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[Rogue Gallery] 8 years ago, the world ended... [4E]
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<blockquote data-quote="stonegod" data-source="post: 4391612" data-attributes="member: 36973"><p><span style="font-size: 12px"><strong><span style="color: deepskyblue">Tragar Hunderstanner</span></strong></span></p><p>Male Dwarf Artificer 2</p><p><strong>Initiative</strong> +1; <strong>Senses</strong> Low-light Vision; Perception +7</p><p><strong>HP</strong> 34; <strong>Bloodied</strong> 17; <strong>Healing Surge</strong> 8 (minor action); <strong>Surges Per Day</strong> 12</p><p><strong>AC</strong> 16; <strong>Fort</strong> 15, <strong>Ref</strong> 14, <strong>Will</strong> 13</p><p><strong>Saves</strong> +5 vs. poison</p><p><strong>Speed</strong> 5</p><p><strong>Action Points</strong> 1</p><p>-----------------------------------------------------------------</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /><u><strong>Warhammer</strong> (standard; at-will) ✦ <strong>Weapon</strong></u></p><p>+4 vs AC; 1d10+1 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Throwing hammer</strong> (standard; at-will) ✦ <strong>Weapon</strong></u></p><p>Range 5/10; +4 vs AC; 1d6+1 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Thundering Armor</strong> (standard; at-will) ✦ <strong>Arcane, Implement, Thunder</strong></u></p><p>Range 10. One ally gains +1 power bonus to AC until end of Tragar's next turn. </p><p><strong>Secondary Attack:</strong> +3 vs. Fortitude. One creature adjacent to primary target takes 1d6+3 thunder damage and is pushed 1 away from primary target.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Aggravating Force</strong> (standard; at-will) ✦ <strong>Arcane, Force, Weapon</strong></u></p><p>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. </p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /><u><strong>Spike Wire</strong> (standard; encounter) ✦ <strong>Arcane, Force, Weapon</strong></u></p><p>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.</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /><u><strong>Caustic Rampart</strong> (standard; daily) ✦ <strong>Acid, Arcane, Conjuration, Implement</strong></u></p><p>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.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /><u><strong>Healing Infusion (Restorative Formula)</strong> (minor; twice-per encounter) ✦ <strong>Arcane, Healing</strong></u></p><p>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.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /><u><strong>Healing Infusion (Curative Admixture)</strong> (minor; twice-per encounter) ✦ <strong>Arcane</strong></u></p><p>Burst 5. Tragar and each ally in burst can spend a healing surge to gain 4 temporary hit points.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /><u><strong>Repair Object</strong> (minor; encounter) ✦ <strong>Arcane, Healing</strong></u></p><p>Touched item regains 8 hit points if it has more than 0 hit points.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Restorative Infusion</strong> (standard; daily) ✦ <strong>Arcane</strong></u></p><p>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.</p><p><u><strong>Arcane Replenishment</strong></u></p><p>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.</p><p><u><strong>Dwarven Resilience</strong></u></p><p><u><strong>Dwarven Weapon Proficiency</strong></u></p><p><u><strong>Stand Your Ground</strong></u></p><p>Forced movement is reduced by one; saving throw to resist being knocked prone.</p><p>-----------------------------------------------------------------</p><p><strong>Alignment</strong> Unaligned; <strong>Languages</strong> Common, Dwarven</p><p><strong>Str</strong> 13 (+1) <strong>Dex</strong> 10 (+0) <strong>Con</strong> 17 (+3)</p><p><strong>Int</strong> 17 (+3) <strong>Wis</strong> 13 (+1) <strong>Cha</strong> 8 (-1)</p><p><strong>Arcana</strong> +9*, <strong>Dungeoneering</strong> +9*, <strong>Endurance</strong> +6, <strong>History</strong> +9*, <strong>Perception</strong> +7*, <strong>Thievery</strong> +6*</p><p>* Trained Skill</p><p><strong>Feats:</strong> Durable, Weapon Proficiency (Eldritch Cannon)</p><p><strong>Rituals:</strong> Make Whole, Tenser's Floating Disk</p><p><strong>Gear</strong> 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</p><p></p><p><span style="color: deepskyblue">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.</span></p><p></p><p><strong>Background</strong></p><p>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.</p><p></p><p>Then the world ended.</p><p></p><p>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.</p><p></p><p><strong>Personality and Appearance</strong></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Quirks</strong></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="stonegod, post: 4391612, member: 36973"] [size=3][b][color=deepskyblue]Tragar Hunderstanner[/color][/b][/size] Male Dwarf Artificer 2 [b]Initiative[/b] +1; [b]Senses[/b] Low-light Vision; Perception +7 [b]HP[/b] 34; [b]Bloodied[/b] 17; [b]Healing Surge[/b] 8 (minor action); [b]Surges Per Day[/b] 12 [b]AC[/b] 16; [b]Fort[/b] 15, [b]Ref[/b] 14, [b]Will[/b] 13 [b]Saves[/b] +5 vs. poison [b]Speed[/b] 5 [b]Action Points[/b] 1 ----------------------------------------------------------------- :bmelee:[u][b]Warhammer[/b] (standard; at-will) ✦ [b]Weapon[/b][/u] +4 vs AC; 1d10+1 damage. :ranged:[u][b]Throwing hammer[/b] (standard; at-will) ✦ [b]Weapon[/b][/u] Range 5/10; +4 vs AC; 1d6+1 damage. :ranged:[u][b]Thundering Armor[/b] (standard; at-will) ✦ [b]Arcane, Implement, Thunder[/b][/u] Range 10. One ally gains +1 power bonus to AC until end of Tragar's next turn. [b]Secondary Attack:[/b] +3 vs. Fortitude. One creature adjacent to primary target takes 1d6+3 thunder damage and is pushed 1 away from primary target. :ranged:[u][b]Aggravating Force[/b] (standard; at-will) ✦ [b]Arcane, Force, Weapon[/b][/u] 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:[u][b]Spike Wire[/b] (standard; encounter) ✦ [b]Arcane, Force, Weapon[/b][/u] 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:[u][b]Caustic Rampart[/b] (standard; daily) ✦ [b]Acid, Arcane, Conjuration, Implement[/b][/u] 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:[u][b]Healing Infusion (Restorative Formula)[/b] (minor; twice-per encounter) ✦ [b]Arcane, Healing[/b][/u] 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:[u][b]Healing Infusion (Curative Admixture)[/b] (minor; twice-per encounter) ✦ [b]Arcane[/b][/u] Burst 5. Tragar and each ally in burst can spend a healing surge to gain 4 temporary hit points. :melee:[u][b]Repair Object[/b] (minor; encounter) ✦ [b]Arcane, Healing[/b][/u] Touched item regains 8 hit points if it has more than 0 hit points. :ranged:[u][b]Restorative Infusion[/b] (standard; daily) ✦ [b]Arcane[/b][/u] 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. [u][b]Arcane Replenishment[/b][/u] 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. [u][b]Dwarven Resilience[/b][/u] [u][b]Dwarven Weapon Proficiency[/b][/u] [u][b]Stand Your Ground[/b][/u] Forced movement is reduced by one; saving throw to resist being knocked prone. ----------------------------------------------------------------- [b]Alignment[/b] Unaligned; [b]Languages[/b] Common, Dwarven [b]Str[/b] 13 (+1) [b]Dex[/b] 10 (+0) [b]Con[/b] 17 (+3) [b]Int[/b] 17 (+3) [b]Wis[/b] 13 (+1) [b]Cha[/b] 8 (-1) [b]Arcana[/b] +9*, [b]Dungeoneering[/b] +9*, [b]Endurance[/b] +6, [b]History[/b] +9*, [b]Perception[/b] +7*, [b]Thievery[/b] +6* * Trained Skill [b]Feats:[/b] Durable, Weapon Proficiency (Eldritch Cannon) [b]Rituals:[/b] Make Whole, Tenser's Floating Disk [b]Gear[/b] 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 [color=deepskyblue]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.[/color] [b]Background[/b] 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. [b]Personality and Appearance[/b] 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. [b]Quirks[/b] 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. [/QUOTE]
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[Rogue Gallery] 8 years ago, the world ended... [4E]
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