Dentarthur
2008-09-16, 02:29 PM
After deciding it would be hella fun to play a Belkar-esque character in my current (4e) campaign, I started wondering what the Order's character sheets would look like if they had converted to the new edition. I present here my attempt to convert, or at least re-imagine, our beloved heroes into the new system.
I've decided to make everyone 12th level; they're probably all 13-14 at the moment, but I think 12 is a good stopping point since you get a feat and 2/3rds of your paragon features and powers there. I originally tried to stick with the point-buy method, but I've changed it up to match what we know about everyone's attributes. For clarity, I've listed starting stats and applicable bonuses, the last of which is the bonus from leveling (+1 to everything once, +1 to two stats twice).
Keep in mind that this is just for fun, not a serious, definitive attempt to convert the Order to a new edition. Feel free by all means to toss in your own suggestions and/or whole new statblocks. And please, by Thor's hammer, leave discussions of the system itself out of this.
EDIT: Elan is now a multiclass Warlord/Rogue, V is now an Elf, and I've changed a few characters' skills. Put Roy in scale armor instead of plate.
:roy: Roy Greenhilt
Roy translated quite well as a Great Weapon Fighter. Since Roy always seems to run straight up to the badguys and smack away, I mostly picked all the powers that deal the most damage. His attributes may be a bit low overall, but I tried to stick with the idea that he doesn't really have a weak attribute, except maybe Dex.
Human Fighter 12, Lawful Good
Str 21 (16 +2 racial +3)
Con 16 (13 +3)
Dex 11 (10 +1)
Int 16 (15 +1)
Wis 16 (15 +1)
Cha 14 (13 +1)
HP 107
AC 24 (10 +7 armor +1 feat +6 for half level)
Fort 26 (10 +2 class +1 race +2 feat +5 Str +6)
Refl 19 (10 +1 race +2 Int +6)
Will 20 (10 +1 race +3 Wis +6)
Human racial features: Bonus power, feat, and skill; +1 defenses
Fighter class features: Combat Challenge, Combat Superiority, Weapon Talent (2-handed)
Swordmaster paragon path features: Steel Defense Action, Steel Grace
Trained Skills: Athletics, Endurance, Intimidate, Streetwise
Feats: Toughness, Durable, Power Attack, Powerful Charge, Weapon Focus (heavy blade), Armor Specialization (Scale)*, Great Fortitude*, Heavy Blade Opportunity*
At-Will: Cleave, Reaping Strike, Sure Strike
Encounter: Steel Serpent Strike, Dance of Steel, Reckless Strike, Precision Cut
Daily: Brute Strike, Rain of Steel, Thicket of Blades
Utility: Unstoppable, Unbreakable, Into the Fray, Fantastic Flourish
:belkar: Belkar Bitterleaf
The way I see it, the 4e Ranger class is an even better fit for the Belkster than the 3.5 Ranger. There are no spells, no pretense of being a tree-hugging woodsman, no Animal Empathy, no animal companion -- pretty much none of the class features that Belkar didn't bother using anyway. There is even a paragon path that roughly emulates his Barbarian class level, complete with the Rage-like "Throw Caution to the Wind" power.
Halfling Ranger 12, Chaotic Evil
Str 21 (18 +3)
Con 15 (13 +2)
Dex 17 (13 +2 racial +2)
Int 7 (6 +1)
Wis 8 (7 +1)
Cha 8 (5 +2 racial +1)
HP 92
AC 21 (10 +2 armor +3 Dex +6)
Fort 22 (10 +1 class +5 Str +6)
Refl 20 (10 +1 class +3 Dex +6)
Will 15 (10 -1 Wis +6)
Halfling racial features: Bold, Nimble Reaction, Second Chance encounter power
Ranger class features: Two-Blade fighting style, Hunter's Quarry 2d6, Prime shot
Stormwarden paragon path features: Blade Storm, Stormstep Action
Trained Skills: Acrobatics, Athletics, Dungeoneering, Endurance, Stealth
Feats: Toughness (class feature), Two-Weapon Fighting, Durable, Escape Artist, Blade Opportunist, Far Throw, Lethal Hunter, Evasion*
At-Will: Nimble Strike, Twin Strike
Encounter: Second Chance, Dire Wolverine Strike, Tundertusk Boar Strike, Claws of the Griffon, Clearing the Ground
Daily: Jaws of the Wolf, Two-Wolf Pounce, Swirling Leaves of Steel
Utility: Unbalancing Parry, Expeditious Stride, Undaunted Stride, Throw Caution to the Wind
:durkon: Durkon Thundershield
Durkon's conversion was pretty straightforward, though he doesn't have access to his signature Righteous Might, and of course domains are missing entirely. Also, he had to burn two feats to get into full plate comfortably. However, there are a few thunder-based powers, perfect for a cleric of Thor.
I'm assuming a new version of Thor's Lightning will be homebrewed in as the Channel Divinity feat for worshippers of Thor.
Dwarf Cleric 12, Lawful Good
Str 19 (16 +3)
Con 16 (13 +2 racial +1)
Dex 13 (12 +1)
Int 13 (12 +1)
Wis 19 (14 +2 racial +3)
Cha 10 (9 +1)
HP 83
AC 24 (10 +8 armor +6)
Fort 20 (10 +4 Str +6)
Refl 17 (10 +1 Dex +6)
Will 22 (10 +2 class +4 Wis +6)
Dwarf racial features: Cast-Iron Stomach, Dwarven Resilience, Encumbered Speed, Stand Your Ground
Cleric class features: Channel Divinity, Healer's Lore, Healing Word, Ritual Casting
Warpriest paragon path features: Extra Damage Action, Warpriest's Strategy, Warpriest's Training
Trained Skills: Arcana, Heal, Insight, Religion
Feats: Ritual Caster (class feature), Armor Proficiency (Scale), Armor Proficiency (Plate), Thor's Lightning (channel divinity feat), Dodge Giants, Dwarven Weapon Training, Raging Storm, Resounding Thunder*
At-Will: Priest's Shield, Righteous Brand
Encounter: Channel Divinity, Healing Word, Wrathful Thunder, Split the Sky, Strengthen the Faithful, Battle Cry
Daily: Beacon of Hope, Weapon of the Gods, Divine Power
Utility: Cure Light Wounds, Cure Serious Wounds, Shielding Word, Battle Favor
Rituals: Gentle Repose, Water Walk, Cure Disease, Raise Dead, probably a few more
:elan: Elan
The only thing that approximates a Bard's morale-boosting powers is the Warlord with his inspiring abilities. There are several big problems with this, chiefly that Warlords don't sing or play, that they are painted as hardened warriors rather than entertainers, and that they depend on Strength for all their powers. We'll have to wait for the Bard class to come out in the PHB II or III before we can get a real 4e version of Elan; until then, here's a distant approximation of his abilities expressed as a Warlord class. Just imagine that his inspiring powers are based on musical performance rather than combat prowess.
Human Warlord 12, Good
Str 11 (10 +1)
Con 12 (11 +1)
Dex 17 (14 +3)
Int 9 (8 +1)
Wis 9 (8 +1)
Cha 23 (18 +2 racial +3)
HP 79
AC 22 (10 +6 armor +6)
Fort 19 (10 +1 race +1 class +1 Con +6)
Refl 20 (10 +1 race +3 Dex +6)
Will 24 (10 +1 race +1 class +6 Cha +6)
Human racial features: Bonus power, feat, and skill; +1 defenses
Warlord class features: Combat Leader, Inspiring Presence, Inspiring Word 2/encounter power
Multiclass Rogue features: Thievery training, Sneak Attack 2d6 1/encounter
Trained Skills: Athletics, Bluff, Diplomacy, Endurance, History, Thievery
Feats: Weapon Proficiency (Rapier), Weapon Focus (Rapier), Sneak of Shadows, Novice Power, Acolyte Power, Adept Power, Nimble Blade, Combat Commander*
At-Will: Sly Flourish (R), Viper's Strike, Wolf Pack Tactics
Encounter: Positioning Strike (R), Warlord's Strike, Surround Foe, Rogue's Luck (R)
Daily: Lead the Attack, Clever Riposte (R), White Raven Strike
Utility: Master of Deceit (R), Quick Step, Defensive Rally, Mob Mentality (R)
(R) denotes a Rogue power
:haley: Haley Starshine
Haley's Sneak Attack has been badly nerfed in 4e, especially considering that she can no longer use it with her signature longbow. Also, most of the Rogue powers require that you wield a crossbow, light blade, or sling. I'm just going to handwave all this by hoping the "DM" will allow sneak attacks and rogue powers to be used with the bow via house-rule, as part of the 4e conversion. Or maybe 4e Haley will just have to use a crossbow.
Human Rogue 12, Good
Str 12 (11 +1)
Con 14 (13 +1)
Dex 21 (16 +2 racial +3)
Int 13 (12 +1)
Wis 12 (11 +1)
Cha 16 (13 +3)
HP 81
AC 20 (10 +2 armor +2 Dex +6)
Fort 19 (10 +1 race +2 Con +6)
Refl 26 (10 +1 race +2 class +2 feat +5 Dex +6)
Will 20 (10 +1 race +3 Cha +6)
Human racial features: Bonus power, feat, and skill; +1 defenses
Rogue class features: First Strike, Artful Dodger, Rogue Weapon Talent, Sneak Attack 3d6
Master Infiltrator paragon path features: Infiltrator's Action, Skillful Infiltrator
Trained Skills: Acrobatics, Bluff, Insight, Perception, Stealth, Streetwise, Thievery
Feats: Weapon Proficiency (Longbow), Weapon Focus (Bow), Backstabber, Skill Focus (Bluff), Skill Focus (Thievery), Defensive Mobility, Evasion*, Lightning Reflexes*
At-Will: Deft Strike, Piercing Strike, Sly Flourish
Encounter: Dazing Strike, Trickster's Blade (despite the name, it allows crossbow/sling), Rogue's Luck, Distracting Wound
Daily: Blinding Barrage, Walking Wounded, Knockout
Utility: Tumble, Ignoble Escape, Certain Freedom, Impossible to Catch
:vaarsuvius: Vaarsuvius
I originally went with the Wand of Accuracy implement for V since he's an attack wizard. However, she's never used a wand, and as pointed out below he probably uses a staff occasionally. Her Con as presented here is thus a bit higher than it probably is in the strip, just so he can use the Staff of Defense ability properly.
I originally made 4e V an Eladrin rather than an Elf simply because it makes more sense for an arcane caster. However, evidence from the books suggests that he really is an Elf. That's too bad; she'd look SO COOL with solid, glowing purple eyes.
Elf Wizard 12, Unaligned
Str 9 (8 +1)
Con 14 (11 +3)
Dex 13 (10 +2 racial +1)
Int 23 (18 +3)
Wis 13 (10 +2 racial +1)
Cha 8 (7 +1)
HP 66
AC 18 (10 +1 Dex +1 class +6)
Fort 18 (10 +2 Con +6)
Refl 22 (10 +6 Int +6)
Will 21 (10 +2 class +2 feat +1 Wis +6)
Elf racial features: Longbow/Shortbow proficiency, Fey Origin, Group Awareness, Wild Step, Elven Accuracy
Wizard class features: Implement Mastery (Staff of Defense), Ritual Casting, Cantrips
Spellstorm Mage paragon path features: Extra Damage Action, Storm Spell
Trained Skills: Arcana, History, Insight
Feats: Ritual Caster (class feature), Alertness, Expanded Spellbook, Linguist, Skill Focus (Arcana), Iron Will*, Inescapable Force*, Lasting Frost*
At-Will: Ghost Sound, Light, Mage Hand, Prestidigitation, Magic Missile, Ray of Frost
Encounter: Elven Accuracy, Force Orb, Fire Shroud, Lightning Bolt, Storm Cage
Daily (3 prepared): Acid Arrow, Flaming Sphere, Sleep, Bigby's Icy Grasp, Fireball, Stinking Cloud, Ice Storm, Lightning Serpent, Wall of Fire
Utility (3 plus Sudden Storm prepared): Expeditious Retreat, Feather Fall, Dispel Magic, Invisibility, Blur, Resistance, Sudden Storm
Rituals: Animal Messenger, Comprehend Language, Silence, Endure Elements, Eye of Alarm, Wizard's Sight, Detect Object (and probably many more)
*Paragon tier feat, some of which were gained by retraining at 11th or 12th level.
I've decided to make everyone 12th level; they're probably all 13-14 at the moment, but I think 12 is a good stopping point since you get a feat and 2/3rds of your paragon features and powers there. I originally tried to stick with the point-buy method, but I've changed it up to match what we know about everyone's attributes. For clarity, I've listed starting stats and applicable bonuses, the last of which is the bonus from leveling (+1 to everything once, +1 to two stats twice).
Keep in mind that this is just for fun, not a serious, definitive attempt to convert the Order to a new edition. Feel free by all means to toss in your own suggestions and/or whole new statblocks. And please, by Thor's hammer, leave discussions of the system itself out of this.
EDIT: Elan is now a multiclass Warlord/Rogue, V is now an Elf, and I've changed a few characters' skills. Put Roy in scale armor instead of plate.
:roy: Roy Greenhilt
Roy translated quite well as a Great Weapon Fighter. Since Roy always seems to run straight up to the badguys and smack away, I mostly picked all the powers that deal the most damage. His attributes may be a bit low overall, but I tried to stick with the idea that he doesn't really have a weak attribute, except maybe Dex.
Human Fighter 12, Lawful Good
Str 21 (16 +2 racial +3)
Con 16 (13 +3)
Dex 11 (10 +1)
Int 16 (15 +1)
Wis 16 (15 +1)
Cha 14 (13 +1)
HP 107
AC 24 (10 +7 armor +1 feat +6 for half level)
Fort 26 (10 +2 class +1 race +2 feat +5 Str +6)
Refl 19 (10 +1 race +2 Int +6)
Will 20 (10 +1 race +3 Wis +6)
Human racial features: Bonus power, feat, and skill; +1 defenses
Fighter class features: Combat Challenge, Combat Superiority, Weapon Talent (2-handed)
Swordmaster paragon path features: Steel Defense Action, Steel Grace
Trained Skills: Athletics, Endurance, Intimidate, Streetwise
Feats: Toughness, Durable, Power Attack, Powerful Charge, Weapon Focus (heavy blade), Armor Specialization (Scale)*, Great Fortitude*, Heavy Blade Opportunity*
At-Will: Cleave, Reaping Strike, Sure Strike
Encounter: Steel Serpent Strike, Dance of Steel, Reckless Strike, Precision Cut
Daily: Brute Strike, Rain of Steel, Thicket of Blades
Utility: Unstoppable, Unbreakable, Into the Fray, Fantastic Flourish
:belkar: Belkar Bitterleaf
The way I see it, the 4e Ranger class is an even better fit for the Belkster than the 3.5 Ranger. There are no spells, no pretense of being a tree-hugging woodsman, no Animal Empathy, no animal companion -- pretty much none of the class features that Belkar didn't bother using anyway. There is even a paragon path that roughly emulates his Barbarian class level, complete with the Rage-like "Throw Caution to the Wind" power.
Halfling Ranger 12, Chaotic Evil
Str 21 (18 +3)
Con 15 (13 +2)
Dex 17 (13 +2 racial +2)
Int 7 (6 +1)
Wis 8 (7 +1)
Cha 8 (5 +2 racial +1)
HP 92
AC 21 (10 +2 armor +3 Dex +6)
Fort 22 (10 +1 class +5 Str +6)
Refl 20 (10 +1 class +3 Dex +6)
Will 15 (10 -1 Wis +6)
Halfling racial features: Bold, Nimble Reaction, Second Chance encounter power
Ranger class features: Two-Blade fighting style, Hunter's Quarry 2d6, Prime shot
Stormwarden paragon path features: Blade Storm, Stormstep Action
Trained Skills: Acrobatics, Athletics, Dungeoneering, Endurance, Stealth
Feats: Toughness (class feature), Two-Weapon Fighting, Durable, Escape Artist, Blade Opportunist, Far Throw, Lethal Hunter, Evasion*
At-Will: Nimble Strike, Twin Strike
Encounter: Second Chance, Dire Wolverine Strike, Tundertusk Boar Strike, Claws of the Griffon, Clearing the Ground
Daily: Jaws of the Wolf, Two-Wolf Pounce, Swirling Leaves of Steel
Utility: Unbalancing Parry, Expeditious Stride, Undaunted Stride, Throw Caution to the Wind
:durkon: Durkon Thundershield
Durkon's conversion was pretty straightforward, though he doesn't have access to his signature Righteous Might, and of course domains are missing entirely. Also, he had to burn two feats to get into full plate comfortably. However, there are a few thunder-based powers, perfect for a cleric of Thor.
I'm assuming a new version of Thor's Lightning will be homebrewed in as the Channel Divinity feat for worshippers of Thor.
Dwarf Cleric 12, Lawful Good
Str 19 (16 +3)
Con 16 (13 +2 racial +1)
Dex 13 (12 +1)
Int 13 (12 +1)
Wis 19 (14 +2 racial +3)
Cha 10 (9 +1)
HP 83
AC 24 (10 +8 armor +6)
Fort 20 (10 +4 Str +6)
Refl 17 (10 +1 Dex +6)
Will 22 (10 +2 class +4 Wis +6)
Dwarf racial features: Cast-Iron Stomach, Dwarven Resilience, Encumbered Speed, Stand Your Ground
Cleric class features: Channel Divinity, Healer's Lore, Healing Word, Ritual Casting
Warpriest paragon path features: Extra Damage Action, Warpriest's Strategy, Warpriest's Training
Trained Skills: Arcana, Heal, Insight, Religion
Feats: Ritual Caster (class feature), Armor Proficiency (Scale), Armor Proficiency (Plate), Thor's Lightning (channel divinity feat), Dodge Giants, Dwarven Weapon Training, Raging Storm, Resounding Thunder*
At-Will: Priest's Shield, Righteous Brand
Encounter: Channel Divinity, Healing Word, Wrathful Thunder, Split the Sky, Strengthen the Faithful, Battle Cry
Daily: Beacon of Hope, Weapon of the Gods, Divine Power
Utility: Cure Light Wounds, Cure Serious Wounds, Shielding Word, Battle Favor
Rituals: Gentle Repose, Water Walk, Cure Disease, Raise Dead, probably a few more
:elan: Elan
The only thing that approximates a Bard's morale-boosting powers is the Warlord with his inspiring abilities. There are several big problems with this, chiefly that Warlords don't sing or play, that they are painted as hardened warriors rather than entertainers, and that they depend on Strength for all their powers. We'll have to wait for the Bard class to come out in the PHB II or III before we can get a real 4e version of Elan; until then, here's a distant approximation of his abilities expressed as a Warlord class. Just imagine that his inspiring powers are based on musical performance rather than combat prowess.
Human Warlord 12, Good
Str 11 (10 +1)
Con 12 (11 +1)
Dex 17 (14 +3)
Int 9 (8 +1)
Wis 9 (8 +1)
Cha 23 (18 +2 racial +3)
HP 79
AC 22 (10 +6 armor +6)
Fort 19 (10 +1 race +1 class +1 Con +6)
Refl 20 (10 +1 race +3 Dex +6)
Will 24 (10 +1 race +1 class +6 Cha +6)
Human racial features: Bonus power, feat, and skill; +1 defenses
Warlord class features: Combat Leader, Inspiring Presence, Inspiring Word 2/encounter power
Multiclass Rogue features: Thievery training, Sneak Attack 2d6 1/encounter
Trained Skills: Athletics, Bluff, Diplomacy, Endurance, History, Thievery
Feats: Weapon Proficiency (Rapier), Weapon Focus (Rapier), Sneak of Shadows, Novice Power, Acolyte Power, Adept Power, Nimble Blade, Combat Commander*
At-Will: Sly Flourish (R), Viper's Strike, Wolf Pack Tactics
Encounter: Positioning Strike (R), Warlord's Strike, Surround Foe, Rogue's Luck (R)
Daily: Lead the Attack, Clever Riposte (R), White Raven Strike
Utility: Master of Deceit (R), Quick Step, Defensive Rally, Mob Mentality (R)
(R) denotes a Rogue power
:haley: Haley Starshine
Haley's Sneak Attack has been badly nerfed in 4e, especially considering that she can no longer use it with her signature longbow. Also, most of the Rogue powers require that you wield a crossbow, light blade, or sling. I'm just going to handwave all this by hoping the "DM" will allow sneak attacks and rogue powers to be used with the bow via house-rule, as part of the 4e conversion. Or maybe 4e Haley will just have to use a crossbow.
Human Rogue 12, Good
Str 12 (11 +1)
Con 14 (13 +1)
Dex 21 (16 +2 racial +3)
Int 13 (12 +1)
Wis 12 (11 +1)
Cha 16 (13 +3)
HP 81
AC 20 (10 +2 armor +2 Dex +6)
Fort 19 (10 +1 race +2 Con +6)
Refl 26 (10 +1 race +2 class +2 feat +5 Dex +6)
Will 20 (10 +1 race +3 Cha +6)
Human racial features: Bonus power, feat, and skill; +1 defenses
Rogue class features: First Strike, Artful Dodger, Rogue Weapon Talent, Sneak Attack 3d6
Master Infiltrator paragon path features: Infiltrator's Action, Skillful Infiltrator
Trained Skills: Acrobatics, Bluff, Insight, Perception, Stealth, Streetwise, Thievery
Feats: Weapon Proficiency (Longbow), Weapon Focus (Bow), Backstabber, Skill Focus (Bluff), Skill Focus (Thievery), Defensive Mobility, Evasion*, Lightning Reflexes*
At-Will: Deft Strike, Piercing Strike, Sly Flourish
Encounter: Dazing Strike, Trickster's Blade (despite the name, it allows crossbow/sling), Rogue's Luck, Distracting Wound
Daily: Blinding Barrage, Walking Wounded, Knockout
Utility: Tumble, Ignoble Escape, Certain Freedom, Impossible to Catch
:vaarsuvius: Vaarsuvius
I originally went with the Wand of Accuracy implement for V since he's an attack wizard. However, she's never used a wand, and as pointed out below he probably uses a staff occasionally. Her Con as presented here is thus a bit higher than it probably is in the strip, just so he can use the Staff of Defense ability properly.
I originally made 4e V an Eladrin rather than an Elf simply because it makes more sense for an arcane caster. However, evidence from the books suggests that he really is an Elf. That's too bad; she'd look SO COOL with solid, glowing purple eyes.
Elf Wizard 12, Unaligned
Str 9 (8 +1)
Con 14 (11 +3)
Dex 13 (10 +2 racial +1)
Int 23 (18 +3)
Wis 13 (10 +2 racial +1)
Cha 8 (7 +1)
HP 66
AC 18 (10 +1 Dex +1 class +6)
Fort 18 (10 +2 Con +6)
Refl 22 (10 +6 Int +6)
Will 21 (10 +2 class +2 feat +1 Wis +6)
Elf racial features: Longbow/Shortbow proficiency, Fey Origin, Group Awareness, Wild Step, Elven Accuracy
Wizard class features: Implement Mastery (Staff of Defense), Ritual Casting, Cantrips
Spellstorm Mage paragon path features: Extra Damage Action, Storm Spell
Trained Skills: Arcana, History, Insight
Feats: Ritual Caster (class feature), Alertness, Expanded Spellbook, Linguist, Skill Focus (Arcana), Iron Will*, Inescapable Force*, Lasting Frost*
At-Will: Ghost Sound, Light, Mage Hand, Prestidigitation, Magic Missile, Ray of Frost
Encounter: Elven Accuracy, Force Orb, Fire Shroud, Lightning Bolt, Storm Cage
Daily (3 prepared): Acid Arrow, Flaming Sphere, Sleep, Bigby's Icy Grasp, Fireball, Stinking Cloud, Ice Storm, Lightning Serpent, Wall of Fire
Utility (3 plus Sudden Storm prepared): Expeditious Retreat, Feather Fall, Dispel Magic, Invisibility, Blur, Resistance, Sudden Storm
Rituals: Animal Messenger, Comprehend Language, Silence, Endure Elements, Eye of Alarm, Wizard's Sight, Detect Object (and probably many more)
*Paragon tier feat, some of which were gained by retraining at 11th or 12th level.