment: Leather Armor, 5 Handaxes, Dwarven Waraxe, Standard Adventuring Pack Reginald Turnbottom IV - Tiefling Wizard 1 Str 8 Dex 14 Con 10 Int 16 Wis 16 Cha 10 Reflex Defense 14, Fortitude 11, Will Defense 16, Damage Threshold 11 HP: 12 Initiative: +2 Attack: Dagger (-1 to hit, 1d4-1 damage) Action Points: 8 (d6s) Skills: Knowledge (Arcana, The Planes, History, Local), Spellcraft, Craft, Deception*. Feats: Weapon Proficiency (Simple), Skill Focus (Spellcraft), Heroic Spirit Talent: Sorcerous Spellcasting Per Day: Arcane Fire (Standard: Ray attack, Reflex Defense negates; 3d8+[Wizard Level] fire damage.) Per Encounter: Power Word [Daze] (Standard, Will Defense negates; Daze target of less than 5th level.), Spell Suite* At Will: Arcane Strike (Standard: Ray attack, Reflex Defense negates; 1d8+[1/2 Wizard level] force damage.) Spell Suite: Burning Hands (Standard: Cone AoE, Reflex Defense negates; 1d4+[Wizard level] fire damage.), Charm Person (+10 on next Persuasion check.) Equipment: Wand, Dagger, Spell Tome, Standard Adventuring Pack ----------------------------- The asterisks are the skills that they may reroll. Do with that what you will. Hopefully some of it helps. I like the stuff you've done so far as well, but again there's the dubious balancing act to worry about. -TRRW [/QUOTE]
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Help me plan a pseudo-4e one-shot (cross-posted)
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