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Bargle

by Christopher Richard Davies

This was loosely inspired by John Biles' conversion of Aleena's Gazetteer stats into 4e, as well as the Kill Bargle thread.

The first version of Bargle, below, is intended to represent the wizard around the time that he kills Aleena. He's a suitable master foe for low-level heroic parties, particularly if outfitted with a bunch of humanoid minions. There's one necessary change -- as yet, Wizards has yet to introduce a wizard power that works like charm person did. (They may not do so, ever; in the previews, they made noises about reserving that sort of thing for psionicists.) Thus, rather than charming the fighter and then casting sleep, this version of Bargle immediately casts sleep, and then stays out of the fighter's way until he becomes unconscious. (That's not the only change to the scenario -- when the fighter brings Aleena's body back to Threshold, she's immediately raised.)

Bargle * Level 6 Controller
Medium natural humanoid * XP 250
Initiative +6; Perception +3
HP 66; Bloodied 33
AC 19; Fortitude 17, Reflex 21, Will 21
Speed 6
Melee Basic: Dagger (standard, at will) * Weapon
+9 vs AC; 1d4+1 damage, +2d12 on a critical.
Ranged Basic: Thrown Dagger (standard, at will) * Weapon
Ranged 5/10; +13 vs. AC; 1d4+1 damage, +2d12 on a critical; returns to hand after attack.
Ranged Basic: Magic Missile (standard, at will) * Force, Implement
Ranged 20; +11 vs Reflex; 2d4+6 damage, +2d6 on a critical
Melee: Trickster's Blade (standard, encounter) * Weapon
+13 vs AC; 2d4+1 damage, +2d12 on a critical, and Bargle adds +2 power bonus to AC until the start of his next turn.
Area: Sleep (standard, daily) * Implement, Sleep
Burst 2 within 20 squares; +11 vs Will; target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Ranged: Invisibility (standard, daily) * Illusion
Ranged 5; Bargle or one other creature is invisible until the end of Bargle's next turn. If the invisible creature attacks, it becomes visible. If the target is within range, Bargle can sustain the effect as a standard action
Sneak Attack (free, encounter) * Weapon
When Bargle has combat advantage against an enemy and makes a dagger or trickster's blade attack against that enemy, he deals an extra 2d6 damage.
Wand of Accuracy (free, encounter) * Implement
Bargle gains a +3 bonus to any attack made with his wand.
Alignment: Chaotic evil
Languages: Common, Goblin
Skills: Arcana +12, Dungeoneering +8, Thievery +11.
Str 9 (+2), Dex 16 (+6), Wis 10 (+3)
Con 10 (+3), Int 18 (+7), Cha 15 (+5)
Equipment: Robes, vicious dagger +2, magic wand +2, bag of holding (1800 gp).

This second version of the character represents him after some time as the Black Eagle's mage. None of the paragon paths are quite the right fit for him, so I didn't give any powers or abilities from them.

Bargle the Infamous * Level 15 Controller
Medium natural humanoid * XP 1200
Initiative +12; Perception +7
HP 141; bloodied 70
AC 26; Fortitude 24, Reflex 29, Will 29
Speed 6
Melee Basic: Dagger (standard, at will) * Weapon, Necrotic
+16 vs AC; 1d4+3 damage, +3d6 necrotic damage on a critical; when an enemy drops to 0 hit points or fewer, Bargle gains 10 temporary hit points.
Ranged Basic: Thrown Dagger (standard, at will) * Weapon, Necrotic
Ranged 5/10; +20 vs. AC; 1d4+3 damage, +3d6 necrotic damage on a critical; returns to hand after attack.
Ranged Basic: Magic Missile (standard, at will) * Force, Implement
Ranged 20; +19 vs Reflex; 2d4+9 damage, +4d6 on a critical.
Ranged: Mesmeric Hold (standard, encounter) * Charm, Implement, Psychic
Ranged 10; one, two or three creatures; +16 vs Will, one attack per target, if Bargle targets one creature with this power he gets a +4 power bonus to the attack roll; 2d6+9 psychic damage, +4d6 on a critical, and the target is immobilised until the end of Bargle's next turn.
Melee: Trickster's Blade (standard, encounter) * Weapon
+20 vs AC; 2d4+3 damage, +3d6 necrotic damage on a critical, and Bargle adds +4 to his AC until the start of his next turn.
Close: Blast of Cold (standard, daily) * Cold, Implement
Blast 5; +19 vs Reflex, 6d6+9 lightning damage, +4d6 on a critical, and the target is immobilised (save ends). On a miss, the target takes half damage and is slowed (save ends).
Ranged: Invisibility (standard, daily) * Illusion
Ranged 5; Bargle or one other creature is invisible until the end of Bargle's next turn. If the invisible creature attacks, it becomes visible. If the target is within range, Bargle can sustain the effect as a standard action
Mirror Image (minor, daily) * Illusion
Three duplicate images appear around Bargle, and he gains a +6 power bonus to AC. Each time an attack misses him, one duplicate disappears, and the power bonus decreases by 2. When the bonus reaches 0, all the images are gone and the power ends. Otherwise, the effect lasts for one hour.
Sneak Attack (free, encounter)
When Bargle has combat advantage against an enemy and makes a dagger or trickster's blade attack against that enemy, he does an extra 3d6 damage.
Wand of Accuracy (free, encounter)
Bargle gains a +4 to any one attack roll made with his wand.
Amulet of False Life (minor, daily)
Only when bloodied; Bargle gains 35 temporary hit points.
Alignment: Chaotic evil
Languages: Common, Draconic, Giant, Goblin, Primordial.
Skills: Arcana +17, Dungeoneering +12, Stealth +16, Thievery +16.
Str 10 (+7), Dex 18 (+11), Wis 11 (+7)
Con 11 (+7), Int 20 (+12), Cha 18 (+11)
Equipment: Robes, amulet of false life +3, magic wand +4, lifedrinker dagger +3, bag of holding (10,000 gp)