From the Ruins: a Rogues Gallery for Tantas




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  1. #1
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    ø Ignore Duelpersonality

    From the Ruins: a Rogues Gallery for Tantas

    Characters:

    eblue562: Sathi - dwarf shaman
    Walking Dad: Grayven Glimmershadow - gnome wizard
    Vertexx69: Cole Cinder - dwarf warlock
    Voda Vosa: Mondel Darkbark - dwarf fighter
    Phaezen: Karesh - deva avenger
    HolyMan: Norian Brightsoul - human cleric
    The Digger: Honag Stoneborn - goliath warden
    Attached Files Attached Files
    Last edited by Duelpersonality; Friday, 28th August, 2009 at 06:17 AM.

 

  • #2
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    ø Ignore HolyMan
    Norian Brightsoul
    Race: Human
    Class: Cleric
    Level: 3
    Alignment: Lawful Good
    Deity: Lino
    Affiliation: Will of the Light

    Code:
     
    Stat       Base    Points    Racial    Finished
    STR         8        0          0         8
    CON        10        1          0        11
    DEX        10        5          0        14
    INT        10        2          0        12
    WIS        10        7         +2        17
    CHA        10        7          0        15
    Defenses:
    AC: 17 = 10 (base) + 1 (1/2 lvl) + 2 (dex) + 3 (leather) + 1 (lt. shield)
    Fort: 13 = 10 (base) + 1 (1/2 lvl) + 1 (human) + 1 (amulet)
    Reflex: 16 = 10 (base) + 1 (1/2 lvl) + 2 (dex) + 1 (human) + 1 (shield) + 1 (amulet)
    Will: 18 = 10 (base) + 1 (1/2 lvl) + 3 (wis) + 2 (class) + 1 (human) + 1 (amulet)

    Initative: + 3 = + 2 (dex) + 1 (1/2 lvl)
    Speed: 6 squares
    Vision: normal
    Passive Insight: 19 = 10 (base) + 3 (wis) + 5 (trained) + 1 (1/2 lvl)
    Passive Perception: 14 = 10 (base) + 3 (wis) + 1 (1/2 lvl)
    Action Point(s): 1
    Languages: Common and Elven

    Skills

    Acrobatics: + 3 = + 2 (dex) + 1 (1/2 lvl)
    Arcana: + 2 = + 1 (int) + 1 (1/2 lvl)
    Athletics: + 0 = - 1 (str) + 1 (1/2 lvl)
    Bluff: + 3 = + 2 (cha) + 1 (1/2 lvl)
    Diplomacy: + 11 = + 2 (cha) + 1 (1/2 lvl) + 5 (trained) + 3 (feat)
    Dungeoneering: + 4 = + 3 (wis) + 1 (1/2 lvl)
    Endurance: + 1 = + 1 (1/2 lvl)
    Heal: + 9 = + 3 (wis) + 1 (1/2 lvl) + 5 (trained)
    History: + 7 = + 1 (int) + 1 (1/2 lvl) + 5 (trained)
    Insight: + 9 = + 3 (wis) + 1 (1/2 lvl) + 5 (trained)
    Nature: + 4 = + 3 (wis) + 1 (1/2 lvl)
    Perception: + 4 = + 3 (wis) + 1 (1/2 lvl)
    Religion: + 7 = + 1 (int) + 1 (1/2 lvl) + 5 (trained)
    Stealth: + 3 = + 2 (dex) + 1 (1/2 lvl)
    Streetwise: + 3 = + 2 (cha) + 1 (1/2 lvl)
    Thievery: + 3 = + 2 (dex) + 1 (1/2 lvl)


    Feats

    Armor Proficiencies: cloth, leather, hide, chainmail
    Weapon Proficiencies: simple melee and simple ranged
    Ritual Caster
    Skill Focus- Diplomacy
    Defensive Healing Word
    Human Perseverance


    COMBAT
    HP: 33 Bloodied: 16
    Surges/Day: 7 Surge Value: 8
    BA(melee): STR vs AC mace (1d8)
    BA(ranged): none
    Lance of Faith: WIS vs REF (1d8+3)
    Sacred Flame: WIS vs REF (1d6+3)
    Divine Glow: WIS vs REF (1d8+3)

    Powers

    Implement: Holy Symbol
    Healing Lore: Add Wisdom modifier to hit points gained when healing with a clerical power that has the healing keyword.

    Channel Divinity: Divine Fortune
    Encounter*Divine
    Free Action, Personal
    Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

    Channel Divinity: Healer's Mercy
    Encounter*Divine,Healing
    Standard Action, Close burst 5
    Target: Each bloodied aly in burst.
    Effect: Each target can spend a healing surge. You are weakened until the end of your next turn.

    Healing Word
    Encounter(Special)*Divine,Healing
    Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
    Minor Action, Close burst 5 (10 at 11th level, 15 at 21st level)
    Target: You or one ally.
    Effect: The targetcan spend a healing surgeand regain an additional 1d6 hit points. Increase the amountof additional hit points regsained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level and 6d6 at 26th level.

    Lance of Faith
    At-Wil*Divine,Implement,Radiant
    Standard Action,Ranged 5
    Target: One Creature
    Attack: Wisdom vs. Reflex
    Hit: 1d8+ Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
    Increase damage to 2d8+ Wisdom modifier at 21st level.

    Astral Seal
    At-Will*Divine,Healing,Implement
    Standard Action,Ranged 5
    Target: One creature
    Attack: Wisdom +2 vs Reflex
    Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier.

    Sacred Flame
    At-Will*Divine,Implement,Radiant
    Standard Action,Ranged 5
    Target: One creature
    Attack: Wisdom vs. Reflex
    Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.
    Increase damage to 2d6 + Wisdom modifier at 21st level.

    Divine Glow
    Encounter*Divine,Implement,Radiant
    Standard Action, Close blast 3
    Target: Each enemy in blast
    Attack: Wisdom vs. Reflex
    Hit: 1d8 + Wisdom modifier radiant damage
    Effect: Allies in blast gain a +2 power bonus to attack rolls until the end of your next turn.

    Hymn of Resurgence
    Encounter*Divine,Implement
    Standard Action,Close blast 5
    Target: Each enemy in blast.
    Attack: Wisdom vs. Fortitude
    Hit: The target takes a -2 to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone.
    Effect: Each ally in the burst can choose either to gain 5 temporary hit points or make a saving throw.

    Beacon of Hope
    Daily*Divine,Healing,Implement
    Standard Action, Close burst 3
    Target: Each enemy in burst.
    Attack: Wisdom vs Will
    Hit: The target is weakened until the end of its next turn.
    Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the enocounter


    Life Transference
    Encounter*Divine,Healing
    Standard Action, Melee touch
    Target: One creature
    Effect: You take damage equal to your healing surge value, which can't be reduced in any way. The target regains hit points equal to twice that value.



    Equipment

    Leather Armor..................25gp....15lb
    Light Shield.......................5gp....6lb
    Mace...........................5gp....6lb
    Shoulder Bag(i.e. backpack).......2gp....2lb
    Flint&Steel.......................1gp....---
    Trail rations(10 days)............5gp....10lb
    Everburning Torch.................50gp...1lb
    Waterskin.........................1gp....4lb
    Holy Symbol....................10gp...1lb
    Amulet..............................???....???
    Ritual Book.......................50gp...3lb
    -- Gentle Repose and Make Whole
    Scroll- Comprehend Languages......50gp...---
    Potion- Healing................50gp..1/2lb
    Total Weight:48.5lb
    Treasure:
    GP: 46
    SP:
    CP:
    GEMS:


    Appearance

    Size: Medium
    Age: 20
    Gender: Male
    Height: 5-10"
    Weight: 120lbs.
    Hair Color: sandy brown cut short
    Eye Color: blue
    Norian is a thin gangly human male. He has light colored hair chopped off short and keeps his face clean shaven because a
    beard he tried to grow before itched to much. He has long limbs and fingers and thin arms and legs almost to the point of
    making him look sickly. He has a pointed chin and nose and some people think his ears appear to point skyward, this last
    is the man reason he always wears his hood up.


    Background
    Nearly a 1,000 years after what some have come to call the End of the Great Wars or Old Wars(since new smaller ones have been felt throughout the lands of Tantas), humans seem to have forgotten the past. A hundred generations have gone by and the truth has become story and story has become myth and myth is but a tale to scare children or give a goodwife something to gossip about.

    But in all those years in the Frumo School of Magic a small temple of Lino still knows the truth. Histories have been recorded and handed down of the time know by the elves as The Cleanseing, and Turba's Abandoment by the dwarves. These races live and learn from the past but humans look forward ever forward, maybe do to the little time they have they wish to see it coming and plan and plot out every minute of every day.

    Norian was just such a person but recent events in his life have changed his views of the world, the races on it, the gods that rule above it, and even the forces surronding it. He has found a new path and a new way he believes to better honor the teachings of his father and Lino his beloved god who has blessed his choice and watches as his little subject goes to try and bring honor to the Candle Keeper.

    Full of questions that could not be answered at the Frumo School, Norian has been allowed to journey to Tyral. To the Temple of All, a chance to fully understand Lino and all the gods and thier reasons behind that great day of change. He will also get a chance to visit his father's brother and family, people he has not seen since he was near five and left when his father took up caretaking of the Temple of Lino in the Frumo School of Magic.

    As he draws near his weary feet get the better of him so Norian plans a quick stop at the crossroads near Tyral. Maybe a chance to sit and hear any rumors of what his new life might be like.
    Last edited by HolyMan; Sunday, 6th September, 2009 at 04:12 AM. Reason: detailing powers

  • #3
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    Myrmidon (Lvl 10)

    Voda Vosa's Avatar

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    ø Ignore Voda Vosa
    Mondel Darkbark, level 3
    Dwarf, Fighter
    Fighter Talents: One-handed Weapon Talent

    FINAL ABILITY SCORES
    Str 16, Con 18, Dex 12, Int 10, Wis 14, Cha 8.

    STARTING ABILITY SCORES
    Str 16, Con 16, Dex 12, Int 10, Wis 12, Cha 8.


    AC: 20 Fort: 18 Reflex: 15 Will: 14
    HP: 45 Surges: 13 Surge Value: 11

    TRAINED SKILLS
    Intimidate +5, Endurance +10, Athletics +7, Nature +8

    UNTRAINED SKILLS
    Acrobatics, Arcana +1, Bluff, Diplomacy, Dungeoneering +5, Heal +3, History +1, Insight +3, Perception +3, Religion +1, Stealth, Streetwise, Thievery

    FEATS
    Level 1: Defender of the Wild
    Level 2: Shield the Fallen

    POWERS
    Fighter at-will 1: Brash Strike
    Fighter at-will 1: Tide of Iron
    Fighter encounter 1: Shield Bash
    Fighter daily 1: Comeback Strike
    Fighter utility 2: Unstoppable
    Fighter encounter 3: Sweeping Blow

    ITEMS
    Battleaxe, Heavy Shield, Scale Armor, Adventurer's Kit, Backpack (empty), Bedroll, Crossbow, Crossbow Bolts (20), Potion of Healing (heroic tier) (2)


    After the empire crumbled under the earth's might, the Darkbark clan flee the tunnels under the mountains, and wandered the forests. They developed a deep connection with the primordial beings of the earth, and established a grove in the forest. Most of them where still the sturdy fighters of the mines, but many became priests of the primordial, druids, wardens, rangers, even barbarians with deep traditional roots in their new way of life. Molden Darkbark was an old dwarf, with his mind fresh of memories of the oppression and the dwarves way of life in the mines. He developed a connection with the primordials, but he remains respectful of the ancestors. His mind struggled with the contrast of cultures.
    Seeking enlightenment, the old dwarf abandoned his community, and wandered to Tyral, in search for answers.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #4
    Grayven Glimmershadow, Wizard 3

    Stats

    Name Grayven Glimmershadow Player: WD
    Gnome Wizard XP ? Level 3
    Initiative +2 Senses Low-Light Vision
    Passive Insight 14; Passive Perception 17
    HP 32; Bloodied 16; Surge Value 8; Surges Per-Day 8
    AC 18; Fortitude 14; Reflex 16; Will 17
    Saving Throws +5 vs illusion
    Speed 5
    Alignment Unaligned
    Languages Common, Elven

    Str 08 Dex 13 Wis 10
    Con 14 Int 18 Cha 16


    Racial Abilities
    Fey Origin, Master Trickster, Reactive Stealth, Trickster’s Cunning, Fade Away

    Class Features
    Arcane Implement Mastery, cantrips, Ritual Casting, spellbook

    At-Will Powers
    Illusory Ambush (Range 10; +7 vs Will / 1d6+5 psychic; -2 to hit until eynt)

    Storm Pillar (Range 10; conjure pillar in unoccupied sq, last eynt, any enemy who moves into adjacent sq take 1d6+4 lightning damage)


    Encounter Powers
    Fade Away (become invisible upon taking damage until the eynt)

    Orb of Deception (after miss with illusion power, target other enemy in 3 sq)

    Grasping Shadows (burst 1 in 10; +7 vs Will / 2d8+5 psychic and slowed; effect: burst zone lsts until eynt, entering suffers 4 damage and is slowed until ehnt)

    Maze of Mirrors (burst 1 in 10; +7 vs Will / until eynt, any enemy is immobilized and have -4 penality on attacks)


    Daily Powers
    Horrid Whisper
    (Summon Fire Warrior)


    Utility Powers
    Shield (Hit by attack; gain AC and Reflex +4)
    (Summon Shadow serpent)

    Feats
    Ritual Casting, Gnome Phantasmist, Armor Proficiency (leather)

    Skills
    Arcana* +11
    Diplomacy* +9
    Insightl* +6
    Nature* 10
    Stealth +4

    Rituals
    Brew Potion, Unseen Servant and Make Whole.

    Equipment unfinished
    Standard adventurers pack (15gp), leather armor (25gp), crossbow (25gp), sling (1gp), 2 daggers (2gp), ritualbook (class feature), Residium (170gp), 10 empty fasks (3gp), 20 sling bullets (1gp), 20 bolts (1gp), Tanglefootbag lev 2 (25gp), orb (15gp)

    17gp still to spend


    Character Description

    Background

    Grayven's family lives now for three generations in the gnome district of Tyral, where the gnomes live nearly isolated from the rest of the population. Having shown a great intellect and an edge in manifesting illusions even at an early age, Grayven started his formal studies in the local arcane school. Never having lost his caution for the machinations of the other races, grayven waits what the future holds for him.


    Personality

    Grayven is quick to befriend, but it is hard to win his trust. He favors forethought and striking before the enemy, is a bit paranoid and favors stealth over a direct approach.

    Appearance

    Born of the feywild but grown up in a city, Grayven has a fine angular face with smoky blue eyes. Looking joyful most of the time, some forget that Grayven is a bit paranoid and quick to lash at perceived dangers. Her wears not the occupation betraying robes other wizards seem to favor but a good honest blackened leather armor, designed not to look like it's true armor value. Even though he fancies himself a mighty illusionist, he hasn't forgotten that that his people are known for guile and trickery. Grayven is normal in height and weight (for a gnome), but lacks a bit the natural stealth so many members of his race exhibit.


    Note: No access to the Chara Builder, sorry.
    Signature

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

  • #5
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    Waghalter (Lvl 7)

    Vertexx69's Avatar

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    ø Ignore Vertexx69
    Name: Cole Cinder Player: Vertexx69
    Dwarven Warlock XP ? Level 3
    Initiative +2 Senses Low-Light Vision
    Passive Insight 17; Passive Perception 12
    HP 41; Bloodied 20; Surge Value 10; Surges Per-Day 10
    AC 14; Fortitude 15; Reflex 14; Will 14
    Saving Throws +5 vs pioson
    Speed 5
    Alignment Unaligned
    Languages Common, Dwarven

    Str 08 Dex 10 Wis 15
    Con 19 Int 15 Cha 10

    Racial Abilities
    Cast-iron Stomach, Dwarven Resilience, Dwarven Proficiency, Encumbered Speed, Stand Your Ground

    Class Features
    Infernal Pact, Dark One’s Blessing, Prime Shot, Shadow walk, Warlock’s Curse

    At-Will Powers
    Eldritch Blast(Range 10; +7 vs Ref / 1d10+5; Can use as ranged basic attack)

    Hellish Rebuke (Range 5; +7 vs Ref / 1d6+5 fire; if I take dmg before next turn target takes 1d6+5 fire again)


    Encounter Powers
    Vampiric Embrace (Ranged 5; +7 vs Ref / 2d6+5 Necrotic; and I gain 7 THP)

    Fiery Bolt(Ranged 10; +7 vs Ref / 3d6+5 Fire and adjacent creatures take 1d6+7 fire)

    Daily Powers
    Flames of Phlegethos(Ranged 10; +7 vs Ref / 3d10+5 fire and 5 ongoing fire.)

    Utility Powers
    Ethereal Stride (Teleport 3 squares and gain +2 to all defenses until end of next turn)

    Feats
    Surging Flame, Implement Expertise (Rod)

    Skills
    Arcana +7
    Insight +7
    History +7
    Thievery +5

    Equipment unfinished
    Standard adventurers pack 15gp

    leather armor 25gp
    3 daggers 3gp
    Inferno Oil X3 150gp
    Ever-Burning Rod 62gp

    45gp still to spend
    Background:
    Cole cinder was raised in the outlying edges of the borders of the kingdom of Tyral. Being the youngest of his siblings, he had no idea why his family couldn’t live in the city proper where there were other kids closer to his own age to play with. The Cinder Clan had resettled on the very edge of a fiery chasm where the red glow of the earth’s blood would sizzle and pop endlessly. While this chasm provided the clan with all the heat it needed to ply its trade in armor and weapon craft, it provided another fascination for the youngest Cinder.
    Background:
    He would stare into the blazing maw for hours on end. And once it was clear that Cole was not becoming big and strong like his many brothers, and had no interest in the metal-crafting trade, he was left pretty much to his own devices. So when he started talking to something within the magma, nobody really noticed – at least not right away. He started getting angrier with each passing month, and his skin got very dark from the heat of lava that he stared into every day. When his family noticed the changes in the teenager they were of course concerned, albeit in a very Dwarven way. They insisted that he come help in the forge. There were quite a few mixed reactions when they learned that the baby of the family had gained some mastery over the very fire they used to heat their machinations. His brothers were amazed that his slight build could hold such power, and that his years of meditation at the flame’s mouth had tempered his flesh just like their family’s steel with great endurance. His parents were happy at first that he could start to contribute to the business, if in a slightly different way. But when his temper came with bursts of flame, it started becoming clear that the forge was not the place for him. So Cole made his way the city to find his path, but could still be found often at the chasms brink, either in deep meditation or holding one side of in depth conversations on the true nature of fire.
    He found many people in the city that would pay him to use his mastery of flame to their advantage, and even a few others that shared his fascination. So Cole Cinder can be found most nights standing at the wide hearths of the local taverns with others that crave the flames embrace, or even talking to the fire still when he nobody else will listen.
    Description:
    Cole Cinder is slightly built for a dwarf, but his skin is almost as hard as iron to the touch. He stands a little below average height for a dwarf at 4ft tall, but his fiery disposition more than makes up for that. His skin is darkly tanned from years at the lava’s edge, and his dark eyes always seem to be bloodshot and swirling with bits of ash. Instead of a traditional beard Cole wears hid wiry red hair short with mutton chops that hang several inches below his rounded jaw, leaving his dimpled, but strong chin bare to the world.
    Personality:
    Everything seems to be fire or fuel to this brash young dwarf. To say he is a hothead would be a completely justifiable pun. He reacts to every insult like someone had raped his sister (like every teenager does), but he literally has the firepower to back up his threats. He isn’t evil, so much as a loaded gun without a target. And in a world where words can truly have life or death consequences, taking cheap shots at an impetuous young pyromancer is the quickest way to meet your maker.
    Remember that every facet of our lives tries to become all consuming if we don't watch it. We need creative outlets like gaming to keep the trudge of daily life from grinding our souls into dust...
    - Vertexx69
    ____________________
    MyGames
    Living Eberron - OOC RG IC
    ToH - IC
    Death of the Dragons - RG IC
    B5 Outrageous Fortune - IC OOC
    Music Inspired Insanity - OOC RG IC
    Welcome to Slimy Lake - OOC RG IC
    Muare Castle - OOC RG IC

  • #6
    Registered User
    Acolyte (Lvl 2)

    The Digger's Avatar

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    ø Ignore The Digger

    Honag Stoneborn Level 3

    Race: Goliath Class: Warden MC Barbarian Alignment: Unaligned
    Deity: Size: Medium Age: 18
    Gender: Male Height 7’6” Weight: 245 lbs
    Eyes: Green Hair: None
    Background: Lost Ancestral Home
    ===============================================

    At start inc racial:
    Str 18 __Con 18 __Dex 10 __Int 9 __Wis 13 __Cha 10
    +4______+4______+0______-1______+1______+0

    Hp = 54 bloodied 27 Surges 12 @ 13

    Initiative +0 Passive perception 17 Passive Insight 12
    Vision: Normal

    Armour Class: 21 (10 +1 level +4 Con +3 hide +2 shield +1 enhancement)
    Fort 17 (10+ 1 level +4 Con +1 Class +1 necklace)
    Ref 14 (10 +1 level +2 shield +1 necklace)
    Will 15 (10 + 1 level + 1 Will +1 class +1 race +1 necklace)

    Skills ([T] Denotes Trained Skills:
    [Endurance from Paladin][-2 from heavy shield]
    Acrobatics -1___ Arcana +0___ Athletics +11 (T)
    Bluff +1 ___Diplomacy +1 ___Dungeoneering +2
    Endurance +9 (T) ___Heal +2 ___History +0
    Insight +2 ___Intimidate +1 ___Nature +9 (T)
    Perception +7 (T) ___Religion +0 ___Stealth +0
    Streetwise +1 ___Thievery +0

    Feats: Toughness, Weapon Expertise, Hammer
    =================================================
    Racial Features
    +2 to Athletics & Nature
    Mountain’s Tenacity: +1 racial bonus to Will
    Powerful Athlete: Using Athletics to jump or climb,
    roll twice and chose result
    Stone’s Endurance: Encounter Power

    Class Features
    Font of Will: Can make a save at start of turn.
    Earthstrength: With light armour use Con instead of Dex or Int for AC
    Also - using 2nd Wind gain +4 to AC till end of next turn
    Nature’s Wrath: Once in each turn I can mark each adjacent enemy.
    Lasts till end of my next turn
    Gain Warden’s Fury and Warden’s Grasp At-will powers.
    ================================================== =
    At Will:
    Warden’s Fury: Primal; Weapon; Immediate Interrupt: Melee Weapon
    Trigger: An enemy marked by me makes an attack that doesn’t include me as a target
    Target: The triggering enemy
    Attack: Str vs Fort: 4 (str) + 2 (Prof) + 1 (Feat) + 1 (enhancement) + 1 (level)
    = +9
    Damage: 1W + Str: 1d10+ 4 (Str) + 1 (enhancement) = +5
    And the target grants Combat Advantage to self and allies till end of my next turn.

    Warden’s Grasp: Primal; Immediate Reaction; Close Burst 5
    Trigger: An enemy marked by me, that is within 5 squares of me, makes an attack that doesn’t include me as a target.
    Target: The triggering enemy in burst
    Effect: I slide the target 1 square. The target is slowed and cannot shift
    until the end of its turn.

    Thorn Strike: Primal; Weapon; Standard; Melee 2
    Target: One creature
    Attack: Strength vs AC
    Hit: 1W + Str mod and I pull the target 1 square

    Weight of Earth; Primal; Weapon; Standard; Melee Weapon
    Target: One creature
    Attack: Strength vs AC
    Hit: 1W + Str mod and the target is slowed till the end of my next turn

    Encounter
    Thunder Ram assault: Primal; Thunder; Weapon; Standard; Melee Weapon
    Primary Target: One creature
    Primary Attack: Str vs AC
    Hit: 1W+ Str Mod damage; Make a secondary attack that is a close blast 3
    And push the primary target 5 squares (Con Mod = Earthstrength)
    Secondary Target: Each creature in Blast
    Secondary Attck: Str vs Fort
    Hit: 1d6 Thunder damage and push the target 1 square


    Earthgrasp Strike; Primal; Weapon; Standard; Melee Weapon
    Target: One creature
    Attack: Str vs AC
    Hit: 1W+ Str Mod damage and knock target prone; The target cannot stand till the end of my next turn and the first time it stands up before the end of the encounter it takes 1d10+Str damage (1d10+5)

    Daily
    Form of Winter’s Herald; Cold Polymorph, Primal, Minor; Personal
    Effect: I assume the guardian form of Winter’s Herald. Whilst in this form
    I gain +1 AC and resist 5 cold. Also each square within 2 squares of me
    wherever I move is difficult terrain for my enemies.
    Once per encounter whilst in this form I can make the following attack
    Standard Action: Close Burst 1
    Target: Each enemy in burst
    Str vs AC
    Hit 1W + Str mod cold damage and target immobilized (save ends)
    Miss: Half damage and target immobilized till end of my next turn.

    Utility
    Triumphant vigour: Daily, Healing, Primal, Personal; Minor Action
    Requirement; I must have reduced an enemy to 0HP during this turn
    Effect: I regain HP equal to 1d6 + Wis mod + Con mod.

    Equipment
    Hide Armour +1
    Warhammer +1
    Necklace +1
    Adventurer’s kit



    Racial Features
    Mountain’s Tenacity: +1 racial bonus to Will
    Powerful Athlete: Using Athletics to jump or climb, roll rwice and chose result
    Stone’s Endurance: Encounter Power

    Class Features
    Font of Will: Can make a save at start of turn.
    Earthstrength: With light armour use Con instead of Dex or Int for AC
    Also - using 2nd Wind gain +4 to AC till end of next turn
    Nature’s Wrath: Once in each turn I can mark each adjacent enemy. Lasts till end of my next turn
    Gain Warden’s Fury and Warden’s Grasp At-will powers.
    ==================================================

    “Honag, stand and face the elders and hear their judgement.”

    The young goliath paused for only a second and yet his thoughts, his visions, would have filled hours. The expression on Marga’s dying face, the rage on the face of his father - and hers! The sorrow on the faces of his mother and sisters; the anger on the faces of the tribe. But above all was the deep sorrow that filled his very being. He knew that death was probably to be his next adventure but he relished it. To die, to dream no more…he stood and faced his accusers.

    The elders were grim-faced and implacable. Only in the eyes of one, the old shaman, Hiram Skywatcher, was there even a hint of mercy or forgiveness.

    The chief elder rose, supported by his staff, and spoke. “By your actions Honag Stoneborn, ye have caused the death of a maiden of the clan. And so know ye this; from this time henceforth your name is taken from you. No longer are ye to be recorded in the scrolls of the Stoneborn clan.”

    A startled intake of breath came from the assembled tribefolk.

    “Before dawn tomorrow ye will be escorted hence and taken to the lip of the chasm…” There was a pause as Honag waited for the words of death.

    “…and there ye will be banished from rock and kin, from folk and family, never to return on pain of cruel death.”

    A muffled scream burst out from behind him, but was quickly stilled. It was his mother. A hushed mumbling came from the onlookers at this unique form of punishment and Honag himself could scarce believe his own ears.”

    “Remove the prisoner!”
    -----------------------------------------------------------------------------------
    “Honag! Honag!”

    He sat up instantly at the whispered call. He could not imagine who would be speaking to him at this time. He knew it could only be minutes before he would be escorted from here.

    To his surprise it was the old shaman Hiram.

    “Listen and do not speak. I have only moments and can say this only once. Our people must learn more about the world into which we have been delivered. You know, only too well, how things have changed. I want you to report back every once in a while to tell us of happenings outside the mountains. I realise you cannot return here but you can send word to our neighbours, the dwarven villagers to the east. They will make sure I and the other shamen receive the word. Now go and may the mountain gods go with you.”
    Last edited by The Digger; Thursday, 27th August, 2009 at 10:31 PM.

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