Pathguy’s Javascript Character Generator

I’ve begun playing with 4e character generators.  Yes, Wizards have their own generator, but I’m more interested in independent approaches to the problem.  I had a lot of fun working with PCGen to generate 3.5 characters (heck, I still use it!), which generates some great PDF character sheets that print nicely.  I’m hoping to find a 4e equivalent to PCGen.  Know of any decent generators?  If so, send them in to CCB!

In my quest to find a decent 4e character generator, I’ve started surveying the online scene (though I would prefer a stand-alone, cross-platform application).  The first link that I followed took me to Pathguy’s Javascript Character Generator, which presents itself in a large, single page and uses Javascript to drive the process.  This site has some nice features, notably the error-checking.  However, navigating through the large, single page (it would be better to only be presented with the choices available to you at each stage of the process) is a bit clunky.  In the end, though, you do get a usable character sheet.  I’ve attached it here (untouched from its output — note the multiple fonts and the check boxes to track remaining powers).

Srylyn Huertyl

Female Eladrin Warlord
Level 5
Good

Strength 18 (+4)
Constitution 13 (+1)
Dexterity 13 (+1)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 20 (+5)
Height: 5′ 8″
Weight: 170 lb
Skin: Tan
Eyes: Hazel
Hair: Silver Wavy

Maximum Hit Points: 45

      Bloodied: 22
      Surge Value: 11
      Surges / Day: 8 [includes constitution modifier]

Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Low-light

Initiative: 1d20 +3 = 2 [half level] + 1 [dexterity]
Base Strength Attack: 1d20 +4 = + 2 [half level] + 4 [strength] – 2 [wrong armor]
Base Dexterity Attack: 1d20 +1 = + 2 [half level] + 1 [dexterity] – 2 [wrong armor]
Base Constitution Attack: 1d20 +1 = + 2 [half level] + 1 [constitution] – 2 [wrong armor]
Base Intelligence Attack: 1d20 +1 = + 2 [half level] + 1 [intelligence] – 2 [wrong armor]
Base Wisdom Attack: 1d20 +1 = + 2 [half level] + 1 [wisdom] – 2 [wrong armor]
Base Charisma Attack: 1d20 +5 = + 2 [half level] + 5 [charisma] – 2 [wrong armor]
Armor Class: 21 = 10 + 2 [half level] + 7 [Scale] + 2 [if carrying heavy shield]
Fortitude Defense: 17 = 10 + 2 [half level] + 1 [warlord] + 4 [strength]
Reflex Defense: 13 = 10 + 2 [half level] + 1 [dexterity] + 2 [if carrying heavy shield] – 2 [wrong armor]
Will Defense: 19 = 10 + 2 [half level] + 1 [Eladrin] + 1 [warlord] + 5 [charisma]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 5 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +1 on all defenses. These bonuses do not stack with magic items.

Armor: Scale (45 lb)

Shield: Large (15 lb)

Attacks:

      Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+4 [strength bonus]
      Longsword

v

      : +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d8+4 [strength bonus] 4 lb (Heavy blade) versatile
      Sling: +3 vs AC [+1 dexterity attack] [+2 proficiency];damage 1[W]=1d6+1 [dexterity bonus] range 10/20 0 lb (Sling) Load free
      Direct the Strike [special]
      Intuitive Strike +4

w

      [base strength attack] vs will
      Guarding Attack +4

w

      [base strength attack] vs AC
      Lead the Attack +4

w

      [base strength attack] vs AC
      Warlord’s Strike +4

w

      [base strength attack] vs AC
      Stand the Fallen +4

w

      [base strength attack] vs AC

v

      Versatile weapon. Add +1 to damage if using two-handed.

w

    Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
180 lb.
360 lb.
900 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.
Languages: Common; Elven;

Rituals Known:

Skills:

Acrobatics: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield]
Arcana: +5 = 1 [intelligence] + 2 [half level] + 2 [Eladrin]
Athletics: +9 = 4 [strength] + 2 [half level] +5 [class training]-2 [heavy shield]
Bluff: +7 = 5 [charisma] + 2 [half level]
Diplomacy: +12 = 5 [charisma] + 2 [half level] +5 [class training]
Dungeoneering: +3 = 1 [wisdom] + 2 [half level]
Endurance: +6 = 1 [constitution] + 2 [half level] +5 [class training]-2 [heavy shield]
Heal: +3 = 1 [wisdom] + 2 [half level]
History: +10 = 1 [intelligence] + 2 [half level] + 2 [Eladrin] +5 [class training]
Insight: +5 = 1 [wisdom] + 2 [half level] + 2 [canny leader]
Intimidate: +12 = 5 [charisma] + 2 [half level] +5 [eladrin education]
Nature: +3 = 1 [wisdom] + 2 [half level]
Perception: +5 = 1 [wisdom] + 2 [half level] + 2 [canny leader]
Religion: +3 = 1 [intelligence] + 2 [half level]
Stealth: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield]
Streetwise: +7 = 5 [charisma] + 2 [half level]
Thievery: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield]

Feats:

Blade Opportunist
Combat Reflexes
Shield Proficiency — Heavy

At-Will:

      Melee Basic Attack: By weapon, damage 1[W]+4 [strength bonus] [standard action]
      Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
      Bull Rush: +4 [base strength attack] vs fortitude [standard action]
      Grab: +4 [base strength attack] vs reflex [standard action]
      Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
      Escape: +1 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
      Direct the Strike [Level 1]
      Intuitive Strike [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics — fast escape; Bluff, Heal — first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception — active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception — passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

      Second Wind

      Spend an Action Point [free action, not in surprise round]

      Fey Step [Eladrin][move action]

      Inspiring Word [minor action][2x/encounter]

      Guarding Attack [Level 1]

      Crescendo of Violence [Level 2 Utility][immediate reaction]

    Warlord’s Strike [Level 3]

Daily Powers:

      Lead the Attack [Level 1]

    Stand the Fallen [Level 5]

Eladrin

  • +2 Intelligence, +2 Dexterity or Charisma (already included; you chose Charisma.)
  • +2 Arcana, +2 History
  • Eladrin Education (already included)
  • Eladrin Will (+1 on will defense, +5 vs charms)
  • Fey Origin
  • Trance
  • Fey Step

Warlord

  • Canny Leader (+2 on perception and insight for self and all allies within ten squares who see & hear you)
  • This warlord chose the inspiring presence. Any ally in sight who spends an action point to attack regains hit points equal to half your level plus your charisma modifier. Can receive benefit from only one warlord at a time.
  • Inspiring Word (target spends healing surge and gains an additional1d6 at level 5)

Srylyn Huertyl’s Equipment:

64 lb
5 lb
2 lb
5 lb4 lb
2 lb
1 lb
1 lb
5 lb
1 lb
10 lb
10 lb
1 lb
1 lb
2 lb
4 lb
1 lb
_____
119 lb
Weapons / Armor / Shield (from above)
Sling bullets (group of 20) x1
Backpack
Bedroll
Chalk
Flint and steel
Grappling hook
Poisoner’s Kit
Hammer
Mirror
Oil flasks x1
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50′, hempen) x1
Sacks x1
Soap
Sunrods x2
Waterskins x1
WhetstoneTotal

Magic items:

      Weapon:

      Weapon:

      Weapon:

      Weapon:

      Armor:

      Shield:

      Arms:

      Feet:

      Hands:

      Head:

      Neck:

      Ring:

      Ring:

      Waist:








Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: 

Death Saving Throw Failures: 

More about Srylyn Huertyl: Trained on the shield at an Eladrin defense academy, Srylyn took to adventuring in early middle age.


Posted in 4th edition Dungeons & Dragons, Character, Review and tagged by with no comments yet.