Dungeons and Dragons 4th Edition Players Gladiator School

Section One: Character Creation

General steps of character creation are found on page 14 of Players Handbook 1 (PH1). Below is a general summary of character creation and related information.

1. Choose Race

2. Choose Class

3. Determine Attribute Score

4. Choose Skill

5. Select Feat

6. Choose Power

7. Choose Equipment

8. Fill in Numbers

9. Roleplaying Character Details (Background/Alignment)

Character Creation Theory

Optimized-This creating a character that has his highest attribute score is in the primary attribute, the second highest is in the secondary, and the third highest is placed in the tertiary attribute. The class and race chosen also benefit or improve the primary and secondary attribute. With this method your primary attribute will be around a score of 20, secondary score around 14 or 16 and tertiary around 12. It is also beneficial for your primary attribute used in combat and your skill choice to be complementary.

Primary attribute is attribute used for attacking, secondary are for secondary actions example Cleric Healing Word (based of Wisdom) and Tertiary attribute is for the character class’ skills. Your primary attribute and tertiary attribute could be the same. For a true optimized attribute this normally the case in that type of build.

Character Concept-The attribute score are distributed based on the character’s background story, personality, or feature with little or no regard for the race and character class use of attributes.

Example is a human fighter that is very good looking and hit on the opposite sex would have a high charisma. High charisma does not help the fighter combat or skill ability.

Race (PH1 page 34-48, PH2 page 8-16, PH3 page 8-14)

Each race will improve 1 to 2 Attribute, receive 1 to 2 skill bonuses, receive 1-2 languages, and have character racial power.

Combat Roles/Class

Dungeons and Dragons 4th edition is a team focused game that is critical for all the members to work as a team in a skill challenge or combat. In combat there are 4 combat rolls. Referred to in Player’s Handbook One (PH1) as Character Role (page 15-16).

Striker-deal large amounts of damage to a single target but have lower defense.

PH1-Ranger, Rouge, Warlock/PH2-Avenger/Barbarian/SorcererPH3-Monk

Defender-Have high defense, but lower to hit and damage then a typical striker

PH1-Fighter, Paladin/PH2-Warden/PH3-Battlemind

Leader-The use powers to aid, inspire, and heal other members of the party.

PH1-Cleric, Warlord/PH2-Bard, Shaman/PH3-Ardent, Runeprist

Controller-They will deal damage to a larger number of enemies and can manipulate the battle field to the parties advantage.

PH1-Wizard/PH2-Druid, Invoker/PH3-Psion, Seeker

A balanced party has one Leader, one-two Defenders, one to two Strikers, and one Controller.

Attributes (PH1 page 16-17)

Strength-measure of physical power. Used for basic attack and damage.

Constitution-Measure of health, stamina, and focus. Affects hit points.

Dexterity-Measure of hand-eye coordination, agility, reflexes, balance

Intelligence-Measure of book smarts and formal education.

Wisdom-Measure of common scenes or street knowledge

Charisma-Measure of your personality, and looks.

Each character class will have its own primary attribute, secondary attribute, and tertiary attribute. Each class can be trained in 3-4 skill selected from the character classes skill list. A trained skill gets a +5 modifier to that skill.

To generate attribute scores methods are usually Method 1 or Method 2 on page 17 and 18. Method 2 uses 22 points to improve the attributes for your character. Typical Attribute arrangement using Method 2 can be found on page 18.

Skills (PH1 page 176-208)

Acrobatics-Dexterity

Arcana-Intelligence

Athletics-Strength

Bluff-Charisma

Diplomacy-Charisma

Dungeoneering-Wisdom

Endurance-Constitution

Heal-Wisdom

History-Intelligence

Insight-Wisdom

Intimidate-Charisma

Nature-Wisdom

Perception-Wisdom

Religion-Intelligence

Stealth-Dexterity

Streetwise-Charisma

Thievery-Dexterity

Skill bonus is equal to attribute modifier + 1/2 level + [trained (+5) or untrained (+0)] + race modifier.

Feats (PH1 page 190-208, PH2 page 184-196, PH3 page 177-193)

Are nature advantages or enhances to your characters abilities, skills, defenses, combat, excreta.

Most class get one feat, humans get 2 feats and you get a new feat every even level.

Skill Powers (PH3 page 164-176)

These are utility powers that can be taken for each trained skill a character has. They can be taken at character level 2, 6, and 10.

Power Source

Each class above also have what is called a power source. This is a general description of how the character gets access to their At-Will Power, Encounter Power, and Daily Power. Power source is more for role playing or flavor feel of a class’s combat style. Power Sources are powers used in combat.

PH1 powers sources are:

Martial-weapon or strength user that do not use magic. POWER FROM MY WEAPON TRAINING

Divine-Religious power source. POWER FROM THE GODS.

Arcane-Magic user power source. POWER FROM MY MAGIC KNOWLEDGE.

PH2 power sources are:

Divine- Religious power source. POWER FROM THE GODS.

Primal-Nature power source. POWER FROM MY STRENGTH.

Arcane-Magic user power source. POWER FROM MY MAGIC KNOWLEDGE.

PH3 power sources are:

Psionic-Mental power source. POWER FROM MY MIND.

Divine-Religious power source. POWER FROM THE GODS.

Primal-Nature power source. POWER FROM MY STRENGTH.

Powers

At-Will-this can be used an unlimited amount of times in combat. This type of power is usually used once per round unless another power, ability, or action point allow you to use this power again in the same round.

Encounter-this power can only be used once in combat. Need a short rest to rest. Short rest is a five minute breather.

Daily-this can only be used once per day. Need an extended rest to rest. An extended rest is a 6 hour rest.

Recommend Chapters to Read for Character Creation in PH1

Chapter 2: Making Characters

Chapter 3: Character Races

Chapter 4: Character Classes

Chapter5: Skills

Chapter 6: Feats

Chapter 7: Equipment

Other Player Handbooks, Power Books, and Adventure Vaults give you more options of Race, Class, Feat, and Equipment that can be used for character creation.

Section Two: Combat (PH1 page 264-295)

Each class has different powers, feats, and skills to choose from. Each class will use a primary attribute to attack with the various powers. Example Fighters use Strength to attack with their associated list of powers.

Initiative

Highest goes first. Initiative is your Dexterity modifier + 1/2 level + Miscellaneous Bonus

Actions Types

During your round you are allowed to perform a move action, standard action, minor action or Free action. You are limited to one standard action per round. You may use two move action or trade one move action for a standard action. You may trade your move action and/or standard action to perform a maximum of three minor actions. You can not do two move actions and a standard action per round.

An attack is considered a standard Action.

Other actions that are triggered by other creature’s actions are Opportunity Attacks and Immediate Action.

Immediate Action (PH1 page 268): are Immediate Interrupt and Immediate Reaction. Interrupt occurs before the triggering action finish. Reaction occurs after the trigger action is resolved. Many powers are Immediate Action.

Attacks

Base Attack: Is attribute Modifier + 1/2 level + weapon proficiency.

Basic Melee Attack: Is Strength modifier +1/2 level + weapon proficiency to attack. Damage is 1 weapon damage + Strength modifier.

Basic Range Attack: Is Dexterity modifier + 1/2 level + weapon proficiency to attack

Charge Attack: Is a Basic Melee Attack at the end of a move action. Need a minimum of two squares, can charge through difficult terrain and friendly squares. Do not have to move in a strait line except your last two squares. A charge always end your turn even if you have not used all of your available actions.

Area Attack: Any area attack is an attack that has an area of effect. The attack targets all enemies or creatures in the area depending on the keywords associated with the power used. Area attack has many attack rolls but one damage roll.

Close Attack: Is a type of area affect that does not trigger an Attack of Opportunity if an enemy is next to the creature casting the Close Attack.

Blast: Is an area attack that fills an area adjacent to the caster with a specific number of squares out. Blast 3 creates a 3 by 3 square.

Burst: Is an area attack that fills an area starting at the target square and spreads out in equal distant from the target square. A burst attack is usually a range attack that have a set range. Example is Fire Ball range 10 Burst 3. This means pick a square within 10 squares of the caster then expands three squares from the target square in each direction.

Opportunity Attack (PH1 page 290): Is when creature takes an action that lowers their defense called a trigger. Creatures can only take one opportunity attack per trigger. An opportunity attack interrupts the triggering action.

Defenses (PH1 page 275)

All defenses start at 10 + 1/2 level

Armor Class (AC)-is the armor bonus and shield bonus you carry. If you have light or no armor you can also add Dexterity or Intelligence Modifier.

Fortitude-Strength or Constitution modifier

Reflex-Dexterity or Intelligence modifier

Will-Wisdom or Charisma modifier

Each attack will target one defense. If the attack is equal to or higher then the defense it hits. If the attack is lower than the defense it misses.

Damage

weapon damage is expressed as #[w] the # is the number of damage dice you roll and the [w] is the type of damage dice you roll. Short sword is 1d6 so 1[w] is 1d6. 2[w] would be 2d6.

Conditions are penalties that affect your character. Blind, Dazed, Deafened, Dominated, Dying, Helpless, Immobilized, Marked, Petrified, Prone, Restrained, Slowed, Stunned, Surprised, Unconscious, Weakened. Insubstantial/Invisible are bonus conditions that affect combat. See page 277 and 281 for details.

Details of each condition is found on page 277 of PH1.

Ongoing Damage-a type of damage that a creature takes at the start of their turn. Many ongoing damage can only end after a successful save roll.

Attack Modifiers (PH1 pages 279-281)

Attacker Combat advantage-(Flanking) +2

Attacker Prone -2

Attacker restrained -2

Target has cover -2

Target has superior cover -5

Target has concealment -2

Target has total concealment -5

Long Range -2

Charge Attack +1

Target is Prone (range attack) -2

Friendlies do not provide enemies cover.

Move Action

Each race has a different speed rate. Heavy armor can reduce a creatures speed rate.

Diagonal square are considered 1 move.

Difficult square cost and 2 move rates to enter

Falling 1d10 damage per 10 feet for fall. Acrobatics can reduce damage by roll 1d20 + acrobatic skill modifier/2.

Can not cross a square occupied by an enemy but can cross a square occupied by friendly.

Pull-forced movement toward the source of the forced move

Push-forced move away from the source of the forced move

Slide-forced move with no restriction.

Forced move off an edge gets a save roll 1-10 fall off 11-20 person fall prone on the edge.

Teleport-type of move that disappears then reappears in a different square.

Run-Running adds two to your base move but also grants combat advantage. Also take a -5 penalty to attack rolls.

Minor Action

Draw a weapon or object in easy location as part of a move action, drink a potion,

Other Actions (PH1 page 286-291)

Aid Others-Standard Action-This an attack roll with a DC 10. If successful you can add +2 to attack or defense of an ally based with the same enemy until the end of your next turn

Bull Rush-Standard Action-Strength attack verses Fortitude. Success push the target one square into open square.

Coup De Grace-Standard Action-With a successful attack it is considered a critical roll. Can only be performed on creatures that are considered helpless

Crawl-Move Action-move half your speed.

Delay-Free Action-Forfeit your initiative to take an action latter in the round.

Escape-Move Action-When grabbed it is Acrobatics verse Reflex or Athletics verse Fortitude. Success break the grab.

Grab-Standard Action-Strength attack verses Reflex. You can sustain as a minor action. Target is considered immobilized.

Ready an Action-Standard Action-Declare and action that occurs after a triggering affect this is an immediate reaction. An example of ready action is perform a daily attack (Name the Power) if creature enters melee range.

Second Wind-Standard Action-Spend a healing surge to heal your surge value. You receive +2 bonus to your defenses until the end of your next turn. This is an encounter ability.

Shift-Move Action-move 1 square. Do not trigger opportunity attack. Can not shift in difficult terrain.

Squeeze-Enter a area that is on size smaller then the creatures size. Can move 1/2 your speed, -5 to attack rolls, grant combat advantage.

Stand Up-Move Action-Takes one move action to stand up.

Total Defense-Standard Action-Perform no attacks, +2 bonus to all defenses.

A list of standard, move, minor, and free action are found on page 289 of PH1.

Action Point

Start with one action point and get an additional action point at the end of the second milestone. You can use one action point per combat. Action point allows you to take on additional action of any type.

Death/Dying

When hit points equal 0 of lower you are unconscious and considered dying. When dying you must make a death save roll 1-9 one step closer to death 10-19 no change, 20 spend a surge and wake up.

When your negative hit points equal your blood value you die out right.

If you receive healing or spend a surge your hit points return to 0 then you receive the healing.

Heal cheek DC 10 can triggers someones second wind if they have not used their second wind earlier in combat.

Heal cheek DC 15 to stabilize a dying alley. They stop dying but are still unconscious.

Recommend Chapters on Combat to read in PH1

Chapter 8: Adventuring

Chapter 9: Combat

Section Three: Character Advancement

Increase HP, defense, and skills according to character class, and choose power or feats per for the appropriate level. The advancement table is found on page XXX in PH1.

If new level is even increase attack modifier, skills, and defense by 1.

Section Four: Skill Challenges

Will require characters to use skills to solve a problem, get out of situations, find clues, etc. based on the story being told by the DM.

A skill challenge is guided by the DM and rest in the person do a skill cheek.