Race: Choose an existing race.
Ability Scores: Same as mentioned in the PHB
Hit points at 1st level: 12 + your Constitution score
Hit points gained per level beyond the 1st level: 5
Fortitude Defense: 10 + your level + the better of your Strength or Constitution modifiers + additional modifiers
Reflex Defense: 10 + your level + the better of your Dexterity or Intelligence modifiers + additional modifiers
Will Defense: 10 + your level + the better of your Wisdom or Charisma modifiers + additional modifiers
Armor Class: 10 + your level + additional modifiers (typically armor and shield); if you're wearing light armor or no armor, add the better of your Dexterity or Intelligence modifiers
Speed: As determined by your race (plus or minus modifiers)
Initiative modifiers: Your level + your Dexterity modifier + additional modifiers
Attack Bonus: 4 + level + modifiers (typically the attack power's modifier, combat advantage, and weapon proficiency [if a weapon attack])
EDIT: Special Note: enhancement bonuses are effectively removed, as crit dice is now automatically 1dX at level 1, with additional crit dice at levels 7, 12, 17, 22, and 27 (X meaning the enchantment's crit dice -- mundane weapons have no crit dice [X equals zero])
Skills: Skills are an optional feature that allow you to specialize in a field; for instance, someone who might not be innately strong but is trained in the proper use of his body might be able to climb walls just as expertly. When utilizing this feature, powers whose keywords include a skill can benefit from the bonuses you have for that skill. For example, Recalled Lore has the History keyword, which means that the Intelligence check you make with the power gains all the bonuses you have for the History skill.
Skill Training: Choose four skills. You gain a +2 training bonus to each of your selected skills.
Skill Bonus: the key ability score modifier + your level + all the bonuses you have for the skill (racial, background, training, power, etc.)
Primary Role: Choose from one of four roles, or roll a d4 to determine this: Defender, Striker, Controller, Leader. You gain your primary role's benefit.
Secondary Role: Choose a secondary role, or roll a d4 to determine this. You count as that role when making attacks with effects that depend on your role, and makes you qualify for role specific feats, paragon paths, epic destinies and utility powers. However, if you selected or rolled the same secondary role as your primary role, see the SPECIAL entry on Secondary Role benefits.
Defender: You gain the Defender's Aura, and Foe's Folly powers
Defender Aura | Defender Utility
You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted.
At-Will * Aura
Minor Action | Personal
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Foe's Folly | Defender Attack
Ignoring you in battle leaves a foe open to a devastating assault.
Opportunity Action | Personal
Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
Effect: After the triggering enemy's attack has been resolved, apply one of the following effects, based only on your secondary role:
- Leader: one ally who was the target of the attack gains temporary hit points equal to your primary ability modifier
- Controller: you can slide the target up to three squares to a square adjacent to you as a free action
- Striker: the triggering enemy takes damage equal to your primary ability modifier
Striker: You gain the Sneaky Surprise power
Sneaky Surprise | Role Attack
Trigger: You hit with an attack against an enemy you have combat advantage against.
Effect: The target takes 1d6 extra damage. This damage increases to 2d6 at level 11, and 3d6 at level 21. In addition, the attack gains an additional benefit based on your secondary role:
- Leader: The target grants combat advantage for the next attack against it before the end of your next turn.
- Defender: The target is marked by you until the end of your next turn
- Controller: You can slide the target 1 square.
Special: You can only use this power once per turn.
Controller: You gain the Control Zone power
Control Zone | Role Attack
Encounter * Zone
Minor Action | Area burst 1 within 10
Effect: The burst creates a zone that lasts until the end of your next turn. The effect of this zone depends on your secondary role:
- Leader: Enemies take a -2 penalty to all defenses while in the zone.
- Defender: Enemies take a -2 to attack rolls while in the zone.
- Striker: Enemies who start their turn in the zone take damage equal to your primary ability modifier
Special: At level 15, you can use this power an additional time.
Leader: You gain the Life-Giving Word power
Life-Giving Word | Role Utility
Encounter * Healing
Minor Action | Close Burst 5 (10 at level 15, 15 at level 25)
Target: You or one ally in the burst
Effect: The target spends a healing surge, and has an additional effect based on your secondary role:
- Defender: The target gains temporary hit points equal to your primary ability modifier + level
- Controller: You can slide the target up to three squares
- Striker: The target gains a power bonus to their next damage roll before the end of their next turn equal to their primary ability modifier
Special: You can use this power twice per encounter, but only once per round. At level 15, you can use this power an additional time
Secondary Role Benefits: Secondary role only determines the alternate or additional benefits you may gain from powers and items, as well as allow you access to feats, paragon paths and epic destinies that require that role.
- Foe's Folly (Defender) : You instead gain the Stalwart Defender power
Stalwart Defender | Defender Attack
You throw yourself in front of the attack, taking the hit for your comrade.
Immediate Interrupt | Personal
Trigger: An enemy subject to your defender aura makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
Effect: One ally who was the target of the attack and is adjacent to you gains a power bonus to defenses equal to your primary ability modifier until the start of your next turn. If the triggering attack still hits, you are hit instead of the ally.
After the attack resolves, slide the ally one square to a square adjacent to you, and shift one square into the square he was in before the slide.
- Sneaky Surprise (Striker) : Your Sneaky Surprise deals an additional die of damage (2d6 instead of 1d6, 3d6 instead of 2d6, 4d6 instead of 3d6)
- Control Zone (Controller) : Each creature adjacent to the zone is pulled up to two squares. Enemies who start their turn in the zone are slowed until the end of their turn.
- Life-Giving Word (Leader) : The target of your Life-Giving Word regains additional hit points equal to your primary ability modifier, and another ally in the burst regains hit points equal to your level.
Elemental Affinity: Choose up to two damage types, between the following:
Whenever you pick a power that has the implement keyword, you can choose to change the power's damage type to one of the damage types you have selected.
Special: The first time this has been determined in your character's life, you can only have it changed when you spend a retrain slot to do so.
Powers: you may choose two at-will attack powers, one encounter attack power, and one daily attack power at level one. In addition, you have a basic attack, as well as all the non-leveled skill powers.
Unless it is specified, you can only use one No Action power for each triggering action (so you cannot use all your weapon at-will, encounter and daily powers on a single attack).
Hiding Distraction | At-Will Utility
You create a diversion to hide from your enemies.
Encounter * Bluff
Standard Action * Ranged Sight
Special: This does not provoke opportunity attacks. In addition, during combat, you cannot use this power against the same creature more than once.
Target: At least one creature who can see or hear you.
Check: Charisma vs. Wisdom (Insight) +10
Success: You have superior concealment against the target, and can use the Evading Maneuver power against the target as a free action.
Monster Lore | At-Will Utility
You try to recall the strengths and weaknesses of your foe.
At-Will * Varies
No Action * Ranged Sight
Special: This does not provoke opportunity attacks
Target: One creature
Effect: If the target is Aberrant or Natural in origin, make a Wisdom check. Otherwise, make an Intelligence check. Use the following DC table, instead of the regular DC table:
Target DC - Type of information learned
15 - Name, Type, Keywords
20 - Powers
25 - Resistances and Vulnerabilities
+5 if the target is of paragon tier, +10 instead if the target is of epic tier.
Special: Use the following table to determine the power's keyword
Keyword - Target Origin
Arcana - Elemental, Fey, Shadow
Dungeoneering - Aberrant
Nature - Natural
Religion - Undead
Evading Maneuver | At-Will Utility
You become quiet and stealthy.
At-Will * Stealth
No Action * Ranged Sight
Target: Each creature you have superior cover or concealment against.
Special: This power can be used at the end of a move action, or at the end of any movement that is part of another action. In addition, this does not provoke opportunity attacks.
Check: Dexterity vs. Wisdom (Perception) +10
Success: You are Hidden from the target.
Failure: If you were previously Hidden from the target, the Hidden condition against the target ends.
Special: If you moved more than two squares, repeat the check at a -5 penalty. If your movement involves running, increase the penalty to -10.
Special: During the target's next turn, the target can make a Wisdom (Perception) check as a minor action to try and determine your location.
Hidden Condition: Until the Hidden condition ends, you are Invisible to creatures you are hidden from, and the target cannot determine your actions or position. When you make an attack, treat the target as if it has the Surprised condition, and the Hidden condition ends. Other actions, like talking louder than a whisper, can cause the Hidden condition to end.
Intimidate | At-Will Utility
You cause your foes to cower in fear and obey your next command.
Encounter * Intimidate
Standard Action * Ranged Sight
Special: This does not provoke opportunity attacks. In addition, during combat, you cannot use this power against the same creature more than once, and creatures immune to the Fear keyword cannot be affected by this power.
Target: At least one creature who can see or hear you.
Check: Charisma or Strength vs. Will. If the target is unfriendly, -5 to the check. If the target is hostile, increase the penalty to -10.
Success: The target takes one of the following actions as a free action:
- Reveal information
- Surrender (must be bloodied)
- Any action that you determine, if it is possible to do soSpecial: After the power is resolved, the target becomes hostile towards you.
- You gain utility powers at levels 2, 6, 10, 12, 16, 19, 22, 26 and 29.
- You gain an additional encounter attack power at levels 3, 7 and 11, and can replace one of your existing encounter attack powers at levels 13, 17, 21, 23 and 27.
- You gain an additional daily attack power at levels 5, 9, and 20, and can replace one of your daily attack powers at levels 15, 19, 25, and 29.
Feats: You gain 1 feat at level 1, with additional feats at levels 2, 4, 6, 8, 10, 11, 12, 14, 16, 18, 20, 21, 22, 24, 26, 28, and 30.
Equipment: You get a cloth armor and 100gp at level 1, which is an abstraction of the wealth a character has acquired throughout his or her lifetime before becoming an adventurer. At higher levels you instead gain three magical items - one is at most a level higher than you, another is at most the same level as you, and one is at most one level below you - and you gain the gp equivalent of one equipment that's one level lower than you.
I'm also thinking that, just like in GW4E, equipment would take on a more generic layout:
- Unarmed/improvised attacks (3/6 if ranged)
- Swift: +3 to hit, 1d4 damage
- Powerful: +2 to hit, 1d8 damage
- Light weapons (5/10 if ranged)
- One handed: +3 to hit, 1d8 damage (5 gp)
- Two handed: +2 to hit, 1d12 damage (15 gp)
- Heavy weapons (15/30 if ranged)
- One handed: +2 to hit, 1d10 damage (20 gp)
- Two handed: +2 to hit, 2d8 damage (30 gp)
- Light: +3 armor bonus to AC (20 gp)
- Heavy: +7 armor bonus to AC (45 gp)
- Shield: +1 shield bonus to AC and Reflex (5 gp)
EDIT: Magical equipment would have only two basic effects: crit dice size, and whatever special property they have. Plusses are removed and enchantments that are dependent on enhancement bonus will no longer scale (adjusted on a case-to-case basis).
"Class", "themes" and "power sources" would seem more fluff in this case if you ask me, and thus can be dropped mechanically