[Rogue Gallery] 8 years ago, the world ended... [4E]


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stonegod

Spawn of Khyber/LEB Judge
Tragar Hunderstanner
Male Dwarf Artificer 2
Initiative +1; Senses Low-light Vision; Perception +7
HP 34; Bloodied 17; Healing Surge 8 (minor action); Surges Per Day 12
AC 16; Fort 15, Ref 14, Will 13
Saves +5 vs. poison
Speed 5
Action Points 1
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:bmelee:Warhammer (standard; at-will) ✦ Weapon
+4 vs AC; 1d10+1 damage.
:ranged:Throwing hammer (standard; at-will) ✦ Weapon
Range 5/10; +4 vs AC; 1d6+1 damage.
:ranged:Thundering Armor (standard; at-will) ✦ Arcane, Implement, Thunder
Range 10. One ally gains +1 power bonus to AC until end of Tragar's next turn.
Secondary Attack: +3 vs. Fortitude. One creature adjacent to primary target takes 1d6+3 thunder damage and is pushed 1 away from primary target.
:ranged:Aggravating Force (standard; at-will) ✦ Arcane, Force, Weapon
Range 5/10. +5 vs. AC. 1d6+3 force damage. Until end of Tragar's next turn, the next attack against the target from one ally gains a +2 power bonus to attack.
:area:Spike Wire (standard; encounter) ✦ Arcane, Force, Weapon
Burst 1 within 5/10. +5 vs. Fortitude, 1d6+3 force damage and attacks against target gain +2 bonus to damage until end of Tragar's next turn.
:area:Caustic Rampart (standard; daily) ✦ Acid, Arcane, Conjuration, Implement
Wall 5 within 10 squares. Wall is up to 5 squares long and two squares high; wall lasts until the end of Tragar's next turn (Sustain minor). Any creature in or adjacent to the wall at the start of their turn takes 1d6+3 acid damage. The wall is difficult terrain and its squares are lightly obscured.
:close:Healing Infusion (Restorative Formula) (minor; twice-per encounter) ✦ Arcane, Healing
Burst 5 (Tragar or one ally in burst). Target can spend a healing surge and regain an additional 1d6 hit points. Usable only once per round.
:close:Healing Infusion (Curative Admixture) (minor; twice-per encounter) ✦ Arcane
Burst 5. Tragar and each ally in burst can spend a healing surge to gain 4 temporary hit points.
:melee:Repair Object (minor; encounter) ✦ Arcane, Healing
Touched item regains 8 hit points if it has more than 0 hit points.
:ranged:Restorative Infusion (standard; daily) ✦ Arcane
Range 10. Tragar or one ally gains 20 temporary hit points; as a minor action, target can transwer any number of temporary hit points to an ally within 5 squares.
Arcane Replenishment
Can recharge a magic item's daily power during a short rest; the item can be up to 5th level. This ability can be used once per day plus one per milestone, but only once per item per day.
Dwarven Resilience
Dwarven Weapon Proficiency
Stand Your Ground
Forced movement is reduced by one; saving throw to resist being knocked prone.
-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Dwarven
Str 13 (+1) Dex 10 (+0) Con 17 (+3)
Int 17 (+3) Wis 13 (+1) Cha 8 (-1)
Arcana +9*, Dungeoneering +9*, Endurance +6, History +9*, Perception +7*, Thievery +6*
* Trained Skill
Feats: Durable, Weapon Proficiency (Eldritch Cannon)
Rituals: Make Whole, Tenser's Floating Disk
Gear Leather Armor, Warhammer, Throwing Hammer, Backpack, Bedroll, Belt Pouch, Flint and Steel, Ritual Book + Components (Tenser's Floating Disc), Rod, Rope (50 ft.), 2 Sunrods, Thieves' Tools, Trail Rations (10 days), Waterskin; 1gp

Wouldn't do that if I were ya. Once saw one of those hunters try it. Ended up blowing his head right off. Trust me, I at least know what I'm doing.

Background
Tragar was part of a large human community where many of the Hunderstanner clan had settled. He was an magical craftsman by trade like most of his clan, providing fine magical and mundane services. It was his family that was responsible for the Seven Chimes of Tashilik, truth be told.

Then the world ended.

What followed was a dark time. Tragar references it obliquely during his many tales, but generally refuses to answer direct questions about it. Putting things together, its clear he lost a lot---friends, family, a beloved pet. But his mind and body seem strong, evidenced by the fact he survived alone for nigh seven years. With the hunters, that survival has been a bit more difficult, so he's banded together with others he's found to try to stay alive.

Personality and Appearance
Tragar is a dwarf confident in one thing: His ability to survive. The end of the world killed a lot of people, but not Tragar. His city died, his companions died, even his dog died, but he didn't. You know why? Because he always had the right plan at the right time for the right reason. Dwarven ingenuity and his knack for understanding things: With those two thing, you can't keep a Hunderstanner down.

Since Tragar is confident he knows best, he isn't shy about sharing his opinion. He'll listen to others, but he'll usually shake his head and state he'll be surprised if it works. If it does, all the better, but it didn't mean he was wrong, of course. He'll huff off any suggestions otherwise.

However, underneath all the gruffness is one simple fact: Tragar is lonely. He survived almost seven years alone. He doesn't want to have to do it again.

Tragar is a middle-aged dwarf whose large mustache (dominating his beard) and hair has gone prematurely white. His eyes are a piercing deep sky blue. Other than his heavily modified gun, the rest of his workman outfit---much beaten up---clearly identifies his arcane craftsman bent.

Quirks
Tragar has a lot of stories, most of them ending badly for the protagonists. They're usually folks that didn't listen to him. Its a shame, really.

Somehow, Tragar got a hold of one of them hunter cannons. He's spent a lot of time modifying his baby. Its almost an obsession. He even talks to it. Its got a name too: Dogmeat; he'll won't admit it was the name of his last beloved dog. Loneliness will do that to you.
 

renau1g

First Post
Solaris Corthollion
Male Elven Ranger 2

"I saw you coming a mile away, if I wanted to I'd have filled you with arrows like a pincushion. What are you doing in my forest?"

Background

Solaris was born into nobility and royalty of a medium-sized elven settlement in the forests around a large human settlement. His father was the leader, but Solaris was the fourth in line and so realized he would never lead, which was fine by him.

Solaris' childhood consisted of everything any normal child in a royal family went through, consisting of, training in the musical arts, training in martial arts, training in swordplay, training in the art of literature, fine foods, no friends, personal attendants, and the list goes on. Solaris was extremely pampered, and his attitude directly displayed that to anyone who came across him.

Despite vast wealth, training, and material goods, Solaris was bored and had no friends. He rarely ventured outside his home, and when he did, he was disguised so much that no one recognized him. Solaris had always been taught that this way of life was better for him, if he never had to interact with the common filth in the world, which at times, Solaris believed this to be true. However, he only believed that when he was angry or in a depressed mood.

Then the world ended.

With the world on fire around him and his bodyguards cut down, Solaris' world came crashing down around him. The elf realized that he couldn't survive long on his own and so joined up with others escaping from the certain doom. Luckily, he was trained extensively in remaining hidden in the forest and was able to keep the small group he was with out of sight of the threat.

Personality & Appearance
Solaris, who use to be snobby and rude, is now humble and kind, although his bad side does come out at times. Solaris cares most for his own race, but is willing to help and adventure with others. Solaris also, naturally has a very reactive attitude, since elves are quick and ready for anything, his instincts play a dominant part in his attitude as well. Solaris is very shy, mainly due to the fact that he's been taught his whole life not to speak with individuals who aren't worthy enough. Solaris is also very prideful, not only because he belongs to such a skilled race, but because of his pure royal heritage.

His mother’s words stick with him when he looks into the reflecting pool, “you should feel beautiful in yourself”. So Solaris optimises his looks with the rest of his life.

His hair is cropped shorter than most men’s; usually keeping it at a maximum on three inches it’s functional as it doesn’t present a target and it’s flattering as it’s spiked and dark-raven in colour.

Solaris wears his clothes and armours in the same way having them hug his body just enough so they neither chafe nor flap, he usually chooses colours from black to light blue.

His eyes are sky-blue with golden flecks presenting themselves around the edges of his irises and his skin is so pale it looks like he could be made of snow.

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]16 (+3)[/B] 9    Hit points : [B]34[/B]
Constitution : [B]12 (+1)[/B]  2   Bloodied   : [B]17[/B] 
Dexterity    : [B]18 (+4) [/B] 9        Surges     : [B]8[/B]
Intelligence : [B]10 (-)[/B]     Surges/day : [B]7[/B]     
Wisdom       : [B]14 (+2) [/B] 5   Initiative : [B]+8[/B]
Charisma     : [B]8 (-1) [/B]     

[U]Defenses:[/U]
Armour class : [B]19[/B]
Fortitude    : [B]15[/B] 
Reflex       : [B]17[/B] 
Will         : [B]13[/B]

[U]Skills[/U]
Nature (Wis): [B]+ 9[/B] (+2 racial bonus) 
Stealth (Dex): [B]+ 9[/B] (trained)
Perception (Wis): [B]+ 9[/B] (+2 racial bonus)  
Acrobatics(Dex): [b]+ 9[/B] (trained)
Athletics (Str): [b]+ 8[/B] (trained)
Languages:
Common, Elven

Feats
Improved Initiative, Two-Weapon Defense, Toughness (Bonus)
*Two-Blade Fighting Style*

Weapon Proficiency:
Simple melee, military melee, simple ranged, military ranged

Size: Medium
Speed: 7 squares
Vision: Low-light[/sblock][sblock=Powers]Basic attack
Longsword
:bmelee: Standard action, Attack: +7 vs. AC; Damage: 1d8 +3
At-will:
Hunter's Quarry (Class feature)
Minor action; Nearest Enemy
--- Designate as quarry; +1d6 extra damage----

Twin Strike (Class)
:melee: or :ranged: Standard action, Attack: +7 vs. AC; Damage: 1d8
---two attacks ---

Hit & Run(Class)
:melee: Standard action, Attack: +7 vs. AC; Damage: 1d8 +3
---If you move in the same turn after this attack, don't draw an OA from the target---
Encounter:
Elven Accuracy (Elf)
Free action:
--- re-roll an attack roll. Use the second roll even if it's lower---

Two-Fanged Strike (Class)
:melee: or :ranged: Standard action, Attack: +7 vs. AC (melee) or +8 vs. AC (ranged) ; Damage: 1d8 +3 melee or 1d8+4 ranged per attack
---if both attacks hit, deal 2 extra damage ---

Daily:

Jaws of the Wolf(Class)
:melee: Standard action, Attack: +7 vs. AC; Damage: 2d8 +3
--- 2 attacks, half damage on miss ---
Utility:
Yield Ground
Immediate Reaction, When an enemy hits me with a melee attack
---Shift 2 squares & gain a +2 power bonus to all defences until end of next turn ---​
[/sblock]
[sblock=Equipment]
Code:
[U]Currency:[/U] 2 gp


[U]Equipment           Price    Weight    Other[/U]
Hide armour        30 gp    25 lb.    Light armour
Longsword (x2)         30 gp     8 lb.    Versatile
Shortbow             25 gp       2lb.     Load Free, Small 

Adventurer's kit    13 gp    32 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, hemp         1 gp    10 lb.    50 ft.
  Sunrod (1)         2 gp     1 lb.   
  Waterskin          1 gp     4 lb.      

[B]Total              98gp  67 lb.[/B]

Normal load:    160 lb.
Heavy load:     320 lb.
Max. drag load: 800 lb.
[/sblock]
 

Atanatotatos

First Post
Lukas, Drow Rogue 2

Str 10
Dex 19 (+2 Elf)
Con 14
Int 9
Wis 12
Cha 16 (+2 Drow)

AC 17
For 13
Ref 17
Will 14

HP: 31
Healing surges/day: 8

Init: +7
Senses: darkvision perception:17 insight:12
Speed:6

Languages:Common, Elven
Alignment: Unaligned
Patron Deity: none

Racial features: +2 Stealth and Intimidate
Lolthouched
Trance

Class features: Rogue tactics(Artful dodger)
Weapon talent
First strike
Sneak attack +2d6

Skills (*trained):
Acrobatics* +10
Arcana +0
Athletics* +6
Bluff* +9
Diplomacy +4
Dungeoneering +2
Endurance +3
Heal +2
History +0
Insight +2
Intimidate +6
Nature +2
Perception* +7
Religion +0
Stealth* +12
Streetwise +4
Thievery* +10

Feats: Skill Focus: Acrobatics
Quick draw

Basic Attack: Melee dagger +5 dmg 1d4+0
Ranged dagger +9 dmg 1d4+4 rng 5/10
Powers:
-at will: Piercing strike
Sky flourish

-encounter:Cloud of darkness/darkfire
King's castle

-daily: Blinding barrage

-utility: Fleeting ghost

Item daily:

Equipment:
Backpack (2 gp)
Bedroll (1 sp)
Flint and steel (1 gp)
Pouch belt (1 gp)
Rope (1 gp)
Waterskin (1 gp)
Rations(2 days) (1 gp)
18 Daggers (20 gp)
Leather armor (25 gp)
Thieve's tool (20 gp)
Crossbow (25 gp)
5 crossbow darts (5 gp)


Will:
Deft strike: dex vs ref
Sky flourish: dmg W+dex+cha
Fleeting ghost: move your speed without a penalty to stealth checks

Encounter:
Cloud of Darkness: (minor)burst one. blocks line of sight. all creature within blinded.(except you)
Darkfire: (minor) rng 10; cha+2 vs ref; target can't benefit from invisibility or concealment;grants combat advantage to all
King's castle: 2W+dex vs ref, switch places with willing adjacent ally

Daily:
Blinding barrage:close blast 3; dex vs AC; 2w+dex to each enemy, targets blinded. (miss=half damage, no blind)


Lukas is a drow. That is, his appearance is that of a drow. He was sold as a slave when he was too young to remember.He lived among humans till he was good enough to escape. His body shows the signs of slavery as scars from lashing. His name isn't drow, either. He does not remember his age, though he should be fairly young for a drow. Lukas is a tall drow with the usal lavander eyes, silvery hair and obsidian skin, though his style is certainly not drow-ish. His hair is short and messy, almost spikey, save for a long, thin tail on the back of his head. He bears numerous earrings and a small ring at the end of his right eyebrow. He made several tatoos on his skin, too.
Life hasn't been gentle with Lukas, and he's not gentle with life. He's a ruthless survivalist, exploiting with friends, cruel with enemies. He's not very strong, but very good with a dagger, and he hides many of those on his leather shirt, under a loose cotton shirt he uses mostly to disguise his (too) many weapons. Lukas is an accomplished liar and, when the ladies don't run at his looks, quite the womanizer. Great is his talent in acrobatics. And theft, naturally. But that's a given.
 


Zweischneid

First Post
Benedict, Vigil of the forgotten god

Benedict, Vigil of the forgotten god
Male Half-elf Paladin 2

"You might as well stand up and fight with us. If you run now and the line breaks and you will only die short of breath!"

Before the world ended.
Noone speaks of it these days. But before the world ended, there was a god of spring and bountiful creation. A god of beauty, of creation and the arts. A patron to all life, vitality and creativity. He seeded the world, planted the first trees and created life to populate his creation. He tought them the arts and music. He encouraged his children to enjoy lives fulll of joy and passion, tempered by virtue, benevolence and wisdoms passed down through the generations. In the world that was, the temples to his honor were both common and magnificent. And among his many devot acolytes was a young Half-elf by the name of Benedict, living a quiet but content life administering the clerical routines of a major temple and pursuing ancient wisdoms in study and meditation.

Than the world ended.
In search for shelter, protection and most of all hope in the apocalypse. Men, women and children sought out the temples that survived the initial quakes and fires. But even in the edifices of the greatest and most benevolent diety of the world that has been, there was no sanctuary. Servants of peace, the priests and temple servants could offer no protection. Seeing unspeakable horrors from the darkest places invade and defile holy places, seeing helpless devotees and people slaughtered brutally for no reason in particular, the young Half-elf Benedict, simple servant to a god of peace and life acted with instincts he didn't know he possessed. Armored in the white silken vestments of a temple acolyte and armed with a heavy brass censer, Benedict began to fight.

8 years passed.
If anyone were still alive who had known the young temple servant to the god noone would name these days, they wouldn't recognize him in the cynical warrior named Benedict. Clad in an assortment of looted armour, spiked, scarred and jagged, wiedling a notched blade and a shield so tarnished noone has seen it's crest in years, Benedict is known an respected for his courage and fighting prowess. Benedict cares little for his appearance. His long dark hair is uncut and hangs to his shoulders, his is face grimy and he's usually carrying new patches and bandages over fresh cuts. Unbeknownst to all but his closest comrades, he carries a symbol of the old faith below the armour he wears like a second skin. But just as his symbol his hidden below layers of leather and steel, so his is faith hidden below layers of cynism and a grim sense of humour.

The future?
At night, sometimes, when Benedict wakes from his short restless sleep where dreams of innocents slaughtered and darker things haunt him, he views the old, marred holy symbol and imagines himself to be again a simple acolyte. Old now, but wearing again a spotlessly white silken vestment and teaching young people about the joys of life and creation.

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]16 (+3)[/B]     Hit points : [B]42[/B]
Constitution : [B]16 (+3)[/B]     Bloodied   : [B]21[/B] 
Dexterity    : [B]10 [/B]         Surges     : [B]10[/B]
Intelligence : [B]09 (-1)[/B]     Surges/day : [B]13[/B]     
Wisdom       : [B]14 (+2) [/B]    Initiative : [B]-[/B]
Charisma     : [B]16 (+3) [/B]     

[U]Defenses:[/U]
Armour class : [B]21[/B]
Fortitude    : [B]15[/B] 
Reflex       : [B]12[/B] 
Will         : [B]15[/B]

[U]Skills[/U]
Diplomacy (Cha): [B]+ 6[/B] (+2 racial bonus) 
Endurance (Con): [B]+ 9[/B] (trained)
Heal      (Wis): [B]+ 8[/B] (trained)
Insight   (Wis): [B]+ 5[/B] (+2 racial bonus)  
Intimidate(Cha): [b]+ 9[/B] (trained)
Religion  (Int): [b]+ 5[/B] (trained)
Languages:
Common, Draconic, Elven

Feats
Action Surge, Toughness

Weapon Proficiency:
Simple melee, military melee, simple ranged

Size: Medium
Speed: 6 squares (5 in armour)
Vision: Low-light[/sblock][sblock=Powers]Basic attack
Longsword
:bmelee: Standard action, Attack: +7 vs. AC; Damage: 1d8 +3
At-will:
Divine challenge (Class feature)
:close: Minor action; Close burst 5
--- Challenge target ----

Bolstering Strike (Class)
:melee: Standard action, Attack: +7 vs. AC; Damage: 1d8 +3
--- +2 temp. hit point ---

Enfeebling Strike (Class)
:melee: Standard action, Attack: +7 vs. AC; Damage: 1d8 +3
--- if marked, -2 penalty until next turn ---
Encounter:
Piercing Smite (Class)
:melee: Standard action, Attack: +7 vs. Reflex; Damage: 1d8 +3
--- target and up to 2 enemies adjacent are marked ---

Tide of Iron (Half elf dilettante)
:melee: Standard action, Attack: +7 vs. AC; Damage: 1d8 +3
--- push target 1 square, option to shift into square ---

Channel divinity: Divine mettle or divine strenght (Class feature)
Minor action, special​
Daily:
Lay on hands (Class feature, 2/day)
:melee: Minor action, Melee touch
--- spend own healing surge for ally ----

On Pain of Death (Class)
:ranged: Standard action, Attack: +4 vs. Will; Damage: 3d8 +3
--- 1d8 damage after trying to attack (save ends) ---
Utility:
Martyr's Blessing
:close: Immediate Interrupt, Close burst 1
---Benedict hit by an attack instead of ally ---​
[/sblock][sblock=Equipment]
Code:
[U]Currency:[/U] 


[U]Equipment           Price    Weight    Other[/U]
Plate armour        50 gp    50 lb.    Heavy armour
Heavy shield        10 gp    15 lb. 
Longsword           15 gp     4 lb.    Versatile

Holy Symbol         10 gp     1 lb. 

Adventurer's kit    13 gp    32 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, hemp         1 gp    10 lb.    50 ft.
  Sunrod (1)         2 gp     1 lb.   
  Waterskin          1 gp     4 lb.      

Climber's kit        2 gp    11 lb.    +2 for climbing    
  Grappling hook     1 gp     4 lb.
  Hammer             5 sp     2 lb.
  Pitons (10)        5 sp     5 lb. 

[B]Total              100 gp   113 lb.[/B]

Normal load:    160 lb.
Heavy load:     320 lb.
Max. drag load: 800 lb.
[/sblock]
 

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