Players Pre-4th Edition Handbook
Introduction |
The Core Mechanic |
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This is a collection of a bunch of preview material for D&D Fourth Edition from a ton of different sources. The real players handbook is coming out June 2008.
Corrin Halfling Paladin.pdf Players Guide to 4E Quick Play Rules.doc Second Son Adventure.pdf |
Task Resolution: In a role-playing setting like Dungeons and Dragons how do you know if your sword hits and opponent or your bluff succeeds? Decide what your going to do, tell the Dungeon Master, roll a d20 (Higher rolls are better generally) Add the relevant modifiers and tell the Dungeon Master the result. If your result is equal to or higher than the target number, you succeed at what task you were attempting to do. If your result is lower than the target number, you fail. This core mechanic governs all D&D game play. Everything else in the game is an extension to or refinement of the core mechanic.
Underlying Ability Modifier + 1/2 Level This modifier applies to all: Attack Rolls Skill Checks Ability Checks STACKINGCertain character building options do not stack. In play, unnamed bonuses (most of them) stack. Ongoing damage seems to have a type and it doesn’t stack. |
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| Race | Race Ability Modifiers | Race Skill Modifiers |
| Human | +2 Any | – |
| Dragonborn | +2 Str, +2 Cha | +2 History, +2 Intimidate |
| Dwarf | +2 Con, +2 Wis | – |
| Eladrin | +2 Dex, +2 Int | +2 History |
| Elf | +2 Dex, +2 Wis | +2 Nature, +2 Perception |
| Half-Elf | +2 Cha, +2 Any | +2 Insight, +2 Diplomacy |
| Halfling | +2 Dex, +2 Cha | +2 Acrobatics, +2 Thievery |
| Tiefling | +2 Int, +2 Cha | +2 Bluff, +2 Stealth |
Ability Checks = 1d20 + ability score modifier + ½ character level
Skill Checks = 1d20 + skill modifier + situational modifiers
Step 4 Class Bonuses and Calculations
Then add your class defense modifiers, calculate the number of healing surges, and your characters starting hitpoints. Choose your characters skills from the skills list. Add a +5 skill modifier to any skills your are trained in. Also add the appropriate ability modifier bonus to all your skills.
| Class | Defense Modifiers | Healing Surges | Hitpoints | Total Trained skills * |
| Cleric | +2 Will | 6+ Con Mod | (level × 5) + 7 + Con Mod | 4 |
| Fighter | +2 Fort, +1 attack | 9 + Con Mod | (level × 6) + 9 + Con Mod | 4 |
| Paladin | +1 Fort, Ref, Will | 10 + Con Mod | (level × 6) + 9 + Con Mod | 4 |
| Ranger | +1 Fort, Ref, Will | 6 + Con Mod | (level × 5) + 7 + Con Mod | 5 |
| Rogue | +2 Ref | 6 + Con Mod | (level × 5) + 7 + Con Mod | 6 |
| Warlock | +1 Ref, Will | 6 + Con Mod | (level × 5) + 7 + Con Mod | 4 |
| Warlord | +1 Fort, Will | 7 + Con Mod | (level × 5) + 7 + Con Mod | 4 |
| Wizard | +2 Will | 6 + Con Mod | (level × 4) + 6 + Con Mod | 3 |
* Humans can choose 1 extra skill to train in at 1st level.
Step 5 Power, Feat Selection, and Equipment
Finally, Level 1 Characters start with 2 At-Will, 1 Encounter, 1 Daily power, and 1 feat. Choose them from your racial, and class powers. Additional powers from Race, Class Features, or Feats may adjust this. Equip yourself and you’re ready for an adventure!
Heroic Tier Feats
Any feat in the following section is available to a character of 1st level or higher who meets the prerequisites (characters start with 1 feat at first level).
| Name | Prerequisites | Benefit |
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| Action Surge | Human | +3 to attacks when you spend an action point |
| Dodge Giants | Dwarf | +1 to AC and Reflex against attacks of Large or larger foes |
| Dragonborn Frenzy | Dragonborn | +2 damage when bloodied |
| Dragonborn Senses | Dragonborn | Low-light vision, +1 to Perception |
| Dwarven Weapon Training | Dwarf | +2 damage and proficiency with axes and hammers |
| Eladrin Soldier | Eladrin | +2 damage and proficiency with longswords and spears |
| Elven Precision | Elf | +2 to reroll with elven accuracy |
| Enlarged Dragon Breath | Dragonborn, dragon breath racial power | Dragon breath becomes blast 5 |
| Ferocious Rebuke | Tiefling, infernal wrath racial power | Push 1 square with infernal wrath |
| Group Insight | Half-Elf | Grant allies +1 to Insight and initiative |
| Halfling Agility | Halfling, second chance racial power | Attacker takes a –2 penalty with second chance reroll |
| Human Perseverance | Human | +1 to saving throws |
| Light Step | Elf | Add to overland speed of group, +1 to Acrobatics and Stealth |
| Lost in the Crowd | Halfling | +2 to AC when adjacent to at least two larger enemies |
| Generic Feats | ||
| Alertness | – | You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 feat bonus to Perception checks. |
| Backstabber | Backstab class feature | Increase damage from backstab from 1d6 to 1d8 |
| Burning Blizzard | – | Increases by 1 point all damage caused by cold and acid. (The Gazetteer advertisement) |
| Channel Divinity: Power of Amaunator | Channel Divinity class feature | 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 | – | +2 to AC against opportunity attacks |
| Inspired Recovery | – | ? |
| Lethal Hunter | Hunter’s Quarry class feature | Increases damage from Hunter’s Quarry from 1d6 to 1d8 |
| Skill Training: (Specific Skill) | – | Make one untrained skill trained, granting a +5 bonus. |
| Tactical Assault | – | An ally can add your intelligence as a bonus to his attack roll. |
| Toughness | – | 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. |
| Weapon Focus | +1 attack |
Leveling Up |
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*Note*Power levels are seperated by comas. Lower first, then higher. The table assumes that you replace your lowest-level powers with those at higher levels, but you can keep lower-level ones if you wish. |
Paragon Paths |
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At 11th level you select a paragon path. You gain access to two or more paragon path features at 11th level, including a paragon path feature that let’s you broaden the use of an action point with an additional benefit. You also gain another paragon path feature at 16th level. In addition, selecting a paragon path gives you access to one encounter power at 11th, one utility power at 12th, and a daily power at 20th. The scope of all of these looks this: 11th: Paragon path feature Paragon Tier FeatsAny feat in the following section is available to a character of 11th level or higher who meets the prerequisites. A sampling of paragon tier feats:
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Races Summary |
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Half Elf Ability Scores: Cha +2 , Any +2
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Elf Details |
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Elven Accuracy Elven Weapon Training: You gain proficiency with the longbow and the shortbow. RACIAL FEATS Play an elf if you want … to be quick, quiet, and wild; to lead your companions through the deep woods and pepper your enemies with arrows; to play a ranger, a rogue, or a cleric. PHYSICAL QUALITIES |
PLAYING AN ELF Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild. ELF ADVENTURERS Lia is an elf rogue whose ancestral forest burned to the ground decades ago. Lia grew up on the wasteland’s fringes in a large human city, unable to quite fit in. Her dreams called her to the forests, while her waking hours were spent in the dirtiest parts of civilization. She joined a group of adventurers after trying to cut a warlock’s purse, and she fell in love with the wide world beyond the city. Heian is an elf cleric of Sehanine, the god of the moon. The elven settlement where he was born still thrives in a forest untouched by the darkness spreading through the world, but he left home years ago, in search of new horizons and adventures. His travels lately have brought rumors to his ears that danger might be brewing in the ancient forest, and he is torn between a desire to seek his own way in the world and a sense of duty to his homeland. |
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Dragonborn Details |
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Dragonborn Fury When you’re Bloodied you gain a +1 bonus on attack rolls. Draconic Heritage When a power or skill uses your Constitution modifier, you may use your Charisma modifier instead. Dragon Breath Dragonborn Racial Power |
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Dwarf Details |
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Cast-Iron Stomach: +5 Racial Bonus to savin 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, a push, or a slide — you move 1 square less then the effect specifies. |
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Halfling Details |
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Second Chance Halfling Racial Power Feat: Halfling Agility: When you use your halfling second chance racial feature, the attacker takes a -2 penalty to the new attack roll. Rivers and streams crisscross the world, and upon these waterways, the nomadic halflings quietly do the same. Legend says that Melora and Sehanine together crafted the halflings, instilling in these small folk a love of water and nature, as well as an innate wanderlust and stealth. The same stories say that both goddesses then left the halflings to their own devices. |
But Avandra, the goddess of boldness, luck and travel, took note of the halflings traversing the world. It seemed to her as if these little people, whom she didn’t create, were hers nonetheless by virtue of the fact that they were living manifestations of her best -loved ideals. Halflings say Avandra smiled on them that day, adopting them as her people and blessing them with good fortune through their worldly struggles. Anyone who knows halflings has little doubt that chance is indeed on their side. |
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Tiefling Details |
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TIEFLING RACIAL POWER Play a tiefling if you want… PHYSICAL QUALITIES |
Therefore, they do not often follow the path of the divine; tiefling clerics or paladins are rare. Tieflings are not numerous. Sometimes a tiefling merchant clan that is descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynasties and grow up in the roughest quarters of human cities and towns. These tieflings often become swindlers, thieves, or crime lords who care out a niche for themselves amid the squalor of their surroundings. PLAYING A TIEFLING Tiefling Characteristics: Cunning, disquieting, imposing, mysterious, proud, rebellious, self -reliant, sinister, sly, unconventional. Male Names: Akmenos, Amnon, Barukas, Damakos, Ekermon, Iados, Kairon, Lencis, Meloch, Morthos, Pelados, Skamos, Theran. Female Names: Akta, Bryseis, Damatala, Ex, Kallista, Lerissa, Makaria, Nemeria, Orlatice, Phelaius Some young tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny. Modern Names: Art, Carrion, Chant, Despair, Fear, Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary. TIEFLING ADVENTURERS
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Classes |
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Character roles are clearly definedEveryone who’s played D&D knows that there are roles for each character – some characters “tank”, some characters are “artillery”, etc. 4th Edition defines those roles into four types – controller, defender, leader, and striker. Controllers (like wizards) deal with large amounts of enemies at once, favoring offense over defense. Defenders (like fighters and paladins) are the front-line characters that have great defensive abilities and good melee offense. Leaders (like clerics and warlords) are good at aiding other members of the party by healing, inspiring, or protecting them. Strikers (like rangers, rogues, and warlocks) deal large amounts of damage to single targets at one time and quickly move about the battlefield. Most adventuring parties consist of at least one character of each of the roles. |
Powers give you combat options Clerics chant prayers, wizards incant spells, and fighters attempt exploits. These are all examples of powers – your suite of combat options. Three power sources – arcane, divine, and martial – are presented in the Player’s Handbook. Each character class draws abilities from one of these power sources: clerics and paladins use divine powers (prayers), warlocks and wizards use arcane powers (spells), and fighters, rangers, rogues, and warlords use martial powers (exploits). You get a number of powers based on your character’s level. Powers can be used At Will, once per encounter, or once per day depending on the power. |
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Cleric |
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Hit Points at 1st Level: 12 + Constitution score Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required. Healer’s Lore: When you grant healing with one of your cleric powers that has the healing keyword, add +3 to the number of restored hit points. Channel Divinity: Divine Fortune Cleric Feature Channel Divinity: Turn Undead Cleric Feature Healing Word: Cleric Feature Channel Divinity: Armor of Bahamut Feat Power Daily PowerCascade of Light Cleric Attack 1 Beacon of Hope Cleric Attack 1 Cure Light Wounds Cleric Utility 2 |
At Will PowersLance of Faith Cleric Attack 1 Priest’s Shield Cleric Attack 1 Sacred Flame Cleric Attack 1 Encounter Powers Cause Fear Cleric Attack 1 Channel Divinity: Power of Amaunator Feat Power Your prayer to Amaunator creates a white-hot surge of radiance. Healing Strike Cleric Attack 1 Daunting Light Cleric Attack 3 Cleric Paragon PathsWarpriest“Let loose the gift of battle!” Warpriest Path Features Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn. |
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Fighter |
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Hit Points at 1st Level: 15 + Constitution score Combat Challenge (when you attack you may mark the enemy, giving a -2 to attack targets other than you, only one mark per enemy, new mark supersedes old one) Combat Challenge (when an adjacent enemy shifts, make an immediate melee basic attack against them Combat Superiority (+2 to opportunity attacks and enemies hit stop moving if a move provoked the attack) Your powers are called exploits, since they are from the martial power source. Your powers require you to use a weapon. Encounter Power Passing Attack Fighter Attack 1 Crushing Blow Fighter Attack 3 Spinning Sweep Fighter Attack 1 |
At Will PowersCleave Fighter Attack 1 Tide of Iron Fighter Attack 1 Daily Power Brute Strike Fighter Attack 1 Unstoppable Fighter Utility 2 Exploits Defensive Training Utility 6 Tide of Iron Attack 1 Fighter Paragon PathsKensei“My weapon and I are as one.” Kensei Path Features Kensei Control Action (11th level): You can spend an action point to reroll one attack roll, damage roll, skill check, or ability check, instead of taking an extra action. |
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Paladin |
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Hit Points at 1st Level: 15 + Constitution score Build Options: Hospitaler, Justiciar Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required. Paladins choose there god, and they must be the same alignment. Class Features Channel Divinity: Divine Mettle Paladin Feature Channel Divinity: Divine Strength Paladin Divine Challenge Paladin Feature Lay on Hands Paladin Feature At Will Powers Bolstering Strike Paladin Attack 1 Holy Strike Paladin Attack 1 Valiant Strike Paladin Attack 1 Daily PowerOn Pain of Death Paladin Attack 1 Paladin’s Judgment Paladin Attack 1 Martyr’s Blessing Paladin Utility 2 |
Encounter Powers Shielding Smite Paladin Attack 1 Safeguard Smite Paladin 1 Radiant Smite Paladin Attack 1 Staggering Smite Paladin Attack 3 Renewing Smite Paladin Attack 13 Binding Smite Paladin Attack 27 Hospitaler PrayersHealing Font - Hospitaler Utility 12 Life-Giving Smite - Hospitaler Attack 20 Justicicar"I fight for justice, my faith, and my strong arm defending those in need." Prerequisite: Paladin class You become the embodiment of justice, a champion of rightousness and fairness-at least as viewed from the perspective of your particular faith. You are granted the ability to shelter and protect your allies and others in need, while also recieving powers that help you do the right thing according to the faith you have embraced. Justiciar Path Features Justiciar PrayersJust Radience - Justiciar Attack 11 Strike Me Instead - Justiciar Attack 12 Challenge the Unjust - Justiciar Attack 20 |
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Ranger |
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"I’ll get the one in the back. That’s one hobgoblin who’ll regret ever lifting a bow." Bonus to Defense: +1 Fortitude, +1 Reflex Trained Skills: Dungeoneering or Nature (Your choice) from the class skills list below, choose four more trained skills at 1st level. Build Options: Archer ranger, two-blade ranger Your powers are called exploits, since they are from the martial power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. Hunter’s Quarry Ranger Feature At Will Powers Careful Attack Ranger Attack 1 Nimble Strike Ranger Attack 1 Encounter Powers Fox’s Cunning Ranger Attack 1
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Daily Power Split the Tree Ranger Attack 1 You fire two arrows at once, which separate in midflight to strike two different targets. Ranger Paragon PathsStormwarden “I have accepted the burden of the stormwardens of the Feywild, and this region is under my protection.” Stormwarden Path Features Blade Storm (11th level): As long as you are armed with a melee weapon and are capable of making an opportunity attack, one adjacent enemy (your choice) takes damage equal to your Dexterity modifier at the end of your turn. Stormwarden Exploits Clearing the Ground Stormwarden Attack 11 Throw Caution to the Wind Stormwarden Utility 12
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Rogue |
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Religion: Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir. Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword Bonus to Defense: +2 Reflex Rogue Overview Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade. As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard-luck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all. Characteristics: Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics. Creating a Rogue Brawny Rogue Trickster Rogue Rogue Class FeaturesAll rogues share these class features. First Strike Rogue Tactics Choose one of the following options.
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Rogue Class Features Continued Rogue Weapon Talent Sneak Attack
Your powers are daring exploits that draw on your personal cunning, agility, and expertise. Some powers reward a high Charisma and are well suited for the trickster rogue, and others reward a high Strength and appeal to the brawny rogue, but you are free to choose any power you like. At Will Powers Deft Strike Rogue Attack 1 Sly Flourish Rogue Attack 1 Piercing Strike Rogue Attack 1 Encounter Powers Positioning Strike Rogue Attack 1 Torturous Strike Rogue Attack 1 Tumble Rogue Utility 2 Bait and Switch Rogue Attack 3 | |||||||||

