4e Conversion

See below


 (Str) measures your character’s physical power. It’s important for most characters who fight hand-to-hand.

(Con) represents your character’s health, stamina, and vital force. All characters benefit from a high Constitution score.

(Dex) measures hand-eye coordination, agility, reflexes, and balance.

(Int) describes how well your character
learns and reasons.

(Wis) measures your common sense, perception, self-discipline, and empathy. You use your
Wisdom score to notice details, sense danger, and get a read on other people.

(Cha) measures your force of personality, persuasiveness, and leadership.

Ability Modifier

 1-5 18-19 +4 
2-3-4 20-21 +5 
4-5-3 22-23 +6 
6-7 -2 24-25 +7 
8-9 -1 26-27 +8 
10-11 +0 28-29 +9 
12-13 +1 30-31 +10 
14-15+2 32-33 +11 
16-17 +3 ... ... 

Generate Ability Scores
  1. Arrary - assign these numbers to your characters abilities; 16, 14, 13, 12, 11, 10
  2. Roll four 6-sided dice (4d6) and add up the highest three numbers. Do that six times, and then assign the numbers you generated to your six ability scores.
  3. Scores - start with these values; 8, 10, 10, 10, 10, 10. Now spend 22 points improving them. 
Score Table

Score Cost Score Cost 
9-1 * 14 
10 0 (2) 15 
11 16 
12 17 12 
13 18 16 
* If your score is 8, you can pay 1 to make it 9 or 2 to make it 10. You must buy your score up to 10 before you can improve further.

Pick and Choose Ability Arrays

14 13 13 13 13 13
14 14 13 13 13 11
14 14 14 12 12 11
14 14 14 14 12 8
15 14 13 12 12 11
15 15 13 12 11 10
16 15 12 11 11 10
16 14 14 12 11 8
16 16 12 10 10 10
16 16 12 11 11 8
17 15 12 11 10 8
17 14 12 11 10 10
18 13 13 10 10 8
18 14 11 10 10 8
18 12 12 10 10 10

Character Class

  • Enforcer Tough guy, good in a fight, militant
  • Explorer Survivalist, outdoorsman, scout, planetary navigator
  • TechEx Slicer, roboticsist, spaceship tech, general tech
  • SciSpec Scientist, astrogator, medic, geologist, forestry
  • Spacer Pilot, interaction skills with races, history buff
  • Agent  ROGUE Smuggler, bounty hunter, scoundrel, theif, conman
  • Scholar Academicly inclined, artist, linguist
  • Commander WARLORD Warlord of the battlefield
  • Star Lawman  You are extremely durable, with high hit points and the ability to wear the heaviest armor. You can issue bold challenges to foes and compel them to fight you rather than your allies.

Character Role

Defender Enforcer, Star Lawman
Defenders have the highest defenses in the game andgood close-up offense. They are the party’s front-line combatants; wherever they’re standing, that’s wherethe action is. Defenders have abilities and powers that make it difficult for enemies to move past them or toignore them in battle.  
Leader Commander
Leaders inspire, heal, and aid the other characters in an adventuring group. Leaders have good defenses,
but their strength lies in powers that protect their companions and target specific foes for the party to concentrate on. Commander
Striker Agent, Rouge
Strikers specialize in dealing high amounts of damage
to a single target at a time. They have the most concentrated
offense of any character in the game. Strikers rely on superior mobility and trickery to move around tough foes and single out the enemy they want to attack. Explorer, Spacer 
Support  SciSpec, TechEx
Skilled experts in the scient

Each character class specializes in one of four basic functions in combat: control and area offense, defense, healing and support, and focused offense. The roles embodied by these functions are controller,
defender, leader, and striker. The classic adventuring party includes one character of each role: TechEx, Enforcer, Medic, and Agent. (WIP) 

Character roles identify which classes can stand in for each other. For example, if you don’t have a medic in your party, a commander serves just as well in the leader role.

Roles also serve as handy tools for building adventuring parties. It’s a good idea to cover each role with at least one character. If you have five or six players in your group, it’s best to double up on defender first, then striker. If you don’t have all the roles covered, that’s okay too—it just means that the characters need to compensate for the missing function.

  • Key Abilities: Cha, Int, Dex
  • Role: Stiker
  • Armor Proficiencies: Skeinsuits
  • Weapon Proficiencies:Melee, Ranged (choose one)
  • Bonus to Defense: +1 Ref, +1 Wil
  • HP 1st Lvl: 13 + Con
  • HP/Lvl Gained: 6
  • Healing Surges/Day: 8 + Con modifier
  • Trained Skills:
  • Build Options: Ranged, Two-weapon
  • Class Features: Defensive Mobility, Off-handed weapon, Quarry, Prime Shot
  • Ranged build only - Defensive Mobility feat.
  • Two-weapon build only - no penalty when using an off-handed weapon.
  • Quarry - Once per turn as a minor action you can designate the enemy nearest to you as your quarry. Once per round you deal 1d6 extra damage to your quarry. This only applies to one attack.
  • Prime Shot - If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. 

Careful Attack Agent Attack 1 
At-Will Martial * Weapon 
Standard ActionMelee or Ranged weapon
Target:One creature 
Attack:  Melee: Str +2 vs AC 
Ranged: Dex +2 vs AC
Hit:1 weapon damage

  • Key Abilities: Cha, Int, Str
  • Role: Leader
  • Armor Proficiencies: Skeinsuits, Light Armor
  • Weapon Proficiencies:Melee or Ranged
  • Bonus to Defense: +2 Wil
  • HP 1st Lvl: 13 + Con
  • HP/Lvl Gained: 6
  • Healing Surges/Day: 7 + Con modifier
  • Trained Skills:
  • Build Options: Inspiring, Tactical
  • Class Features: Commanding Leader, Commanding Presence
  • Commanding Leader You and each ally within 10 squares who can see and hear you gain a +2 bonus to Initiative.
  • Commadning Presence - choose one of the following;
  • Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to 1/2 your level + your Charisma modifier. 
    Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to 1/2 your Intelligence modifier. 
    NOTE: The choice you make also provides bonuses to certain warlord powers. Individual powers detail the effects (if any) your Commanding Presence selection has on them.

Inspiring Word Commander Feature 
EncounterMartial, Healing 
Special:You can use this power twice per enounter, but only
once per round.
Minor Action:Close burst 5
Target:  You or one ally in burst.
Effect:The target can spend a healing surge and regain an
additional 1d6 hit points. 

  • Key Abilities: Str, Dex, Wis, Con
  • Armor Proficiencies: Leather, Body armor
  • Weapon Proficiencies:Choose; melee, thrown or ranged
  • Bonus to Defense: +2 Reflex
  • HP 1st Lvl: 15 + Con
  • HP/Lvl Gained: 6
  • Healing Surges/Day: 9 + Con modifier
  • Trained Skills: Choose three skills
  • Build Options: Defender, Ranger
  • Class Features: Light Feet
Trained Skills; Athletics, Bluff, Endurance, Intimidate, Pilot, Streetwise, Stealth

Light Feet  Enforcer Encounter
Immediate Reaction  Personal
Trigger: You are hit by an attack
Effect:  Make a DEX check to avoid the attack

  • Key Abilities: Str, Int, Wis, Cha
  • Armor Proficiencies: Space Suit Armor
  • Weapon Proficiencies:Beam
  • Bonus to Defense: +2 Wil
  • HP 1st Lvl: 12 + Con
  • HP/Lvl Gained: 5
  • Healing Surges/Day: 7 + Con modifier
  • Trained Skills: Acrobatics, Pilot, Streetwise, History
  • Build Options: Ace, Spaceship Tech
  • Class Features: No penalty in any zero-G maneuver

Star Lawman
  • Key Abilities:
  • Role: Defender
  • Armor Proficiencies: All Armor
  • Weapon Proficiencies:Melee or Ranged
  • Bonus to Defense: +1 Fort, +1 Ref, +1 Wil
  • HP 1st Lvl: 15 + Con
  • HP/Lvl Gained: 6
  • Healing Surges/Day: 10 + Con modifier
  • Trained Skills:
  • Build Options: Protecting
  • Class Features:

  • Key Abilities: Int, Wis
  • Armor Proficiencies: n/a
  • Weapon Proficiencies:n/a
  • Bonus to Defense: +2 Ref
  • HP 1st Lvl: 10 + Con
  • HP/Lvl Gained: 5
  • Healing Surges/Day: 6 + Con modifier
  • Trained Skills: Computers, Tech, choose Robotics or Spacehship Tech
  • Build Options: Roboticsist, Slicer, Gearhead, Space Junkie
  • Class Features:

Character Creation

Take a minute to imagine the type of character you would like to play and follow these simple instructoins.

Choose a race
Refer to: Races (a document page from the Project w00t project).
Choose a profession
Refer to: Character Class (a document page from the Project w00t project).
Determine ability scores
Refer to: Abilities (a document page from the Project w00t project).
Choose skills
Refer to: Skills (a document page from the Project w00t project).
Select feats
Refer to: Feats (a document page from the Project w00t project).
Choose Equipment

Calculate hit points, AC, defenses, initative, attack bonus, damage bonus, skill bonus

  • Fortitude defense, you add the higher of your Strength or Constitution ability modifiers.
  • Reflex defense, you add the higher of your Dexterity or Intelligence ability modifiers.
  • Will defense, you add the higher of your Wisdom or Charisma ability modifiers.

Ability | Score | Mod

Defense (1/2 Level + Ability Mod + Armor Bonus + Shield + Misc)

Initiative (1/2 Level + Dex Mod + Misc)

HP (Profession + Con)
Bloodied (1/2 HP)

Healing Surge (1/4 HP + Misc)

Surges/Day (Class + Con Mod + Bonus)

Skill (1/2 Level + Ability Mod + Trained + Racial Mod + Misc (- Armor))

Attack Mod:     (1/2 Level + Ability + Class + Proficency + Enh + Misc)


Weapon Proficency grants a +2 to attack rolls.

Core Mechanic

Attack Rolls

[Ability] vs [Defense]

When making an attack, roll 1d20 and add the following;
  • One-half your level
  • Relevant ability score modifier
  • All other modifies

Skill Checks

[Skill] vs [DC]

When making a skill check, roll 1d20 and add the following;
  • One-half your level
  • Relevant ability score modifier
  • All other modifies

Ability Checks

[Ability] vs [DC or Action Contest]

When making a skill check, roll 1d20 and add the following;
  • One-half your level
  • Relevant ability score modifier
  • All other modifies


Cave Bear
Medium beast 
Level 6 Elite Brute
XP 500 
HP 170; Bloodied 85
AC 20, Fortitude 21, Reflex 17, Will 18 
Speed 8
Action Points 1
Initiative +4
Perception +5 
Claw * At-Will 
   Attack: Melee 1 (one creature) +8 vs. AC
   Hit: 1d8+5 damage. 
Cave Bear Frenzy (recharge 5-6)  
   Attack: Close burst 1 (enemies in burst) +10 vs. AC
   Hit: 1d8+5 damage. 
Str 20 (+8) Dex 13 (+4) Wis 15 (+5)
Con 15 (+5) Int 2 (-1) Cha 12 (+4)

Cave Bear Tactics
The cave bear wades into combat, often beginning with a
charge. The creature claws foes with reckless abandon, using
cave bear frenzy if it’s adjacent to two or more targets.

Bear Lore
A character knows the following information with a successful
Nature check.

DC 15: Bears generally live in forests and caves. Cave
bears are ferocious predators that make their lairs deep
underground and are accustomed to darkness. Dire bears
are savage hunters that eat humanoids as readily as game

DC 20: Dire bears typically maul prey with their claws or
crush them to death with their thick, bestial arms.


Feat nameprerequisites; benefit


Action Surge Human; +3 to attacks when you spend an action point
Human Perseverance - Human; +2 to saving throws


Agile Combatant - Dex 15, agent, enforcer, space; Shift as a free action after scoring a critical hit
Alertness - No combat advantage when surprised, +2 to Perception
Combat Reflexes - Dex 13; +1 to opportunity attacks
Defensive Mobility - +2 to AC against opportunity attacks
Escape Artist - Trained in Acrobatics; Escape a grab as minor action, +2 to Acrobatics


Backstabber - Agent; +d8 damage when you melee attack with combat advantage. 
Blade Opportunist - Str 13, Dex 13; +2 to opportunity attacks with a knife, blade or sonic weapon.
Precision - +3 Dex; +2 to reroll a missed ranged attack 
Far Shot - Dex 13; Increase projectile weapon range by 5 squares
Far Throw - Str 13; Increase thrown weapon range by 2 squares
Fast Runner - Con 13; +2 to speed when you charge attack or run
Lethal Hunter Agent, Hunter’s Quarry damage dice increase to d8s
Hunter’s Quarry class feature

Healing and Saving Throws

Durable - Increase number of healing surges by 2
Inspired Recovery - Grant ally saving throw with Cha modifier bonus


Improved Initiative - +4 to initiative checks


Jack of All Trades Int 13 +2 to untrained skill checks

Light Step Elf Add to overland speed of group, +1 to Acrobatics and
Linguist Int 13 Learn three new languages
Long Jumper Trained in Athletics Make standing jumps as if from a running start, +1 to
Lost in the Crowd Halfling +2 to AC when adjacent to at least two larger enemies
Melora’s Tide Channel Divinity class feature, Use Channel Divinity to invoke Melora’s tide
must worship Melora
Moradin’s Resolve Channel Divinity class feature, Use Channel Divinity to invoke Moradin’s resolve
must worship Moradin
Mounted Combat — Gain access to the special abilities of your mount
Nimble Blade Dex 15 +1 to attacks with light blade and combat advantage
Pelor’s Radiance Channel Divinity class feature, Use Channel Divinity to invoke Pelor’s radiance
must worship Pelor
Potent Challenge Con 15, fighter, Add Con modifier damage to target hit with
Combat Challenge class feature opportunity attack
Power Attack Str 15 +2 damage for –2 to attack
Powerful Charge Str 13 +2 damage, +2 to bull rush on a charge
Precise Hunter Wis 15, ranger, Allies gain +1 attack against target hit by critical hit
Hunter’s Quarry class feature
Press the Advantage Cha 15, rogue Retain combat advantage with a critical hit
Quick Draw Dex 13 Draw a weapon with attack action, +2 to initiative
Raging Storm Con 13, Dex 13 +1 damage with lightning or thunder power
Raven Queen’s Blessing Channel Divinity class feature, Use Channel Divinity to invoke Raven Queen’s blessing
must worship the Raven Queen
Ritual Caster Trained in Arcana or Religion Master and perform rituals
Sehanine’s Reversal Channel Divinity class feature, Use Channel Divinity to invoke Sehanine’s reversal
must worship Sehanine
Shield Proficiency (Heavy) Str 15, Shield Proficiency (Light) Proficiency with heavy shields
Shield Proficiency (Light) Str 13 Proficiency with light shields
Shield Push Fighter, Push 1 square to target hit by Combat Challenge attack
Combat Challenge class feature
Skill Focus Training in chosen skill +3 to checks with chosen skill
Skill Training — Gain training in one skill
Sure Climber Trained in Athletics Climb at normal speed on any surface, +1 to Athletics
Surprise Knockdown Str 15, rogue Knock target prone with critical hit
Tactical Assault Warlord, Ally gains bonus to damage equal to your Int modifier
Tactical Presence class feature
Toughness — Gain 5 additional hit points per tier
Two-Weapon Defense Dex 13, Two-Weapon Fighting +1 to AC and Reflex while holding a weapon in each hand
Two-Weapon Fighting Dex 13 +1 damage while holding a melee weapon in each hand
Weapon Focus — +1 damage with chosen weapon group
Weapon Proficiency — Gain proficiency with the weapon of your choice

Necrotic and Psychic

Dark Fury - Con 13, Wis 13; +2 damage with necrotic or psychic powers



Average Size
: 1.3m tall, 1m wide (Medium)
Average Mass: 65kg
Average Lifespan 250 years
Reproductive System hermaphroditic, budding
Body Temperature 30 degrees Celsius
Ability Scores: +2 Strength; +2 Constitution or +2 Wisdom
Speed: 4
Vision: Standard; Tremorsense
Languages: Pan Galactic, Dralasite
Skill Bonuses: +2 Endurance, +2 Perception
Contemplative Mind: Your focus on philosophy makes it difficult for you to be mentally swayed.  You gain a +5 racial bonus to saving throws against insight checks dealing with lies.
Efficient Squeeze: As a medium creature, your malleable body can squeeze into a small-sized space without suffering the standard penalties.  Additionally, you can squeeze into a tiny-sized space, but incur the usual penalties for squeezing.
Odor Sense: Your keen sense of smell gives you a +1 racial bonus on Initiative checks.
Extra Limb: You have the ExtraLimb power.

Extra Limb Dralasite Racial Power 
Minor ActionPersonal 
Prerequsite:You must be a member of the dralasite race. 
EffectAs a minor action, your character can grow an
extra limb that remains until the end of your
next turn. The utility of the extra limb grants
you +2 to a choice of one of the following; 
  • Attack rolls
  • AC Defense
  • Physical skill checks
  • Speed


Average Size: 1.5m tall, 1.5m long (Medium)
Average Mass: 85kg
Average Lifespan 175 years
Reproductive System heterosexual, ovoviviparous
Body Temperature 38 degrees Celsius
Ability Scores: +2 Dexterity ; +2 Wisdom or +2 Intelligence
Speed: 8 
Vision: Standard; Low-Light 
Languages: Pan Galactic, Vrusk 
Skill Bonuses: +2 History or +2 Insight 
Ambidexterity: You can use a weapon in either hand with equal proficiency and do not suffer the off-handed penatly.
Cultured: Your complicated society grants you understanding in all sorts of social interactions. Gain +5 to Culture checks.
Critical Assessment: Your ability to accurately assess any situation prevents surprise.  When an encounter indicates surprise, roll an Insight check as an immediate reaction.  If the check is successful, you are not surprised. 
 Reflexive Scuttle: You have the ReflexiveScuttle power.  

Reflexive Skuttle Vrusk Racial Power 
Move ActionPersonal 
Prerequsite:You must be a member of the vrusk race. 
EffectYou shift 5 squares.


Average Size 2.1 meters tall (Medium)
Average Mass 50 kilograms (male), 60 kilograms (female)
Average Lifespan 140 years
Reproductive System heterosexual, viviparous
Body Temperature 39 degrees Celsius
Ability Scores: +2 Dexterity; +2 Intelligence or +2 Wisdom 
Speed: 6 
Vision: Standard; Low-Light 
Languages: Pan Galactic, Yazirian 
Skill Bonuses: +2 Acrobatics, +2 Intimidate 
Gliding Movement: You can fly (by gliding) your speed on planets with gravities between ½ G and 1G. You must begin your movement at least 6 squares above the ground.  If you do not end your movement on a solid surface, you fall the remaining distance. 
Life Enemy: Choose a life enemy in the form of a race, creature, disease, other.  From now on, you gain a +1 to attack rolls (or skill checks) against the life enemy. 
Prone Dodge: You take no penalty to melee or ranged attacks while prone, nor do you grant combat advantage to enemies while prone. 
Battle Rage: You have the BattleRage power.  

Battle RageYazirian Racial Power
Free ActionPersonal 
Prerequsite:You must be a member of the yazirian race. 
EffectWhen you activate your Battle Rage, you
gain a +2 to your attack and damage bounus
for 2d10 turns. 


Sample Character

Yazirian Enforcer (Ranger)

STR 12 +1
CON 12 +1
DEX 19 +4
INT 17 +3
WIS 12 +1
CHA 10 +0

HP/Bloodied [ 27/13 ]
Healing Surge [ 7 ]
Surges/Day [ 10 ] 


  • Atheltics +6
  • Intimindate +7
  • Acrobatics +2
Sonic Sword 
+6 vs AC
S:2d10 damage

Laser Pistol
+4 vs Ref
E:1d5/SEU (Max setting 6)

Battle RageYazirian Racial Power
Free ActionPersonal 
Prerequsite:You must be a member of the yazirian race. 
EffectWhen you activate your Battle Rage, you
gain a +2 to your attack and damage bounus
for 2d10 turns. 

Light Feet
Immediate Reaction
Trigger: I am hit
Effect: Make a DEX check to avoid the attack.



Average Size: 3.5m  (Medium)
Average Mass: 55kg 
Average Lifespan: unknown
Reproductive System: hermaphroditic, unknown
Body Temperature: believed endothermic
Ability Scores: +2 Charisma 
Speed: 7 
Vision: Standard; Low-Light 
Languages: Pan Galactic, Sathar, Human, Yazirian 
Skill Bonuses: +2 Bluff, +2 Intimidate 
Brutal Determination: Your drive to defeat your enemies is overwhelming.  You do not fall unconscious when you reach 0 hit points.  Instead, you are treated as if you are Dazed.  Despite not falling unconscious, you are still dying and will cease to function after reaching your negative bloodied value. 
Cadre Training: You were raised to fight with your cadre.  When you fight adjacent to another sathar, you gain a +1 to your attack rolls. 
Peripheral Vision: Your eyes each have two pupils.  Your enhanced peripheral vision grants you a +1 to your Defenses against opportunity attacks. 
Hypnotic Trance: You have the HypnoticTrance power.    

Hypnotic Trance Sathar Racial Power 
Encounter  Psychic, Charm
Standard ActionRanged: 3 
Prerequsite:You must be a member of the sathar race. 
TargetOne enemy within range.
Attack:Charisma vs. Will
Hit:The target is dominated until the end of
your next turn. 
Miss:No effect. 

  • You are dazed
  • The dominating creature chooses your action. The only powers it can make you use are  at-will  powers.


Acrobatics (Dex)
Performing stunts such as swinging from a chandelier, somersault over an opponent, slide down a staircase on your shield, etc., keeping balance while walking on a tight-rope, slip free of a grab or restraints or take less damage from a fall. 

Athletics (Str) 
Attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. 

Bluff (Cha) 
You make a bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies. Your Bluff check is opposed by an observer’s Insight check.

Computers (Int)

Culture (Int)
Culture is often bound up with Religion (especially for ancient cultures), so this skill works well as a substitution for the D&D skill.

Diplomacy (Cha)

Insight (Wis)

Intimidae (Cha)

Medical (Int or Wis) 
Ability to treat the injured. 

Militant (Dex or Str) 
Gain access to Demolitions, Melee Weapons, Marksman and Cinematic Martial Arts feats.

Perception (Wis)

Pilot (Dex)

Robotics (Int)

Science (Int)
Science really attempts to explain all the various parts of nature.  Nature being too narrow in scope, Science fills in nicely when referencing the skill to the Star Frontiers universe. (Choose a focus from a list of sciences)
Stealth (Dex)

Streetwise (Cha)

Tech (Int) 

Thievery (Dex)