Loktar Regar! Evil Ujio's Warcraft PbP Rogue's Gallery


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Bobitron

Explorer
Telikaninorikan “Tel”

Goblin Tinker 3

Background: Born in Ratchet, Tel took the fast path to excellence within the goblin's inventors, quickly gaining a reputation as 'one to watch.' He hired out his services to the Horde during the battles against the Lich King and the Grand Admiral, serving Thrall's troops by creating grenades and bombs used to wreak havoc on the undead. Once the war ended, he decided it was time to see the world, and getting out of the workshop was the first step. Arming himself with some carefully crafted weapons, he is ready to find out what all those travelling goblin merchants always bragged about.

Appearance: Short in stature, Tel is of average size for a goblin. His nose is long and crooked, the tip scarred and stained black from close contact with caustic acid and a couple unfortunate gunpowder burns. His eyes gleam with intelligence and curiosity.

Quote: "Whadda ya mean, too much powder? Why, I blew the doors off the vault of Baron Agnarus with that same charge without overdoing it! Don't tell me how to do my craft!What? So what if it's just a locked chest!"

Age: 30
Height: 3’
Weight: 40 pounds
Hair: None to speak of. He has a few wisps of white at the back of his head.
Eyes: Brown

Tinker
3rd level
Experience: 4,000
Alignment: Chaotic Neutral
Affiliation: The Horde

Statistics:

STR: 8 (-1)
DEX: 17 (+3)
CON: 11 (+0)
INT: 17 (+3)
WIS: 8 (-1)
CHA: 11 (+0)

Hit Points: 14 (6 at first, 4 at second, 4 at third)

Saving Throws:

Fortitude: +1 (base +1, CON +0)
Reflex: +6 (base +3, DEX +3)
Will: +2 (base +3, WIS -1)

Armor Class:

14 (+3 Dex, +1 size)

Base Attack Bonus: +2

Weapons:

Masterwork Flintlock Pistol (+7 attack, damage 2d6, x3 crit, Rng 10', MR 1, upgraded range, 20 rounds)

Grenade (+6 attack, damage 2d6, Rng 20', Blast radius 5 ft, 20 quantity )

Dagger (+2 attack, damage 1d3-1, 19-20/x2 crit, Rng 10’)

Skills:

Appraise* +9 (4 ranks, +3 Int, +2 Goblin)
Balance +3
Bluff +0
Climb -1
Concentration* +4 (4 ranks)
Craft~ Alchemy* +11 (6 ranks, +3 Int, +2 Goblin)
Craft~ Mechanical/Tech* +13 (6 ranks, +3 Int, +4 Goblin)
Decipher Script* +8 (5 ranks, +3 Int)
Diplomacy* +3 (1 rank, +2 Goblin)
Disable Device* +6 (3 ranks, +3 Int)
Disguise +0
Escape Artist +3
Forgery*
Gather Information*
Hide +11 (4 ranks, +3 Dex, +4 size)
Intimidate +0
Jump -1
Knowledge*
Listen* +5 (4 ranks, -1 Wis, +2 Goblin)
Move Silently +8 (5 ranks, +3 Dex)
Open Lock* +7 (4 ranks, +3 Dex)
Perform +0
Profession* -1
Ride +3
Search* +9 (6 ranks, +3 Int)
Sense Motive -1
Sleight of Hand +3
Spot -1
Survival -1
Swim -1
Use Magic Device* +5 (5 ranks)
Use Rope +3
Use Tech Device* +9 (6 ranks, +3 Int)

Feats:

Delay Malfunction (Warcraft pg. 109, Roll DC15, device keeps working for 1d3 rounds)
Build Firearms (Warcraft pg. 107, +2 Craft checks to build firearms, Tech limit increased by 2)
Emergency Repair (Warcraft pg. 110, DC20 Tech check allows continued operation for 1 hour before shutting down)

Racial Features:

+2 Int, -2 Str
Small size (+1 bonus to AC, +1 bonus on attack rolls, +4 bonus on Hide checks)
Low Light vision (Can see twice as far as humans in low light conditions)
Skilled (+2 Appraise, Craft (Alchemy), Diplomacy, and Listen checks, +4 on Craft (mechanical/tech) checks.)
Weapon Familiarity (Blunderbusses, Flintlock pistols, and long rifles count as martial weapons, not exotic)

Languages:

Goblin, Common, Orc, Dwarven

Class Features:

Scavenge (Build objects on the fly at a +10 DC)
Bomb-bouncing (Double thrown grenade-like weapons range increments)
Evasion (Take no damage rather than 1/2 damage on a successful Reflex save)
Coolness under fire (Take 10 on any non-attack roll to use technology, 1/day)

Equipment:
Masterwork Flintlock pistol with 20 rounds (700gp)
Dagger (2gp)
Cargo Pack (100gp)
~Goblin's Lock Pick (350gp)
~Automatic Thief (375gp)
~Inkpen, ink, 10 sheets of paper (10gp)
~Bomb (80 gp)
~20 grenades (800gp)
Goblin Army Knife (50gp)
Tinker's Belt (25gp)
Sunbuckle (50gp)
Potion CLW x 3 (150gp)

Total spent: 2692
Wealth: 8 gp
 

Rikandur Azebol

First Post
Groog Profit, 4 lvl Tinker. XP: 6601/10000.

Str 11, Agi 13, Sta 16, Int 17, Spi 10, Cha 8.

To emphasize that he is war veteran, who surviwed many explosions I given him high Con and above average Str. He is scarred, mean looking Goblin with the sharp gaze, quite uncommunicative on subjects other than his favorite ones. Guns and Explosives. And other rather unpleasant sights that You see when You had unpleasure to be in thick of action. Say, he was at Mount Hyjal. (Final mission for Night Elves in Warcraft III), till today he awakes sometime screaming in dread. Acha, he hate Demons.

LN, rules in army are simple. You have bigger gun, You live. You follow good battleplan, You live. You do't have any of above ? Start screaming. Did I made him too paranoid ?

HP:26 (I'm taking average here adding Con bonus.)

BAB: +3

AC: 11

Saves:

Fortitude +3
Reflex +5
Will +4

Feats: Exotic Weapon Proficiency: Firearms, Firearms Knack, Small Devices Knack.

Skills possesed by Groog are maximized. He have 77 skill ranks. Only class Skills.

Craft: Alchemy (Int) +10
Craft: Technological Device (Int) +10
Use Magical Device (Cha) +6
Use Technological Device (Int) +10
Appraise (Int) +10
Knowledge: Technology (Int) +10
Listen (Wis) +7
Diplomacy (Cha) +8
Search (Int) +10
Disable Device (Int) +10
Profession: Blacksmith (Wis) +7

Combat:
Masterwork Spliter Gun (Attack +7 ranged, 4d6 dmg, piercing, range 20', reload 5 rounds, if misses everybody in 30' cone in the direction of the shot recive 2d6 dmg, Reflex 15 avoids damage.)

Tinker's heavy hammer, (Attack+3 meele, d6 dmg, bludgeoning.)

Equipment:
Chmmm, I would like him to have Masterwork Splinter Gun from "Magic & Mayhem",Goblin Army Knife, Goblin Army Boots, Masterwork Blacksmith Tools, Ox and cart for all his stuff, Masterwork Alchemist's Lab, Masterwork Tinker's Tools, army's clothes for winter and summer, some food and water in preservative containers with big signs " Food ! Drink !" and finally rest of his money spent on Alchemical Compounds needed to maintain his stuff. Compounds are kept in preservative containers with big signs of Orc's Skull , Explosions, "DANGER !" etc. to keep nosy ignorants avay from it. And from blowing Groog's beloved "stuff" in the air.

History:
After all those battles, seeing many friends fell and horrors that haunt his sleep ... Groog decided that enough is enough and left army, to settle in some peaceful place. Mindless idiocy of those leading these armies, wasting troops and unable to discipline them was only contributing to his decision. Drunk troll, who ate Buglub and Rico, rare smart orc with aptiude for technological thought, only hastened his decision. He packed his stuff, saved ox from being toasted with meneacing glare and his biggest gun ... Say farewell to his few remaining friends and headed out to some peaceful place, to rethink his life. During his journey he stumbled in Korga's Strand ... and established small smithy, to gain a living, even if locals were suspicious of foreign Goblin. But when he helped, using last of his grenades, to defend village from small quillboar raid he was warily accepted. So ... he was keeping himself in right form, while spending much of his income in local tavern, trying to get into grip with himself.
Only to find that some of his mates stumbled here also, yesterday !
 
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Festy_Dog

First Post
Garrak Stormcaller 3rd-level Shaman/ 1st-level Barbarian
Lawful Good Medium Humanoid (Orc)
Hit Dice: 3d8+1d12 (29/29hp)
Initiative: +0
Speed: 30'/40'
Armor Class: 18 (10 base, +5 armour, +3 shield)
Base Attack/Grapple: +3/+4
Attack: +5 melee (mw battleaxe, d8+1, x3)
Full Attack: +5 melee (mw battleaxe, d8+1, x3)
Space/Reach: 5'/5'
Special Attacks: spellcasting, battle rage 2/day, +1 to attack vs humans
Special Qualities: low-light vision, augury 1/day
Saves: fort +5, ref +1, will +8
Abilities: str 13, dex 10, con 10, int 14, wis 17, cha 11
Skills: concentration 6/6, craft (alchemy) 10/6, heal 9/6, knowledge (nature) 5/3, knowledge (religion) 5/3, spellcraft 10/6, surivival 9/6
climb, handle animal, jump, ride, swim
Feats: combat casting, brew potion, eschew materials
XP: 6300/10000
Weight: char + gear = 234lb
Height: 6'6"
Languages: Common, Orc, Taur-ahe

Domains: Elemental (lesser - +1 caster level for elemental spells), Spirit (n/a)

Spells/day:
0th: 4
1st: 2 + d + 1
2nd: 1 + d + 1

Spells Memorised: DC = 13 + spell lvl
0th: detect magic, light, mending, read magic
1st: bless, lesser inner fire, lesser lightning guardians, war drums
2nd: bear's endurance, bull's strength, call of the spirits*

Equipment: 870.88gp
mw battleaxe
mw breastplate
+1 darkwood shield
backpack
bedroll
flint & steel
whetstone
explorer's outfit

Description:
Garrak is small by orc standards, being well below standard height and weight, but it does not appear to be much of an issue to him. He is clean shaven, and his black hair is cropped close to his scalp. His skin is a pale olive green, and his steel grey eyes seem to read deeper into people than they may want them to.

His standard attire usually involves many furred pelts over the top of what he is actually wearing, usually his armour. And he wears an animal head hood common amoung shamans. On his belt he keeps a claw-like battle axe, and slung across his back is a round darkwood shield, etched and painted with magic sigils of protection.

History:
Garrak was considered a runt amoung his kin, but he earned their respect through his keen intellect and plentiful wisdom. He enjoyed helping those around him, displaying benevolence and fair judgement, and in turn his friends and siblings turned to him for guidance and advice. In time he felt the calling of the orcs' shamanistic heritage, but as orcs had only recently turned away from the influence of demons the shaman traditions had not returned to an extent where Garrak thought he could learn enough amoung his own kind. Thus he sought out the Tauren, and spent his time with them learning of the healing arts and the Earth Mother.

While in Mulgore he discovered more within himself, an untapped source of the orcs' infamous battle rage, and he gained a capacity for greater ferocity in battle. Having learnt everything he needed to put him on the right path, Garrak returned home awhile. It was pleasant to visit family again, but he could not improve himself by sitting in the one place, so he began travelling. Not long after he has begun travelling he arrives at a small village by the name of Korga's Strand, which is the real beginning to his adventures.
 
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Legolizard

First Post
Heres my Naga character, rune master, it's a new base class in magic and mayhem.

Talos, 1st Runmaster (+2 level adjustment Ecl=3)
Neutral Large Humanoid (Naga Greater Mutation)
Hit Dice: 1d8+2 (10hp)
Initiative: +2
Speed: 30' land/50' Swim
Armor Class: 17 (10 base, +4 Natural Armor, +2 dex, +1 armor)
Base Attack/Grapple: +0/+10
Attack: +7 melee (Unarmed Strike, 1d8+6, x2)
Full Attack: +7 melee (Unarmed Strike, 1d8+6, x2)
Space/Reach: 10'/10'
Special Attacks: Flurry of Blows,
Special Qualities: Darkvision vision, Water Breathing Water Healing, Greater Mutation (large), Rune casting (Awarness family and Striking family)
Saves: fort +4, ref +2, will +2
Abilities: str 23, dex 15, con 15, int 17, wis 10, cha 8
Skills: Concentration +6/4, Knowledge (Arcana) +5/2, Knowledge (Nature) +5/2, Diecipher script +7/4, Knowledge (runes) +7/4, Spellcraft +7/4, Listen +2/2, Search +5/2, Spot +2/2,
Disable Device +5/2
Feats: Dodge, Weapon Focus (unarmed Strike)
XP: 4500/6000
Height: 8'6"
Languages: Common, Nazja, Darnassian, Draconic, Eredun

runpells/day:
3-0lv runes
1-1stlv runes

Equipment:550 gp
Bracers of armor +1
Scroll of Mark of Awarness (3)
Potion of Magic fang (4)
Potion of mage armor (3)
Poyion Cure light wounds (3)
belt with many pockets (none-magical)

Reason for adventuring: After he saw his brother die sesnlessly for there so called queen and godess, he decided he wanted more then what the naga race and destiny could give. He went to the surface with his families relic, a old book written in titan. He looked for a way to translate it which lead him to an old tauran master deep in the badlands who told him it contained the secrets of rune magic. Being a rune master himself, he took talos under his wing and trained him as a rune master. After his masters death, he set out to complete his training by himself. His journeys ended him up with the Horde after a battle against a naga raiding party.
 
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Evil Ujio

First Post
Legolizard I need a little more background then that for your character very scant... very little to go off of, especially for such an odd racial choice not normally allied with the Horde.
 


Evil Ujio

First Post
Legolizard said:
Like what? What else do you need? (im aiming for a respective tone here, not sarcastic one)
Motivation for leaving, how he became a rune master why he is with the Horde, how he got to wher he is at, right now he just seems flat and boring
 

Voadam

Legend
Snarrek

Snarrek, Jungle Troll

Barb 2 ECL 3

str 19, dex 13, con 21, int 9, wis 10, cha 8

HP 29

AC 16 (18) (5 armor 1 dex +2 natural or not depending on book ujio uses) touch 11, denied dex 15(17)
F +9, R +2 W+1
BAB+2 grapple +6, init +1
Greataxe +7 melee d12+7 x3
spikes +7 melee d6+5

Feats: Extra rage
Skills
survival 5 ranks
Listen 5 ranks
Climb 5 ranks
Hide +4 circumstance in jungles

Equip (2700gp)
Breastplate with masterwork spikes 550 gp
Cold iron masterwork Great axe 640 gp
Cloak of resistance +1 1000 gp
Gallon of ale 2 sp
Chunk of meat 2 sp
509 gp
6 sp

Troll traits
Monstrous humanoid
fast healing 1
darkvision 60 ft.

Barbarian features
illiterate
speed 30 feet in armor
Rage 3/day 10 rounds +4 str, +4 con, +2 will save -2AC then fatigued for encounter (-2 str, dex, no charge or run)
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

HISTORY

Snarrek's people are considered superstitious by the other races. The jungle trolls know better however. Their ancestors do come back as spirits that can influence the world, this is the basis of troll Voodoo magic.

This was Snarrek's undoing for the spirit of his Great grandfather Mortek was a malicious and nasty cuss who felt that Snarrek's parents were mated at an unauspicious time resulting in Snarrek being bad jujuj for his tribe. The grandfather thherefore threatened the tribe with his ill will if Snarrek was to remain with them once he was a full man. Therefore after Snarrek passed his manhood ritual and gained his own name it was decided that for the good of the tribe and to stop his dead great grandfather from further persecuting the family and cursing the tribe Snarrek would seek his fortune away from the tribe.

Snarrek was not really happy with this and it fuels his anger. He does not know much of the wider world but he will seek to make his way with his axe and if he can do so in way that lets him vent his frequent boiling over rages, so much the better.

After leaving his tribe Snarrek joined the horde and fought in many battles that ended disastrously with tremendous losses of life. This was a great opportunity for the troll to vent his anger about being kicked out of the tribe to placate a dead family member. Snarrek kept having to blend in to different units as his existing ones were decimated in heavy fighting. If not for his trollish fast healing Snarek would have the scars to prove his blood soaked travails. Currently Snarrek finds himself in the small village with a few other survivors of the latest glorious debacle. A motley bunch of goblins and orcs (and others?), they are an all right crew in Snarrek's eyes.

Barb 2 Jungle troll 2

str 16, dex 16, con 18, int 9, wis 10, cha 8

HP 45

AC 18 (5 armor 3 dex) touch 13, denied dex 15
F +10, R +7 W+3
BAB+4 grapple +6, init +3
Greataxe +8 melee d12+4 x3
spikes +8 melee d6+3

Feats: Extra Rage, Iron Will
Skills
survival 5 ranks
Listen 5 ranks
Climb 5 ranks
+2 racial bonus on survival, jump, and tumble
2 ranks of troll skills to add

Equip (2700gp)
Breastplate with masterwork spikes 550 gp
Cold iron masterwork Great axe 640 gp
Cloak of resistance +1 1000 gp
Gallon of ale 2 sp
Chunk of meat 2 sp
509 gp
6 sp

Troll traits
Monstrous humanoid
fast healing 1
low light vision

Barbarian features
illiterate
speed 30 feet in armor
Rage 3/day 10 rounds +4 str, +4 con, +2 will save -2AC then fatigued for encounter (-2 str, dex, no charge or run)
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
 
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