New DM, New Players, I think I need some Pregen Characters.

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Is there a good place to find some simple straightforward Pregen Characters that I can use for my(?) players?

I have a Player's Guide, and the adventure in the Red Box, all I need is some characters for them, since this will be the first time for most of them. 

Worse comes to worse, I guess I can make one of each class/race in the book, but I want to make sure they're decent characters. All I need are some blank slate characters, they don't need names, personalities, etc, just the mechanical bits filled in. I'd like the players to practice making up backgrounds, names, etc as I'm working on narrating stuff well.

 Thanks! 
And there's the Creepy Doll That always follows you It's got a ruined eye That's always open And there's a Creepy Doll That always follows you It's got a pretty mouth To swallow you whole
I'm pretty sure the red box came with pregenerated characters, if it didn't then I believe you can download the Keep on the Shadowfell and they'll be included. It's in the Try D&D tab on the Players page of the D&D official website.
I am Blue/Black "The Red Dragon is pulverizing your friends..." -Me "Okay so I'm up here?" -Shrui "Yeah..." -Me "Okay I want to triple backflip down from the ceiling while holding my family's katana and drive it through the Dragon's head." -Shrui "Yeah you'll take a -15 because he's moving his head." -Me "Don't care, I try it anyway." -Shrui (Acrobatics Roll Succeeds) (Attack Roll Succeeds) "How much extra damage do I get for this attack?" -Shrui "It dies, you don't need to do an attack roll." -Me Evil Dungeon Master says, And now young adventurer... you die.
Actually it might be the Quick-Start Rules...
I am Blue/Black "The Red Dragon is pulverizing your friends..." -Me "Okay so I'm up here?" -Shrui "Yeah..." -Me "Okay I want to triple backflip down from the ceiling while holding my family's katana and drive it through the Dragon's head." -Shrui "Yeah you'll take a -15 because he's moving his head." -Me "Don't care, I try it anyway." -Shrui (Acrobatics Roll Succeeds) (Attack Roll Succeeds) "How much extra damage do I get for this attack?" -Shrui "It dies, you don't need to do an attack roll." -Me Evil Dungeon Master says, And now young adventurer... you die.
Thank you very much sir. Those help a lot.
And there's the Creepy Doll That always follows you It's got a ruined eye That's always open And there's a Creepy Doll That always follows you It's got a pretty mouth To swallow you whole
I started a thread a long time ago for creating pre-gen characters, and it got a couple of fantastic replies, but not enough to create a complete 4E party with.


here are the "Old 4th Edition" ("blue box") Starter Set Pre-Generated Characters:

[spoiler Dwarven Fighter]
Name: __________  Gender: _____

As a Dwarf, you share many qualities with the earth and rock of your mountain home.  You are strong, hardy, and dependable.  As a fighter, your job is to defend your allies.  You are brave, loyal, and devoted to the cause of goodness.

Hit Points: 31 __________
Bloodied: 15  /  Healing Surge: 7  /  Surges per day: 12
Initiative:  +1 __________  Action Points: __________

Defenses:
AC: 17  /  Fortitude:  15  /  Reflex:  11  /  Will:  12

Attacks:
Melee Basic Attack: +6 (maul)  Damage:  2d6+3
Ranged Basic Attack:  +3 (dagger)  Damage:  1d4+1

Racial Traits: 
Height 4'8"  Weight 200 lb.  Size:  Medium
Speed:  5 squares  Vision:  Low-light
Languages:  Common, Dwarven
Alignment:  Good
Skill Bonus:  +2 Dungeoneering, +2 Endurance (already included).
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 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.

At-Will Power: Cleave (Fighter Attack 1)
You hit one enemy, then cleave another.
At-Will - Martial, Weapon
Standard Action, Melee weapon
Target:  one creature
Attack:  +6 vs. AC
Hit:  2d6+3 Damage, and an enemy adjacent to you takes 3 damage

At-Will Power: Reaping Strike (Fighter Attack 1)
You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses.
At-Will - Martial Weapons
Standard Action, Melee Weapon
Target:  one creature
Attack:  +6 vs. AC
Hit:  2d6+3 damage.
Miss:  3 damage.

Encounter Power:  Spinning Sweep (Fighter Attack 1)
You spin beneath your enemy's guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.
Encounter - Martial, Weapon
Standard Action, Melee weapon
Target:  One creature
Attack:  +6 vs. AC
Hit:  2d6+3 damage, and you knock the target prone.

Daily Power:  Brute Strike (Fighter Attack 1)
You shatter armor and bone with a ringing blow.
Daily - Martial, Reliable, Weapon
Standard Action, Melee weapon
Target:  one creature
Attack:  +6 vs. AC
Hit:  6d6+3 damage.
Miss:  You don't expend the use of this power.

Class Features:
Combat Challenge:  Every time you attack an enemy, whether that attack hits or misses, you can chose 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 and attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Combat Superiority:  You gain a +2 bonus to opportunity attacks.
Fighter Weapon Talent:  You gain +1 bonus to attack rolls when using two-handed weapons (already included).

Ability Scores (Check Modifier):
STR 16  (+3)
CON 16 (+3)
DEX 13 (+1)
INT 10 (+0)
WIS 14 (+2)
CHA 11 (+0)

Skills (Ability)  /  Trained  /  Modifier
Acrobatics (DEX) / n / +1
Arcana (INT)  /  n  /  +0
Athletics (STR)  /  yes  / +8
Bluff (CHA)  /  n  /  +0
Diplomacy (CHA)  /  n  /  +0
Dungeoneering (WIS)  /  n  /  +4
Endurance (CON)  /  yes  /  +10
Heal (WIS)  /  n  /  +2
History (INT)  /  n  /  +0
Insight (WIS)  /  n  /  +2
Intimidate (CHA)  /  yes  /  +5
Nature (WIS)  /  n  /  +2
Perception (WIS)  /  n  /  +2
Religion (INT)  /  n  /  +0
Stealth (DEX)  /  n  /  +1
Streetwise (CHA)  /  n  /  +0
Thievery (DEX)  /  n  /  +1

Feat:
Power Attack:  When making a melee attack, you can take a =2 penalty to the attack roll.

Gear:
Armor:  Scale Mail
Weapon:  Maul, Daggers (5), Your daggers have a range of 5/10 as thrown weapons
Adventurer's Kit:  including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin.
Gold:  10gp




Second Level:
At 2nd level, you gain the following:
Hit Points increase to 37
Bloodied increase to 18
Healing Surge increase to 9

Level Modifier:  Because your new level is an even number, everything that includes 1/2 your level gets better.  Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.

Feat:  Dwarven Weapon Training:  You gain a +2 feat bonus to damage rolls with axes and hammers (such as your maul).  Increase your damage numbers accordingly.

Utility Power:  Unstoppable (Fighter Utility 2)
You let your adrenaline surge carry you through the battle.
Daily - Healing, Martial
Minor Action, Personal
Effect:  You gain 2d6+3 temporary hit points.



3rd Level:
At 3rd level, you gain the following:
Hit Points:  increase to 43
Bloodied:  increase to 23
Healing Surge:  increase to 10

Ecounter Power:  Crushing Blow (Fighter Attack 3)
You wind up and deliver a devastating blow with your weapon.
Encounter - Martial, Weapon
Standard Action, Melee weapon
Target:  One Creature
Attack:  +7 vs. AC
Hit:  4d6+8 Damage
[/spoiler]
[spoiler Halfling Rogue]
Name: __________  Gender: _____

As a Halfling, you are resourceful and known for your quick wits and steady nerves.  As a Rogue, your job is to dart in and deal massive damage, and use your skills to aid your allies as necessary. 

Hit Points: 25 __________
Bloodied: 12  /  Healing Surge: 6  /  Surges per day: 7
Initiative:  +4 __________  Action Points: __________

Defenses:
AC: 16  /  Fortitude:  11  /  Reflex:  16  /  Will:  13

Attacks:
Melee Basic Attack: +5 (dagger)  Damage:  1d4+1
Ranged Basic Attack:  +8 (dagger)  Damage:  1d4+4

Racial Traits: 
Height 4'0"  Weight 85 lb.  Size:  Small
Speed:  6 squares  Vision:  Normal
Languages:  Common, Goblin
Alignment:  Good
Skill Bonus:  +2 Acrobatics, +2 Thievery (already included).

Bold:  +5 racial bonus to saving throws against fear.
Nimble Reaction:  +2  racialbonus to AC against opportunity attacks.
Second Chance:  You can use Second Chance as an encounter power.


Racial Power:  Second Chance (Halfling Racial Power)
Luck and small size combine to work in your favor as you dodge your enemy's attack.
Encounter
Immediate Interrupt, Personal
Effect:  When an attack hits you, force an enemy to roll the attack again.  The enemy uses the second roll, even if it is lower.


At-Will Power: Deft Strike (Rogue Attack 1)
A final lunge brings you into an advantageous position.
At-Will - Martial, Weapon
Standard Action, Melee or Ranged weapon
Target:  one creature
Special:  You can move 2 squares before the attack.
Attack:  +8 vs. AC
Hit:  1d4+4 damage.

At-Will Power:  Sly Flourish (Rogue Attack 1)
A distracting flourish causes the enemy to forget the blade at his throat.
At-Will - Martial, Weapon
Standard Action, Melee or Ranged weapon
Target:  one creature
Attack:  +8 vs. AC
Hit:  1d4+7 damage.

Encounter Power:  Positioning Strike (Rogue Attack 1)
A false stumble and a shove place the enemy exactly where you want him.
Encounter - Martial, Weapon
Standard Action, Melee weapon
Target:  One creature
Attack:  +8 vs. AC
Hit:  2d4+4 damage, and you can slide the target 3 squares.

Daily Power:  Trick Strike (Rogue Attack 1)
Through a series of feints and lures, you maneurver your foe right where you want him.
Daily - Martial, Weapon
Standard Action, Melee or Ranged weapon
Target:  one creature
Attack:  +8 vs. AC
Hit:  3d4+4 damage, and you can slide the target 1 square.
Effect:  Until the end of the encounter, each time you hit the target you can slide it 1 square.


Class Features:
Artful Dodger:  You gain a +3 bonus to AC against opportunity attacks.  (Your total bonus is +5 due to Nimble Reaction.)
First Strike:  At the start of an encounter, you have combat advantage against any creatures that have not yet acted in the encounter.
Rogue Weapon talent:  You gain a +1 bonus to attack rolls when using a dagger (already included.)
Sneak Attack:  Once per round, when you have combat advantage against an enemy and are using a light blade a crossbow, or a sling, your attack against that enemy deals an additional 2d8 points of damage.


Ability Scores (Check Modifier):
STR 12  (+1)
CON 13 (+1)
DEX 18 (+4)
INT 11 (+0)
WIS 10 (+0)
CHA 16 (+3)

Skills (Ability)  /  Trained  /  Modifier
Acrobatics (DEX) / yes / +11
Arcana (INT)  /  n  /  +0
Athletics (STR)  /  n  / +1
Bluff (CHA)  /  yes  /  +8
Diplomacy (CHA)  /  n  /  +3
Dungeoneering (WIS)  /  n  /  +0
Endurance (CON)  /  n  /  +1
Heal (WIS)  /  n  /  +0
History (INT)  /  n  /  +0
Insight (WIS)  /  yes  /  +5
Intimidate (CHA)  /  n  /  +3
Nature (WIS)  /  n  /  +0
Perception (WIS)  /  yes  /  +5
Religion (INT)  /  n  /  +0
Stealth (DEX)  /  yes  /  +9
Streetwise (CHA)  /  n  /  +3
Thievery (DEX)  /  yes  /  +11

Feat:
Backstabber:  The extra damage dice from your Sneak Attack class feature increases from d6s to d8s (already included).

Gear:
Armor:  Leather.
Weapon:  Daggers (10).  Your daggers have a range of 5/10 as thrown weapons.
Adventurer's Kit:  including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin.
Thieves' Tools:  To use the Thievery skill properly, you need the right picks and pries, skeleton keys, clamps, and so on.  Thieves' Tools grant a +2 bonus to Thievery checks to open a lock or disarm a trap.
Gold:  25 gp




Second Level:
At 2nd level, you gain the following:
Hit Points increase to 30
Bloodied increase to 15
Healing Surge increase to 7

Level Modifier:  Because your new level is an even number, everything that includes 1/2 your level gets better.  Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.

Feat:  Halfling Agility:  When you use your Halfling Second Chance racial feature, the attacker takes a -2 penalty to the new attack roll.

Utility Power:  Tumble (Rogue Utility 2)
You tumble out of harm's way, dodging the opportunistic attack of your enemies.
Encounter - Martial
Move Action, Personal



3rd Level:
At 3rd level, you gain the following:
Hit Points:  increase to 35
Bloodied:  increase to 17
Healing Surge:  increase to 8

Ecounter Power:  Bait and Switch (Rogue Attack 3)
You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space.
Encounter - Martial, Weapon
Standard Action, Melee weapon
Target:  One Creature
Attack:  +9 vs. Will
Hit:  2d4+4 Damage.  In addition, you switch places with the target and can then shift up to 3 squares.
[/spoiler]
[spoiler Eladrin Wizard]
Name: __________  Gender: _____

As an Eladrin, you are graceful and intelligent.  You have strong ties to nature and magic.  As a Wizard, you channel arcane forces to exert control that hinders foes or blasts them into oblivion.  Magic is your art form.

Hit Points: 23 __________
Bloodied: 11  /  Healing Surge: 5  /  Surges per day: 7
Initiative:  +7 __________  Action Points: __________

Defenses:
AC: 14  /  Fortitude:  11  /  Reflex:  14  /  Will:  14

Attacks:
Melee Basic Attack: +3 (longsword)  Damage:  1d8
Ranged Basic Attack:  +4 (magic missile)  Damage:  2d4+4

Racial Traits: 
Height 6'1"  Weight 170 lb.  Size:  Medium
Speed:  6 squares  Vision:  Low-light
Languages:  Common, Elven
Alignment:  Good
Skill Bonus:  +2 Arcana, +2 Hisstory (already included)

Eladrin Will: +1 racial bonus to Will defense (included), +5 racial bonus to saving throws against charm effects.
Fey Step:  You can use fey step as an encounter power.


Racial Power:  Fey Step (Eladrin Racial Power)
With a step, you vanish from one place and appear in another.
Encounter - Teleportation
Move Action, Personal
Effect:  Teleport up to 5 squares.  You have to be able to see your destination.  This movement doesn't provoke opportunity attacks.

At-Will Power: Magic Missile (Wizard Attack 1)
You launch a silvery bolt of force at an enemy.
At-Will - Arcane, Force, Implement
Standard Action, Ranged 20
Target:  one creature
Special:  This power can be used to make ranged basic attacks.
Attack:  +4 vs. Reflex
Hit:  2d4+4 force damage.

At-Will Power: Scorching Burst (Wizard Attack 1)
A vertical column of golden flames burns all within.
At-Will - Arcane, Fire, Implement
Standard Action, Area burst 1 within 10 squares
Target:  Each creature in burst
Attack:  +4 vs. Reflex
Hit:  1d6+4 fire damage.

Encounter Power:  Burning Hands (Wizard Attack 1)
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter - Fire, Arcane, Implement
Standard Action, Close blast 5
Target:  One creature
Attack:  +4 vs. Reflex
Hit:  2d6+4 fire damage.

Daily Power:  Acid Arrow (Wizard Attack 1)
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
Daily - Acid, Arcane, Implement
Standard Action, Ranged 20
Primary Target:  one creature
Attack:  +4 vs. Reflex
Hit:  2d8+4 acid damage, and ongoing 5 acid damage (save ends).  Make a secondary attack.
- Secondary Target:  Each creature adjacent to the primary target
- Secondary Attack:  +4 vs. Reflex
- Secomdary hit:  1d8+4 acid damage and ongoing 5 acid damage (save ends).
Miss:  Half damage, and ongoing 2 acid damageto primary target (save ends), and no secondary attack.

Daily Power:  Sleep (Wizard Attack 1)
You exert your will against your foes, seeking to overhelm them with a tide of magical weariness.
Daily - Acid, Sleep, Implement
Standard Action, Area burst 2 within 20 squares
Target:  Each creature in burst
Attack:  +4 vs. Will
Hit:  The target is slowed (save ends).  If the target fails its first saving throw, the target falls asleep (save ends).
Miss:  The target is slowed (save ends).

Cantrip Power:  Ghost Sound (Wizard Cantrip)
With a wink, you create an illusory sound that emanates from somewhere close by.
At-Will - Arcane, Illusion
Standard Action, Ranged 10
Target:  One object or unoccupied square
Effect:  You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target.  You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone.  If you whisper, you can whisper quietly enough that ony creatures adjacent to the target can hear your words.

Cantrip Power:  Light (Wizard Cantrip)
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby square.
At-Will - Arcane
Minor Action, Ranged 5
Target:  One object or unoccupied square
Effect:  You cause the target to shed bright light.  The light fills the target's square and all squares within 4 squares of it.  The light lasts for 5 minutes.  Putting out the light is a free action.
Special:  You can have only one light cantirp active at a time.  If you create a new light, your previously cast light winks out.


Class Features:
Cantrips:  You know a few minor spells that you can use as at-will powers.
Spellbook:  Your spellbook holds an extra daily spell.  After an extended rest, prepare one of those spells to use for the day.  You know two daily spells, but you can only cast one per day.
Wand of Accuracy (Implement Mastery):  Once per encounter as a free action, you gain a +2 bonus on a single attack roll against one target when using your wand.


Ability Scores (Check Modifier):
STR 11  (+0)
CON 12 (+1)
DEX 16 (+3)
INT 18 (+4)
WIS 13 (+1)
CHA 10 (+0)

Skills (Ability)  /  Trained  /  Modifier
Acrobatics (DEX) / n / +3
Arcana (INT)  /  yes  /  +11
Athletics (STR)  /  n  / +0
Bluff (CHA)  /  n  /  +0
Diplomacy (CHA)  /  n  /  +0
Dungeoneering (WIS)  /  yes  /  +6
Endurance (CON)  /  n  /  +1
Heal (WIS)  /  n  /  +1
History (INT)  /  yes  /  +11
Insight (WIS)  /  n  /  +1
Intimidate (CHA)  /  n  /  +0
Nature (WIS)  /  yes  /  +6
Perception (WIS)  /  n  /  +1
Religion (INT)  /  n  /  +9
Stealth (DEX)  /  n  /  +3
Streetwise (CHA)  /  n  /  +0
Thievery (DEX)  /  n  /  +3

Feat:
Improved Initiative:  You gain a +4 bonus to initiative checks (already included).

Gear:
Armor:  none
Weapon:  longsword, wand
Adventurer's Kit:  including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin.
Spellbook
Gold:  23 gp




Second Level:
At 2nd level, you gain the following:
Hit Points increase to 27
Bloodied increase to 13
Healing Surge increase to 6

Level Modifier:  Because your new level is an even number, everything that includes 1/2 your level gets better.  Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.

Feat:  Eladrin Soldier:  You gain +2 feat bonus to damage rolls with your longsword.

Utility Power:  Expeditious Retreat (Wizard Utility 2)
Your form blurs as you hastily withdraw from the battlefield.
Daily - Arcane
Move Action, Personal
Effect:  Shift up to twice your speed.



3rd Level:
At 3rd level, you gain the following:
Hit Points:  increase to 31
Bloodied:  increase to 15
Healing Surge:  increase to 7

Ecounter Power:  Fire Shroud (Wizard Attack 3)
With a subtle gesture, you wreathe nearby enemies in flames.
Encounter - Arcane, Fire, Implement
Standard Action, Close burst 3
Target:  Each enemy in burst
Attack:  +5 vs. Fortitude
Hit:  1d8+4 Fire damage, and ongoing 5 fire damage (save ends).
[/spoiler]
[spoiler Human Cleric]
Name: __________  Gender: _____

As a human, you are decisive and rash.  You are othing if not adaptable.  As a cleric, you use your prayers to heal and bolster your teammates.

Hit Points: 24 __________
Bloodied: 12  /  Healing Surge: 6  /  Surges per day: 8
Initiative:  +0 __________  Action Points: __________

Defenses:
AC: 16  /  Fortitude:  12  /  Reflex:  11  /  Will:  17

Attacks:
Melee Basic Attack: +3 (mace)  Damage:  1d8+1
Ranged Basic Attack:  +2 (crossbow)  Damage:  1d8+x

Racial Traits: 
Height 6'0"  Weight 180 lb.  Size:  Medium
Speed:  5 squares  Vision:  Normal
Languages:  Common, Draconic
Alignment:  Lawful Good

Human Bonuses:  One extra at-will power, feat, trained skill, +1 to Fortitude, Reflex, and Will defenses (already included).


At-Will Power: Lance of Faith (Cleric Attack 1)
A brilliant ray of light sears your foe with golden radiance.  Sparkles of light linger around the target, guiding your ally's attack.
At-Will - Divine, Implement Radiant
Standard Action, Ranged 5
Target:  one creature
Attack:  +4 vs. Reflex
Hit:  1d8+4 radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

At-Will Power: Sacred Flame (Cleric Attack 1)
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-Will - Divine, Implement, Radiant
Standard Action, Ranged 5
Target:  one creature
Special:  x
Attack:  +4 vs. Reflex
Hit:  1d6+4 radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your CHA modifier + one-half of your level or to making a saving throw.

Encounter Power:  Healing Strike (Cleric Attack 1)
Divine radiance gleams from your weapon.  When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.
Encounter - Divine, Healing, Radiant, Weapon
Standard Action, Melee weapon
Target:  One creature
Attack:  +3 vs. AC
Hit:  2d8+1 radiant damage, and the target is marked until the end of your next turn.  In addition, you or one ally within 5 squares of you can spend a healing surge.

Daily Power:  Beacon of Hope (Cleric Attack 1)
A burst of divine energy harms your foes and heals your allies.
Daily - Divine, Healing, Implement
Standard Action, Close burst 3
Target:  Each enemy in burst
Attack:  +4 vs. Will
Hit:  The target is weakened until the end of its next turn.
Effect:  You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.

Class Features:
Channel Divinity:  You can use one of these special divine powers once per encounter.
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.
Healing Word:  Twice per encounter as a minor action, you can use the Healing Word power.


Cleric Power:  Healing Word (Cleric Feature)
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) - Divine, Healing
Special:  You can use this power twice per encounter, but only once per round.
Minor Action, Close burst 5
Target:  You or one ally
Effect:  The target can spend a healing surge and regain an additional 1d6 hit points.

Channel Divinity Power:  Divine Fortune (Cleric Feature)
In the face of peril, you hold true to your faith and receive a special boon.
Encounter - Divine
Free Action, Personal
Effect:  You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity Power:  Turn Undead (Cleric Feature)
You sear undead foes, push them back, and root them in place.
Encounter - Divine, Implement, Radiant
Standard Action, Close burst 2
Target:  Each undead creature in burst
Attack:  +4 vs. Will
Hit:  1d10+4 radiant damage, and you can push the target 6 squares.  The target is immobilized until the end of your next turn.
Miss:  Half damage, and the target is not pushed or immobilized.

Channel Divinity Power:  Armor of Bahamut (Feat Power)
Bahamut protects you or a friend from devastating harm.
Encounter - Divine
Immediate Interrupt, Ranged 5
Trigger:  An enemy scores a direct hit on your or an ally.
Effect:  Turn a critical hit against you or an ally within range into a normal hit.



Ability Scores (Check Modifier):
STR 13  (+1)
CON 12 (+1)
DEX 11 (+0)
INT 10 (+0)
WIS 18 (+4)
CHA 14 (+2)

Skills (Ability)  /  Trained  /  Modifier
Acrobatics (DEX) / n / +0
Arcana (INT)  /  yes  /  +5
Athletics (STR)  /  n  / +1
Bluff (CHA)  /  n  /  +2
Diplomacy (CHA)  /  n  /  +2
Dungeoneering (WIS)  /  n  /  +4
Endurance (CON)  /  n  /  +1
Heal (WIS)  /  yes  /  +9
History (INT)  /  yes  /  +5
Insight (WIS)  /  yes  /  +9
Intimidate (CHA)  /  n  /  +2
Nature (WIS)  /  n  /  +4
Perception (WIS)  /  n  /  +4
Religion (INT)  /  yes  /  +5
Stealth (DEX)  /  n  /  +0
Streetwise (CHA)  /  n  /  +2
Thievery (DEX)  /  n  /  +0

Feat:
Action Surge:  You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point.
Channel Divinity: Armor of Bahamut:  You can invoke the power of your deity to use the Armor of Bahamut power.

Gear:
Armor:  Chain mail.
Weapon:  Mace, crossbow bolts (20).  Your crossbow has a range of 15/30.
Adventurer's Kit:  including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin.
Holy symbol of Bahamut
Gold:  10 gp




Second Level:
At 2nd level, you gain the following:
Hit Points increase to 29
Bloodied increase to 14
Healing Surge increase to 7

Level Modifier:  Because your new level is an even number, everything that includes 1/2 your level gets better.  Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.

Feat:  Human Perseverance:  You gain a +1 bonus to saving throws.

Utility Power:  Cure Light Wouns (Cleric Utility 2)
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light.
Daily - Divine, Healing
Standard Action, Melee touch
Target:  You or one creature
Effect:  The target regains hit points as if it had spent a healing surge.



3rd Level:
At 3rd level, you gain the following:
Hit Points:  increase to 34
Bloodied:  increase to 17
Healing Surge:  increase to 8

Ecounter Power:  Daunting Light (Cleric Attack 3)
A burning column of light engulfs your foe.  Its brilliance burns and hinders your foe's defense for a short time.
Encounter - Divine, Implement, Radiant
Standard Action, Ranged 10
Target:  One Creature
Attack:  +5 vs. Reflex
Hit:  2d10+4 Radiant Damage.
Effect:  One ally you can see gains combat advantage against the target until the end of your next turn.
[/spoiler]
[spoiler Dragonborn Paladin]
Name: __________  Gender: _____

Fluff Text.

Hit Points: 27 __________
Bloodied: 13  /  Healing Surge: 7  /  Surges per day: 11
Initiative:  +0 __________  Action Points: __________

Defenses:
AC: 20  /  Fortitude:  14  /  Reflex:  12  /  Will:  13

Attacks:
Melee Basic Attack: +7 (longsword)  Damage:  1d8+4
Ranged Basic Attack:  +6 (javelin)  Damage:  1d6+4

Racial Traits: 
Height 6'4"  Weight 260 lb.  Size:  Medium
Speed:  5 squares  Vision:  Normal
Languages:  Common, Draconic
Alignment:  Lawful Good
Skill Bonus:  +2 History, +2 Intimidate (already included)

Dragonborn Fury:  When you are bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage:  Your healing surge value is equal to one quarter of your maximum hit points + your CON modifier (already included)
Dragon Breath:  You can use Dragon Breath as an encounter power.


Racial Power:  Dragon Breath (Dragonborn Racial Power)
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter - Acid, Cold, Fire, Lightning, or Poison
Minor Action, Close blast 3
Attack:  +4 vs. Reflex
Hit:  1d6+1 damage

At-Will Power: Holy Strike (Paladin Attack 1)
You strike an enemy with your weapon, which ignites with holy light.
At-Will - Divine, Radiant, Weapon
Standard Action, Melee weapon
Target:  one creature
Attack:  +7 vs. AC
Hit:  1d8+4 radiant damage.  If you marked the target, you gain a +1 bonus to the damage roll.

At-Will Power: Valiant Strike (Paladin Attack 1)
As you bring your weapon to bear, the odds against you add strength to your attack.
At-Will - Divine, Weapon
Standard Action, Melee weapon
Target:  one creature
Attack:  +7, +1 per enemy adjacent to you vs. AC
Hit:  1d8+4 damage.

Encounter Power:  Radiant Smite (Paladin Attack 1)
Your weapon glows with a pearly luminescence.  Enemies shrink from its pure light, especially creators of supernatural evil such as demons and devils.
Encounter - Divine, Radiant, Weapon
Standard Action, Melee weapon
Target:  One creature
Attack:  +7 vs. AC
Hit:  2d8+5 radiant damage.

Daily Power:  Paladin's Judgment (Paladin Attack 1)
Your Melee attack punishes your enemy and heals an ally.
Daily - Divine, Healing, Weapon
Standard Action, Melee weapon
Target:  one creature
Attack:  +7 vs. AC
Hit:  3d8+4 damage, and one ally within 5 squares of you can spend a healing surge.
Miss:  One ally within 5 squares of you can spend a healing surge.


Class Features:
Channel Divinity:  You can use this special Divine power once per encounter.
Divine Challenge:  You can use Divine Challenge as an at-will power.
Lay on Hands:  Once per day as a minor action, you can use the Lay On Hands power.

Paladin Power:  Lay On Hands (Paladin Feature)
Your divine touch instantly heals wounds.
At-Will (Special) - Divine, Healing
Special:  You can use this power once per day.
Minor Action, Close burst 3
Target:  One creature
Effect:  You spend a healing surge but regain no hit points.  Instead, the target regains hit points as if it had spent a healing surge.  You must have at least one healing surge left to use this power.

Paladin Power:  Divine Challenge (Paladin Feature)
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will - Divine, Radiant
Minor Action, Close burst 5
Target:  One creature in burst.
Effect:  You mark the garget.  The target remains marked until you use this power against another target, or if you fail to engage the target (see below).  A creature can be subject to only onemark at a time.  A new mark supersedes a mark that was already in place.  While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target.  Also, it takes 6 radiant damage the first time it makes an attack taht doesn't include you as a target before the start of your next turn.  On your turn, you must engage the target you must either attack it or end your turn adjacent to it.  If none of these events occur by the end of your turn adjacent to it.  If none of these events occur by the end of your turn, the marked condition ends and you can't use Divine Challenge on your next turn.  You can use Divine Challenge once per turn.

Channel Divinity Power:  Divine Strength (Paladin Feature)
You petition your deity for the divine strength to lay low your enemies.
Encounter - Divine
Minor Action, Personal
Effect:  Apply your STR modifier (+4) as extra damage on yoru next attack this turn.


Ability Scores (Check Modifier):
STR 18  (+4)
CON 12 (+1)
DEX 10 (+0)
INT 11 (+0)
WIS 13 (+1)
CHA 16 (+3)

Skills (Ability)  /  Trained  /  Modifier
Acrobatics (DEX) / n / -4
Arcana (INT)  /  n  /  +0
Athletics (STR)  /  n  / +0
Bluff (CHA)  /  n  /  +3
Diplomacy (CHA)  /  n  /  +3
Dungeoneering (WIS)  /  n  /  +1
Endurance (CON)  /  yes  /  +2
Heal (WIS)  /  yes  /  +6
History (INT)  /  n  /  +2
Insight (WIS)  /  n  /  +1
Intimidate (CHA)  /  yes  /  +10
Nature (WIS)  /  n  /  +1
Perception (WIS)  /  n  /  +1
Religion (INT)  /  yes  /  +5
Stealth (DEX)  /  n  /  -4
Streetwise (CHA)  /  n  /  +3
Thievery (DEX)  /  n  /  -4

Feat:
Healing hands:  When you use the Lay on Hans power, the target heals extra damage equal to your CHA modifier (already included).

Gear:
Armor:  Plate armor, heavy shield.
Weapon:  Longsword, javelin (3).  Your javelins have a rnage of 10/20.
Adventurer's Kit:  including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin.
Holy symbol of Bahamut.
Gold:  5 gp




Second Level:
At 2nd level, you gain the following:
Hit Points increase to 33
Bloodied increase to 16
Healing Surge increase to 9

Level Modifier:  Because your new level is an even number, everything that includes 1/2 your level gets better.  Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.

Feat:  Enlarged Dragon Breath:  When you use Dragon Breath, you can make it blast 5 instead of 3.

Utility Power:  Martyr's Blessing (Paladin Utility 2)
You step into an attack made against an adjacent ally.
Daily - Divine
Immediate Interrupt, Close burst 1
Effect:  You are hit by the attack instead.



3rd Level:
At 3rd level, you gain the following:
Hit Points:  increase to 39
Bloodied:  increase to19
Healing Surge:  increase to 10

Ecounter Power:  Staggering Smite (Paladin Attack 3)
With a mighty swing, you knock your enemy back.
Encounter - Divine, Weapon
Standard Action, Melee weapon
Target:  One Creature
Attack:  +8 vs. AC
Hit:  2d8+4 Damage, and you can push the target 1 square.
[/spoiler]

Note:  These are not Essentials Characters, and will be more compatible with the "Old 4th Edition" Player's Handbook 1 than they will be with the Essentials "Red Box" and Heroes of... books.  They are still 4th Edition characters, though, and should work just fine alongside Red Box characters.




Wizards of the Coast also supplies a few "Old School" themed pre-gens compatible with the 4E "Red Box" online (link).  These pregen characters should be compatible with the Red Box and Essentials.  I don't much care for the characters' descriptions (they seem a bit too one-dimensional and kick-in-the-door-and-steal-monsters'-stuff for my tastes, probably a deliberate decision for the "Old School" theme), but the numbers are sound, and these pre-gens should be enough to get a quick-start game off the ground. 
[spoiler New DM Tips]
  • Trying to solve out-of-game problems (like cheating, bad attitudes, or poor sportsmanship) with in-game solutions will almost always result in failure, and will probably make matters worse.
  • Gun Safety Rule #5: Never point the gun at anything you don't intend to destroy. (Never introduce a character, PC, NPC, Villain, or fate of the world into even the possibility of a deadly combat or other dangerous situation, unless you are prepared to destroy it instantly and completely forever.)
  • Know your group's character sheets, and check them over carefully. You don't want surprises, but, more importantly, they are a gold mine of ideas!
  • "If it ain't broke, don't fix it." It's a problem if the players aren't having fun and it interferes with a DM's ability to run the game effectively; if it's not a problem, 'fixing' at best does little to help, and at worst causes problems that didn't exist before.
  • "Hulk Smash" characters are a bad match for open-ended exploration in crowds of civilians; get them out of civilization where they can break things and kill monsters in peace.
  • Success is not necessarily the same thing as killing an opponent. Failure is not necessarily the same thing as dying.
  • Failure is always an option. And it's a fine option, too, as long as failure is interesting, entertaining, and fun!
[/spoiler] The New DM's Group Horror in RPGs "This is exactly what the Leprechauns want you to believe!" - Merb101 "Broken or not, unbalanced or not, if something seems to be preventing the game from being enjoyable, something has to give: either that thing, or other aspects of the game, or your idea of what's enjoyable." - Centauri
Thank you again good sir. Like I said, I'm going to leave the personality and whatnot blank and leave it to the players to figure that stuff out, they can practice at least that part.
And there's the Creepy Doll That always follows you It's got a ruined eye That's always open And there's a Creepy Doll That always follows you It's got a pretty mouth To swallow you whole
As a new DM myself Tigerguy I used the Red Box and ran the entire adventure inside. I let each of players in our group run the solo booklet themselves, as it gave them the choices they would make for their character. I found they enjoyed this, once that was done we started the "Twisting Halls' adventure in the Red Box DM book.

I can say the characters with a balanced party (or 3 playes so long as there is one cleric) run the adventure rather well. Some players like the adventure so much when they leveled they asked if they could 'tweak' their characters after they had ran the Player's Handbook, which I totally allowed since this is all 4th Edition.

I think letting the players make their characters draws them into the process, just my two cents.
Thanks for the tip. I went through the book as if I was a DM, it was strange and a bumoy road but it worked. 

Then I started the encounter on the road and they got decimated quickly. Oops...Embarassed I guess I should've toned the encounter down for them. I'll make sure someone is a cleric. There should be 4 of them when we finally get started, so someone should be willing to do it.
And there's the Creepy Doll That always follows you It's got a ruined eye That's always open And there's a Creepy Doll That always follows you It's got a pretty mouth To swallow you whole
I think, in Khyber's Harvest, downloadable from Wizard's site, there is a quest and 5 pre-gen char.
I'm playing: Abin Gadon, Halfling Bard Winston "Slurphnose", Gnome Sorcerer Pasiphaé, Minotaur Shaman Eglerion, Elf Ellyrian Reaver (Ranger) DMing: Le Trésor du Fluide (Treasure from the Fluid) Un Royaume d'une Grande Valeur (A Kingdom of Great Value) La Légende de Persitaa (Persitaa's Legend) Une Série de Petites Quêtes... (A serie of short quests) Playtesting: Caves of Chaos We're building the greatest adventure ever known to DnD players! Also playing Legend of the Five Rings and Warhammer Fantasy. Sébastien, Beloeil, Qc. I am Neutral Good and 32 years old.
Thanks for the tip. I went through the book as if I was a DM, it was strange and a bumoy road but it worked. 

Then I started the encounter on the road and they got decimated quickly. Oops...Embarassed I guess I should've toned the encounter down for them. I'll make sure someone is a cleric. There should be 4 of them when we finally get started, so someone should be willing to do it.



If you're reffering to Keep on the Shadowfell and using the pre-gens I slid you here's a hint if it doesn't identify this in the rules that you have...
There are 4 categories of player "roles"; Strikers, Controllers, Leaders & Defenders

I believe the pregen has the following; (You need one of each roll to have the most effectiveness)
-Fighter (DEFENDER)
-Cleric (LEADER)
-Warlord (LEADER)
-Wizard (CONTROLLER)
-Rogue (STRIKER)
I am Blue/Black "The Red Dragon is pulverizing your friends..." -Me "Okay so I'm up here?" -Shrui "Yeah..." -Me "Okay I want to triple backflip down from the ceiling while holding my family's katana and drive it through the Dragon's head." -Shrui "Yeah you'll take a -15 because he's moving his head." -Me "Don't care, I try it anyway." -Shrui (Acrobatics Roll Succeeds) (Attack Roll Succeeds) "How much extra damage do I get for this attack?" -Shrui "It dies, you don't need to do an attack roll." -Me Evil Dungeon Master says, And now young adventurer... you die.
I gathered that. Thanks.

I somehow forgot to mention that the first time there were only 2 of them, a fighter and a rogue.

I'll make sure there's at least one of each role when I get them together. 
And there's the Creepy Doll That always follows you It's got a ruined eye That's always open And there's a Creepy Doll That always follows you It's got a pretty mouth To swallow you whole
I gathered that. Thanks.

I somehow forgot to mention that the first time there were only 2 of them, a fighter and a rogue.

I'll make sure there's at least one of each role when I get them together. 

Yea writing a two player encounter is not easy, I did it in the office once for some curious co-workers but I used the Encounter Creator tool based on the number of players. It worked out alright but was a close fight. I'd say a minimum party is 3 players, one as a Leader role with healing or some life replenishing abilities, the other two could vary a bit but a meat shield is never a bad addition. :-)
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