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Project RE•GEN

Nifft

Penguin Herder
Project RE•GEN

I'm re-doing the pre-gen characters that suck, which are all of them except the Rogue. Even the Rogue might get some attention, but he's going last.

The Cleric needs food fixing badly, so she's first. I'll update this post as progress is made. Please also take a look at the formatting of the PDF (which only covers 1st level, since each level should have its own PDF).

[sblock=Cleric]* Birel the Elf Cleric
Str: 10
Dex: 16 (14 +2 racial)
Con: 13
Int: 8
Wis: 18 (16 +2 racial)
Cha: 14


AC: 16 (hide armor; -1 ACP)
Fort: 11
Reflex: 13
Will: 16

HP: 25
Bloodied: 12
Healing Surge: 6
Surges/Day: 8

Feats: Elven Precision (included in power block).
Skills: Religion, Heal, Diplomacy, Insight, +2 Nature, +2 Perception
Acrobatics +2
Arcana -1
Athletics -1
Bluff +2
Diplomacy +7 (trained)
Dungeoneering +4
Endurance +1
Heal +9 (trained)
History -1

Insight +4
Intimidate +2
Nature +11 (trained)
Perception +6
Religion +4 (trained)
Stealth +2
Streetwise +2
Thievery +2




Group Awareness: Non-elves within 5 squares of you gain a +1 racial bonus to Perception checks.

Wild Step You ignore difficult terrain when you shift (even if you shift multiple squares).


Elven Accuracy
Encounter • Racial
Free Action • Personal
Effect: Reroll an attack roll with an additional +2 feat bonus, keeping the second result even if it is lower than the first.

Healer's Lore: Your powers with the healing keyword heal an additional +4 hit points (included in power block).

Healing Word
Special • Divine, Healing
Minor • Close burst 5
Target: You or one ally within burst.
Effect: The target can spend a healing surge, and gains an additional 1d6+4 hit points.
Special: You can use this power 2/encounter.

Lance of Faith
At-Will • Divine, Implement, Radiant
Standard • Ranged 5
Target: one critter
Attack: +4 vs. Reflex
Hit: 1d8+4 radiant damage, and one ally you can see gains +2 power bonus to his next attack against that target.

Sacred Flame
At-Will • Divine, Implement, Radiant
Standard • Ranged 5
Target: one critter
Attack: +4 vs. Reflex
Hit: 1d6+4 radiant damage, and one ally you can see gains either +2 temporary hit points or an immediate saving throw.

Divine Glow
Encounter • Divine, Implement, Radiant
Standard • Close blast 3
Target: each enemy in blast
Attack: +4 vs. Reflex
Hit: 1d8+4 radiant damage
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Cascade of Light
Encounter • Divine, Implement, Radiant
Standard • Ranged 10
Target: one critter
Attack: +4 vs. Will
Hit: 3d8+4 radiant damage, and the target gains vulnerability 5 to your attacks (save ends).
Miss: You deal half damage, and the target gains no vulnerability.

- - -
Level 2:

Even Level: +1 to attacks, defenses, skills and initiative.

Feat: Astral Fire

HP: 30 (+5)
Bloodied: 15 (+3)
Healing Surge: 7 (+1)

Shield of Faith -- Utility 2
Daily • Divine
Standard • Close burst 5
Targets: you and each ally in burst
Effect: Targets gain a +2 power bonus to AC until the end of the encounter.

- - -
Level 3:

HP: 35 (+5)
Bloodied: 17 (+2)
Healing Surge: 8 (+1)

Command
Encounter • Charm, Divine, Implement
Standard • Ranged 10
Target: one critter
Attack: +5 vs. Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target 5 squares.[/sblock] Please let me know if you find errors. I'll be posting the Wizard, Warlock and Fighter later.

Also: would it be helpful if I provided notes on HOW to play the characters in combat?

Thanks, -- N

EDIT: Updated the PDF, using a more standard (and less crowded) format.
 

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Here's the Warlock ("Morthos" in my mind, though the pregen sheets won't have the name filled in).

[sblock=Warlock]* Morthos the Tiefling Warlock (star pact)
Str: 8
Dex: 12
Con: 14
Int: 16 (14 +2 racial)
Wis: 11
Cha: 18 (16 +2 racial)

Languages: Common, Draconic

HP: 12+14 = 26
Bloodied: 13
Healing Surge: 6
Surges/day: 8

Fire Resist 5
Skills: Arcana, Bluff, Intimidate, Streetwise
Feats: Hellfire Blood (+1 to attacks and damage with Fire and Fear powers)

Infernal Wrath
Encounter • Racial
Minor • Personal
Effect: +1 to my next attack roll, +4 to damage.

Eldritch Blast
At-Will • Arcane, Implement
Standard • Ranged 10
Target: one critter
Attack: +4 vs. Reflex
Hit: 1d10+4
Special: Can be used for Basic ranged attacks.

Dire Radiance
At-Will • Arcane, Fear, Implement, Radiant
Standard • Ranged 10
Target: one critter
Attack +3 vs. Fort
Hit: 1d6+3 radiant damage, and if the target moves closer to me on its turn, it suffers another 1d6+2 radiant damage.

Witchfire
Encounter • Arcane, Fire, Implement
Standard • Ranged 10
Target: one critter
Attack: +5 vs. Reflex
Hit: 2d6+5 fire damage, and the target suffers a -2 penalty to attack rolls until the start of my next turn.

Dread Star
Daily • Arcane, Fear, Implement, Psychic
Standard • Ranged 10
Target: one critter
Attack: +5 vs. Will
Hit: 3d6+5 radiant damage, and the target is immobilized until the start of my next turn.
[/sblock]

For level 2 I'm thinking Beguiling Tongue as his Utility power, and Improved Star Pact as his feat.

For his level 3 encounter power, I like Otherwind Stride.

Thoughts? Thanks, -- N
 

... and here's the Wizard, who I'm calling "Howl", because he likes Thunder attacks.

[sblock=Wizard]* Howl the Human Wizard

Str: 8
Dex: 12
Con: 14
Int: 18 (16 +2 racial)
Wis: 14
Cha: 10

HP: 31
Bloodied: 15
Healing Surge: 7
Surges/Day: 8

AC 15
Fort 15
Reflex 13
Will 15

Skills: Arcana, Dungeoneering, History, Insight, Nature (human bonus)
Feats: Toughness, Action Surge

Staff of Defense: +1 AC
Encounter • +2 to one Defense as an Interrupt (can declare after DM declares damage)

Magic Missile
At-Will • Arcane, Force, Implement
Standard • Ranged 20
Target: one critter
Attack +4 vs. Reflex
Hit: 2d4+4 force damage
Special: This power counts as a basic ranged attack.

Thunderwave
At-Will • Arcane, Implement, Thunder
Standard • Close blast 3
Targets: each critter in blast
Attack +4 vs. Fort
Hit: 1d6+4 thunder damage, and I push the target up to 2 squares.

Ray of Frost
At-Will • Arcane, Cold, Implement
Standard • Ranged 10
Target: one critter
Attack +4 vs. Fort

Force Orb
Encounter • Arcane, Force, Implement
Standard • Ranged 20
Target: one critter or object
Attack +4 vs. Reflex
Hit: 2d8+4 force damage, and secondary attack against each adjacent enemy.
Secondary Attack: +4 vs. Reflex
Secondary Hit: 1d10+4 force damage

Flaming Sphere
Daily • Arcane, Conjuration, Fire, Implement
Standard • Ranged 10
Target: one critter adjacent to the flaming sphere
Attack +4 vs. Reflex
Hit: 2d6+4 fire damage
Effect: Medium flaming sphere in an unoccupied square. Any critter that starts its turn adjacent suffers 1d4+4 fire damage. Can move up to 6 squares as a Move action.
Sustain Minor: until the end of the encounter.
Special: Can make additional attacks as Standard actions.

Sleep
Daily • Arcane, Implement, Sleep
Standard • Area burst 2 within 20 squares
Target: each critter in burst
Attack +4 vs. Will
Hit: Target is slowed (save ends); failed save causes sleep (save ends).
Miss: Target is slowed (save ends).[/sblock]

2nd level: Feather Fall and Shield; feat may be Initiate of the Faith, because healing the nice meat shields in front of you is usually good for your own health. Other alternative: Leather Armor Proficiency, or Human Perseverance.

3rd level: Shock Sphere and Color Spray.

Cheers, -- N
 

There's very little wrong with the Fighter, but it can still do with some improvement.

1/ First level feat: NOT Power Attack. Jeez, this is aimed at n00bz, isn't it? If so, why give this otherwise decent class the only feat that is actually complicated? First level Fighter gets Dwarven Weapon Training (which the pregen would have given him at 2nd level), and he also throws away those sissy daggers in trade for some throwing hammers. His +2 damage bonus now works at range, and he can use his Strength to attack and damage at range instead of his Dexterity.

2/ Powerful Charge. This is a situational bonus feat, which I'd normally try to shy away from, but by 2nd level I hope the player has a decent handle on the system enough to handle an extra charge bonus.

[sblock=Fighter]* Grim the Dwarf Fighter
Str: 16
Dex: 13
Con: 16 (14 +2 racial)
Int: 10
Wis: 14 (12 +2 racial)
Cha: 11

Languages: Common, Dwarven

HP: 31
Bloodied: 15
Healing Surge: 7
Surges/day: 12

Defenses:
AC 17
Fortitude 15 (20 vs. poison)
Reflex 11
Will 12

Skills: Athletics, Endurance, Intimidate; +2 Dungeoneering, +2 Endurance
Feats: Dwarven Weapon Training (+2 to damage with Hammers and Axes; included).

Basic Attacks:
- Melee: +6 (maul), damage 2d6+5
- Ranged: +5 (throwing hammer), damage 1d6+5, range 5/10

Cast-Iron Stomach: +5 racial bonus to saving throws against poison.

Dwarven Resilience: You can use your second wind as a minor action.

Stand Your Ground: When an effect forces you to move -- through a pull, push, or slide -- you can choose to move 1 square less than the effect specifies.
In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Combat Challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Cleave
At-Will • Martial, Weapon
Standard • Melee attack
Target: one critter
Attack: +6 vs. AC
Hit: 2d6+5 damage (max 16), and another enemy adjacent to you takes 3 damage.

Reaping Strike
At-Will • Martial, Weapon
Standard • Melee attack
Target: one critter
Attack: +6 vs. AC
Hit: 2d6+5 damage (max 16)
Miss: 3 damage

Steel Serpent Strike
Encounter • Martial, Weapon
Standard • Melee attack
Target: one critter
Attack: +6 vs. AC
Hit: 4d6+5 damage (max 29), and the target is slowed and cannot shift until the end of your next turn.

Brute Strike
Daily • Martial, Reliable, Weapon
Standard • Melee attack
Target: one critter
Attack: +6 vs. AC
Hit: 6d6+5 damage (max 41).
Miss: The power is not expended.

- - -
Level 2:

HP: 37
Bloodied: 18
Surge: 9

Feat: Powerful Charge (+2 to damage and Bull Rush checks when you charge).

Boundless Endurance -- Utility 2
Daily • Martial, Healing, Stance
Minor • Personal
Effect: You gain regeneration 5 when you are bloodied, for the duration of the encounter (or 5 minutes).

- - -
Level 3:

HP: 43
Bloodied: 21
Surge: 10

Crushing Blow -- Attack 3
Encounter • Martial, Weapon
Standard • Melee attack
Target: one critter
Attack: +7 vs. AC
Hit: 4d6+10 damage[/sblock]

I should note that in our last game, the Fighter spent a LOT of time Bloodied -- thus the choice of utility power. I should also note he attempted Power Attack only three times, and was successful only once.

Cheers, -- N
 

I haven't seen the Paladin in play.

Anyone have feedback about what's wrong with it, or what's right?

Thanks, -- N
 

Nifft said:
I haven't seen the Paladin in play.

Anyone have feedback about what's wrong with it, or what's right?

Thanks, -- N
Hard to say a lot more without the books, so I'll shoot for the layout: It looks crammed (and I dislike the font for the header...), why are you going single-sided?

And is the lack of colour intentional?

Cheers, LT.
 

Lord Tirian said:
Hard to say a lot more without the books, so I'll shoot for the layout: It looks crammed (and I dislike the font for the header...), why are you going single-sided?

And is the lack of colour intentional?
(I'm going to assume you're talking about my PDF and not the question you quoted.)

It is a bit crammed. I'll have to use two pages even for level 1. Not many numbers change between levels 2 and 3, so maybe just two versions.

I wonder how it would look with smaller fonts.

The color thing: yeah, intentional. I'm going to use different "shapes" for the per-whatever powers, since I like having checkboxes, and even color-blind people can usually distinguish simple shapes. :)

Thanks, -- N
 

Hmm, if you're going for pretty optimized and using point buy... make the str 10, int 8, dex 16 - take warrior of the wild for your 1st feat and elven precision for your 2nd (astral fire for a 3rd), Nature is a decent pick as +11 is fantastic roll for that at that level. The bow's huge range and half-decent attack bonus makes it a nice option at that point (+5, 1d10) - the only loss is +1 for Athletics, but looks like you had an error on the sheet anyhow.

Hunter's Quarry 1/encounter will work just great for this character, and nature covers most monsters you'll encounter at low level, so combined with high Wis and racial bonus it's very nice.

[sblock=Cleric]* Birel the Elf Cleric
Str: 10
Con: 13
Dex: 16 (14 +2 racial)
Int: 8
Wis: 18 (16 + 2 racial)
Cha: 14

AC: 16 (hide armor; -1 ACP)
Fort: 11
Reflex: 13
Will: 16

HP: 25
Bloodied: 12
Healing Surge: 6
Surges/Day: 8

Feats: Warrior of the Wild
Skills: Religion, Heal, Diplomacy, Insight, Nature, +2 Nature, +2 Perception
Acrobatics +2
Arcana -1
Athletics +0
Bluff +2
Diplomacy +7 (trained)
Dungeoneering +4
Endurance +1
Heal +9 (trained)
History -1
Insight +9 (trained)
Intimidate +2
Nature +11 (trained from Warrior of the Wild)
Perception +6
Religion +9 (trained)
Stealth +2
Streetwise +2
Thievery +2

Group Awareness: Non-elves within 5 squares of you gain a +1 racial bonus to Perception checks.

Wild Step You ignore difficult terrain when you shift (even if you shift multiple squares).

Elven Accuracy
Encounter • Racial
Free Action • Personal
Effect: Reroll an attack roll, keeping the second result even if it is lower than the first.

Hunter's Quarry
Once per encounter as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal 1d6 extra damage to your quarry.

Healer's Lore: Your powers with the healing keyword heal an additional +4 hit points (included in power block).

Healing Word
Special • Divine, Healing
Minor • Close burst 5
Target: You or one ally within burst.
Effect: The target can spend a healing surge, and gains an additional 1d6+4 hit points.
Special: You can use this power 2/encounter.

Lance of Faith
At-Will • Divine, Implement, Radiant
Standard • Ranged 5
Target: one critter
Attack: +4 vs. Reflex
Hit: 1d8+4 radiant damage, and one ally you can see gains +2 power bonus to his next attack against that target.

Sacred Flame
At-Will • Divine, Implement, Radiant
Standard • Ranged 5
Target: one critter
Attack: +4 vs. Reflex
Hit: 1d6+4 radiant damage, and one ally you can see gains either +2 temporary hit points or an immediate saving throw.

Divine Glow
Encounter • Divine, Implement, Radiant
Standard • Close blast 3
Target: each enemy in blast
Attack: +4 vs. Reflex
Hit: 1d8+4 radiant damage
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Cascade of Light
Encounter • Divine, Implement, Radiant
Standard • Ranged 10
Target: one critter
Attack: +4 vs. Will
Hit: 3d8+4 radiant damage, and the target gains vulnerability 5 to your attacks (save ends).
Miss: You deal half damage, and the target gains no vulnerability.

- - -
Level 2:

Even Level: +1 to attacks, defenses, skills and initiative.

Feat: Elven Precision

HP: 30 (+5)
Bloodied: 15 (+3)
Healing Surge: 7 (+1)

Shield of Faith -- Utility 2
Daily • Divine
Standard • Close burst 5
Targets: you and each ally in burst
Effect: Targets gain a +2 power bonus to AC until the end of the encounter.

- - -
Level 3:

HP: 35 (+5)
Bloodied: 17 (+2)
Healing Surge: 8 (+1)

Command
Encounter • Charm, Divine, Implement
Standard • Ranged 10
Target: one critter
Attack: +5 vs. Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target 5 squares.[/sblock]

There were several errors in the skills, but I think I fixed them all on mine (but no guarantees)

I like the KoS encounter (Daunting Light) better than Command, why the switch? Just cause of too many vs Reflex?
 

keterys said:
Hmm, if you're going for pretty optimized and using point buy... make the str 10, int 8, dex 16 - take warrior of the wild for your 1st feat and elven precision for your 2nd (astral fire for a 3rd), Nature is a decent pick as +11 is fantastic roll for that at that level. The bow's huge range and half-decent attack bonus makes it a nice option at that point (+5, 1d10) - the only loss is +1 for Athletics, but looks like you had an error on the sheet anyhow.
That's not an error, that's an armor check penalty.

I was going to say that she needs the strength for Scale armor proficiency or one of the weapon feats, but I can't remember which weapon feat, and Scale armor isn't all that great if her Dex keeps improving (and if she stays the hell out of melee).

Of course, you must realize that you can't spend 3 points to buy your way from 14 Dex to 16 Dex, but 15 Dex may be better than 12 Str. I'll think about it.

keterys said:
Hunter's Quarry 1/encounter will work just great for this character, and nature covers most monsters you'll encounter at low level, so combined with high Wis and racial bonus it's very nice.
It's true that the Ranger multi-class feat is amazingly strong... and is on my short list for her 2nd level feat slot... and that's also why I left Nature off her trained skill list, so she'd have a good skill to train when she took that feat.

But I wonder if it's too complex for a pregen handout. It really changes the style of the Cleric from "safe" mid-range support into someone who should run up, Quarry the biggest threat, and then snipe from behind a Defender.

Basically, Hunter's Quarry 1/encounter dictates some very specific tactical behavior to get decent value from, and that's not behavior I want to impose on a new player.

keterys said:
There were several errors in the skills, but I think I fixed them all on mine (but no guarantees)
Thanks, I'll look them over.

keterys said:
I like the KoS encounter (Daunting Light) better than Command, why the switch? Just cause of too many vs Reflex?
Exactly. She needs a Will attack. IMHO command has always been one of the most iconic Cleric spells, so I may be biased by nostalgia.

Thanks, -- N
 

Nifft said:
That's not an error, that's an armor check penalty.

Bah, my bad - my mental ACP list was potentially off then.

I was going to say that she needs the strength for Scale armor proficiency or one of the weapon feats, but I can't remember which weapon feat, and Scale armor isn't all that great if her Dex keeps improving (and if she stays the hell out of melee).

Eh, I also figure you plan for the character for 3 levels, and don't worry about past that.

Of course, you must realize that you can't spend 3 points to buy your way from 14 Dex to 16 Dex, but 15 Dex may be better than 12 Str. I'll think about it.

You get +2 racial, so it's 3 pts from 12 to 14 (which is correct)

But I wonder if it's too complex for a pregen handout. It really changes the style of the Cleric from "safe" mid-range support into someone who should run up, Quarry the biggest threat, and then snipe from behind a Defender.

The cleric hangs out within 5 to do the standard attacks and heals anyways, it's no real hardship. Also, I suspect the cleric will just go 'Eh, nearest guy, whoever it is' a lot of the time. It's really notable for boss fights and such and it's totally okay for it to not be optimized in every fight.

But, again, already within 5 :)

Exactly. She needs a Will attack. IMHO command has always been one of the most iconic Cleric spells, so I may be biased by nostalgia.

That's cool, I do like it so sticking with it is fine :) In a group without a rogue the other one is less good anyhow.
 

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