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<blockquote data-quote="stonegod" data-source="post: 4639115" data-attributes="member: 36973"><p><strong>Hesh Sul'tashk, Hobgoblin Warleader</strong></p><p></p><p><span style="font-size: 12px"><strong><span style="color: darkorange">Hesh Sul'tashk</span></strong></span></p><p></p><p><span style="color: darkorange">It was at the feet of the Hundred Strong that I learned how to bring war. Until you have seen the plains of Dugrashul sowed with the blood of your thousand foes, you have not truly lived.</span></p><p></p><p>Male Hobgoblin Warlord 3</p><p><strong>Initiative</strong> +6; <strong>Senses</strong> Low-light Vision; Passive Insight 10, Passive Perception 10</p><p><strong>HP</strong> 36; <strong>Bloodied</strong> 18; <strong>Healing Surge</strong> 9 ; <strong>Surges Per Day</strong> 9</p><p><strong>AC</strong> 19; <strong>Fort</strong> 16, <strong>Ref</strong> 13, <strong>Will</strong> 16</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:" /><span style="color: #44AA44"><u><strong>Double Flail</strong> (standard; at-will) ✦ <strong>Weapon</strong></u></span></p><p>+6 vs AC; 1d10+4 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:" /><span style="color: #44AA44"><u><strong>Javelin</strong> (standard; at-will) ✦ <strong>Weapon</strong></u></span></p><p>Range 10/20; +6 vs AC; 1d6+3 damage.</p><p><span style="color: #44AA44"><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>Brash Assault</strong> (standard; at-will) ✦ <strong>Martial, Weapon</strong></u></span></p><p>+6 vs AC. 1d10+4 damage. Effect: Target can make a basic melee attack against Hesh as a free action and has combat advantage for that attack. If target makes an attack, an ally of Hesh's choice w/in 5 squares can make a basic attack against the target as free action and has combat advantage for that attack.</p><p><span style="color: #44AA44"><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>Viper's Strike</strong> (standard; at-will) ✦ <strong>Martial, Weapon</strong></u></span></p><p>+6 vs AC; 1d10+4 damage. <strong>Effect:</strong> If target shifts before the start of Hesh's turn, it provokes an opprotunity attack from an ally of Hesh's choice. </p><p><span style="color: #AA2255"><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>Luring Focus</strong> (standard; encounter) ✦ <strong>Martial, Weapon</strong></u></span></p><p>+6 vs Fort. Hit: 1d10+4 and pull one enemy within 5 squares up to 3 squares. Special: When charging, this power can be made in place of a basic attack.</p><p><span style="color: #AA2255"><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>Flattening Charge</strong> (standard; encounter) ✦ <strong>Martial, Weapon</strong></u></span></p><p><strong>Requirement:</strong> Hesh must charge and use this in place of a basic attack. <strong>Hit:</strong> +6 vs. Fort; 1d10+4 damage and Hesh knocks the target prone and does not expend this power. <strong>Miss:</strong> The target gains combat advantage against Hesh until the start of his next turn.</p><p><span style="color: #BBBBBB"><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>Fearless Rescue</strong> (immediate reaction when enemy within 5 drops an ally to 0 or fewer hit points; daily) ✦ <strong>Healing, Martial, Weapon</strong></u></span></p><p>Hesh moves to the nearest square where he can attack the target. +7 vs AC; 2d10+4 damage. Effect: The dropped ally can spend a healing surge and regains an additional 1d6 for every opportunity attack Hesh provoked when moving.</p><p><span style="color: #AA2255"><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>Inspiring Word</strong> (minor; twice-per encounter) ✦ <strong>Healing, Martial</strong></u></span></p><p>Burst 5 (Hesh 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><span style="color: #AA2255"><u><strong>Hobgoblin Resilience</strong> (immediate reaction when Hesh suffers an effect that a save can end; encounter)</u></span></p><p>Hesh makes a save vs. the effect.</p><p><span style="color: #AA2255"><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>Reckless Opportunity</strong> (minor; encounter) ✦ <strong>Martial</strong></u></span></p><p>Close burst 5; one enemy in burst and Hesh or one ally. The targets make opposed initiative checks; Hesh or his ally add +3 to this check. The winner gains combat advantage over the other until the end of the winner's next turn.</p><p><span style="color: #E9822A"><u><strong>Curseforged Chain +1</strong></u></span></p><p>Power (Daily; immediate Reaction when hit by an attack): The enemy takes a -2 penalty to attacks (save ends). <em>Aftereffect:</em> The enemy takes a -1 penalty to attacks (save ends).</p><p><span style="color: #E9822A"><u><strong>Boots of Adept Charging (Heroic)</strong></u></span></p><p>After charging, Hesh can shift 1 square before his turn ends.</p><p><u><strong>Bravura Presence</strong></u></p><p>Allies that see Hesh that spend an AP can choose to use this ability. If the ally hits w/ an attack, they may use a move action or make another basic attack afterwards as a free action. If they miss, they grant combat advantage to all enemies until the end of their next turn.</p><p><u><strong>Battle Ready</strong></u></p><p>+2 to initiative.</p><p><u><strong>Combat Leader</strong></u></p><p>Hesh and allies within 10 squares gain a +2 to initiative.</p><p>-----------------------------------------------------------------</p><p><strong>Alignment</strong> Unaligned; <strong>Languages</strong> Common, Goblin</p><p><strong>Str</strong> 16 (+4) <strong>Dex</strong> 13 (+2) <strong>Wis</strong> 8 (+0)</p><p><strong>Con</strong> 14 (+3) <strong>Int</strong> 13 (+2) <strong>Cha</strong> 16 (+4)</p><p><strong>Athletics</strong> +10*, <strong>Diplomacy</strong> +9*, <strong>Heal</strong> +5*, <strong>History</strong> +4, <strong>Intimidate</strong> +9*</p><p>* Trained Skill</p><p><strong>Feats:</strong> Weapon Proficiency (Double Flail), Two Weapon Fighting</p><p><strong>Gear</strong> Curseforged Chainmail Armor +1, Double Flail, 2 Javelins; Amulet of Protection +1, Backpack, Bedroll, Belt Pouch, Boots of Adept Charging (Heroic), Flint and Steel, Rope (50 ft.), 2 Sunrods, Trail Rations (10 days), Waterskin; 5gp (88lbs)</p><p></p><p><strong>Background</strong></p><p>Hesh's life was that of war: A song of blood of bravado sung by the dire singers and his drunken cohorts until the dawn's early hours. He was part of the Hundred Strong—a legion of hobgoblin, bugbear, and goblins at the heat of the Dhakaani strike forces. Wherever force was needed, the Hundred Strong would be, with Hesh deep in the middle of it.</p><p></p><p>The Sul'tashk was a name of merit amongst the Dhakaani of his time, and Hesh's father was a <em>lhevket</em> for the <em>marhu</em>'s chief <em>lhesh</em>. But Hesh's time was at the zeneith of Dhakaani supremacy, during the initial Aerenal incursion into what would become Valenar. It was, in fact, during a conflict with these strangecomers that Hesh disappeared and found himself... elsewhere. </p><p></p><p><strong>Personality and Appearance</strong></p><p>Hesh is an heir to a martial empire spanning a continent almost unhindered. Gnomes are shirking ones hiding in their holes, dwarves are rarely seen strangers of the east, orcs tolerated western neighbors, halflings subjugated savages, and elves recent aggressors. Hesh has never seen a human, heard of a dragonmark, or suffered the ravages of the daelkyr invasion and all that followed. His personality is tempered by these experiences. He is haughty and confident, brave and foolish, condescending but faithful. He generally refuses to hear of the tales of Dhakaani's turn of fortune, and adjusts to his new situation by ignoring it for the most part. He deals with the now, leaving everything else for someone else.</p><p></p><p><strong>Quirks</strong></p><p>Hesh is a Dhakaani nationalist before Dhakaani fell, and his interactions with others is strongly colored by this fact.[sblock=What Happend]Gragnar and Tulresh were on the right, pinned by the damned elvish dervishes and their slashing blades. There was only one thing for it: Hesh was going to have to leap over the narrow path where Dugresh held back the advance while clearing the boulder at the edge of the rockface in order to charge into the heart of the enemy position and break their spirit. It would not be the first foolish move of day. He did not plan for it to be his last, either.</p><p></p><p>Winking to the crouching goblin darters under cover, the bravelord lept to his feet and began his charge, the double flail of his father's swinging above his head. <span style="color: darkorange">"You may have the beachhead, but only your blood will take the cliff!"</span> Then, like a mad devil, he leaped into the sun...</p><p></p><p>...and landed on the beach. But this was not the beachhead of Lar'tharesh. This was a strange shore the likes he had never seen. Even the lands of the savage lizardmen did not come close to the scope of the jungle he now beheld, or the strong wetness in the hot air.</p><p></p><p><em><span style="color: darkorange">A trick of the enemy. Foolishness.</span></em> Hesh spun around, eyes straining for sight of anything or anyone. If this was elven trickery, he would need to find his bearing and then find a way back. Staying... staying was out of the question. He had duties. He had obligations. This... this was a setback, nothing more.</p><p></p><p>So the son of Hresh began up the beach, looking for signs.[/sblock][sblock=That Which is Neeful]A list of items for consideration:</p><p>Lvl 1: Amulet of Protection +1</p><p>Lvl 2: Boots of Adept Charging (AV)</p><p>Lvl 3: Curseforged Chain Armor +1, Vanguard Double Flail +1 (AV)</p><p>Lvl 4: [See Lvl 3]</p><p>Lvl 5: Gauntlets of Ogre Power[/sblock][sblock=MiniMe]Hesh Sul'taskh—Male Hobgoblin Bravura Warlord 3</p><p>Initiative: +6, Low-Light, Passive Perception: 10, Passive Insight: 10</p><p>AC: 19, Fort: 16, Reflex: 13, Will: 16 — Speed:5</p><p>HP: 36/36, Bloodied: 18, Surge: 9, Surges left: 6/9</p><p>Action Points: 1, Second Wind: not used</p><p>Powers -</p><p><span style="color: #44AA44">Brash Assault</span></p><p><span style="color: #44AA44">Viper's Strike</span></p><p><span style="color: #AA2255">Luring Focus</span></p><p><span style="color: #AA2255">Flattening Charge</span></p><p><span style="color: #BBBBBB"><s>Fearless Rescue</s></span></p><p><span style="color: #AA2255">Inspiring Word x 2</span></p><p><span style="color: #AA2255">Hobgoblin Resilience</span></p><p><span style="color: #AA2255">Reckless Opportunity</span></p><p></p><p><a href="https://www.enworld.org/index.php?posts/4639115/" target="_blank">Full character sheet</a>[/sblock][sblock=Character Builder Summary]====== Created Using Wizards of the Coast D&DI Character Builder ======</p><p>Hesh Sul'tashk, level 3</p><p>Hobgoblin, Warlord</p><p>Commanding Presence: Bravura Presence</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 16, Con 14, Dex 13, Int 13, Wis 8, Cha 16.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 16, Con 12, Dex 13, Int 13, Wis 8, Cha 14.</p><p></p><p></p><p>AC: 19 Fort: 16 Reflex: 13 Will: 16</p><p>HP: 36 Surges: 9 Surge Value: 9</p><p></p><p>TRAINED SKILLS</p><p>Intimidate +9, Heal +5, History +9, Athletics +10</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +1, Arcana +2, Bluff +4, Diplomacy +4, Dungeoneering, Endurance +2, Insight, Nature, Perception, Religion +2, Stealth +1, Streetwise +4, Thievery +1</p><p></p><p>FEATS</p><p>Level 1: Weapon Proficiency (Double flail)</p><p>Level 2: Two-Weapon Fighting</p><p></p><p>POWERS</p><p>Warlord at-will 1: Brash Assault</p><p>Warlord at-will 1: Furious Smash (retrained to Viper's Strike at Level 2)</p><p>Warlord encounter 1: Luring Focus</p><p>Warlord daily 1: Fearless Rescue</p><p>Warlord utility 2: Reckless Opportunity</p><p>Warlord encounter 3: Flattening Charge</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Double flail, Javelin (2), Curseforged Chainmail +1, Boots of Adept Charging (heroic tier), Amulet of Protection +1</p><p>====== Created Using Wizards of the Coast D&DI Character Builder ======[/sblock]</p></blockquote><p></p>
[QUOTE="stonegod, post: 4639115, member: 36973"] [b]Hesh Sul'tashk, Hobgoblin Warleader[/b] [size=3][b][color=darkorange]Hesh Sul'tashk[/color][/b][/size] [color=darkorange]It was at the feet of the Hundred Strong that I learned how to bring war. Until you have seen the plains of Dugrashul sowed with the blood of your thousand foes, you have not truly lived.[/color] Male Hobgoblin Warlord 3 [b]Initiative[/b] +6; [b]Senses[/b] Low-light Vision; Passive Insight 10, Passive Perception 10 [b]HP[/b] 36; [b]Bloodied[/b] 18; [b]Healing Surge[/b] 9 ; [b]Surges Per Day[/b] 9 [b]AC[/b] 19; [b]Fort[/b] 16, [b]Ref[/b] 13, [b]Will[/b] 16 [b]Speed[/b] 5 [b]Action Points[/b] 1 ----------------------------------------------------------------- :bmelee:[color=#44AA44][u][b]Double Flail[/b] (standard; at-will) ✦ [b]Weapon[/b][/u][/color] +6 vs AC; 1d10+4 damage. :ranged:[color=#44AA44][u][b]Javelin[/b] (standard; at-will) ✦ [b]Weapon[/b][/u][/color] Range 10/20; +6 vs AC; 1d6+3 damage. [color=#44AA44]:melee:[u][b]Brash Assault[/b] (standard; at-will) ✦ [b]Martial, Weapon[/b][/u][/color] +6 vs AC. 1d10+4 damage. Effect: Target can make a basic melee attack against Hesh as a free action and has combat advantage for that attack. If target makes an attack, an ally of Hesh's choice w/in 5 squares can make a basic attack against the target as free action and has combat advantage for that attack. [color=#44AA44]:melee:[u][b]Viper's Strike[/b] (standard; at-will) ✦ [b]Martial, Weapon[/b][/u][/color] +6 vs AC; 1d10+4 damage. [b]Effect:[/b] If target shifts before the start of Hesh's turn, it provokes an opprotunity attack from an ally of Hesh's choice. [color=#AA2255]:melee:[u][b]Luring Focus[/b] (standard; encounter) ✦ [b]Martial, Weapon[/b][/u][/color] +6 vs Fort. Hit: 1d10+4 and pull one enemy within 5 squares up to 3 squares. Special: When charging, this power can be made in place of a basic attack. [color=#AA2255]:melee:[u][b]Flattening Charge[/b] (standard; encounter) ✦ [b]Martial, Weapon[/b][/u][/color] [b]Requirement:[/b] Hesh must charge and use this in place of a basic attack. [b]Hit:[/b] +6 vs. Fort; 1d10+4 damage and Hesh knocks the target prone and does not expend this power. [b]Miss:[/b] The target gains combat advantage against Hesh until the start of his next turn. [color=#BBBBBB]:melee:[u][b]Fearless Rescue[/b] (immediate reaction when enemy within 5 drops an ally to 0 or fewer hit points; daily) ✦ [b]Healing, Martial, Weapon[/b][/u][/color] Hesh moves to the nearest square where he can attack the target. +7 vs AC; 2d10+4 damage. Effect: The dropped ally can spend a healing surge and regains an additional 1d6 for every opportunity attack Hesh provoked when moving. [color=#AA2255]:close:[u][b]Inspiring Word[/b] (minor; twice-per encounter) ✦ [b]Healing, Martial[/b][/u][/color] Burst 5 (Hesh or one ally in burst). Target can spend a healing surge and regain an additional 1d6 hit points. Usable only once per round. [color=#AA2255][u][b]Hobgoblin Resilience[/b] (immediate reaction when Hesh suffers an effect that a save can end; encounter)[/u][/color] Hesh makes a save vs. the effect. [color=#AA2255]:close:[u][b]Reckless Opportunity[/b] (minor; encounter) ✦ [b]Martial[/b][/u][/color] Close burst 5; one enemy in burst and Hesh or one ally. The targets make opposed initiative checks; Hesh or his ally add +3 to this check. The winner gains combat advantage over the other until the end of the winner's next turn. [color=#E9822A][u][b]Curseforged Chain +1[/b][/u][/color] Power (Daily; immediate Reaction when hit by an attack): The enemy takes a -2 penalty to attacks (save ends). [i]Aftereffect:[/i] The enemy takes a -1 penalty to attacks (save ends). [color=#E9822A][u][b]Boots of Adept Charging (Heroic)[/b][/u][/color] After charging, Hesh can shift 1 square before his turn ends. [u][b]Bravura Presence[/b][/u] Allies that see Hesh that spend an AP can choose to use this ability. If the ally hits w/ an attack, they may use a move action or make another basic attack afterwards as a free action. If they miss, they grant combat advantage to all enemies until the end of their next turn. [u][b]Battle Ready[/b][/u] +2 to initiative. [u][b]Combat Leader[/b][/u] Hesh and allies within 10 squares gain a +2 to initiative. ----------------------------------------------------------------- [b]Alignment[/b] Unaligned; [b]Languages[/b] Common, Goblin [b]Str[/b] 16 (+4) [b]Dex[/b] 13 (+2) [b]Wis[/b] 8 (+0) [b]Con[/b] 14 (+3) [b]Int[/b] 13 (+2) [b]Cha[/b] 16 (+4) [b]Athletics[/b] +10*, [b]Diplomacy[/b] +9*, [b]Heal[/b] +5*, [b]History[/b] +4, [b]Intimidate[/b] +9* * Trained Skill [b]Feats:[/b] Weapon Proficiency (Double Flail), Two Weapon Fighting [b]Gear[/b] Curseforged Chainmail Armor +1, Double Flail, 2 Javelins; Amulet of Protection +1, Backpack, Bedroll, Belt Pouch, Boots of Adept Charging (Heroic), Flint and Steel, Rope (50 ft.), 2 Sunrods, Trail Rations (10 days), Waterskin; 5gp (88lbs) [b]Background[/b] Hesh's life was that of war: A song of blood of bravado sung by the dire singers and his drunken cohorts until the dawn's early hours. He was part of the Hundred Strong—a legion of hobgoblin, bugbear, and goblins at the heat of the Dhakaani strike forces. Wherever force was needed, the Hundred Strong would be, with Hesh deep in the middle of it. The Sul'tashk was a name of merit amongst the Dhakaani of his time, and Hesh's father was a [i]lhevket[/i] for the [i]marhu[/i]'s chief [i]lhesh[/i]. But Hesh's time was at the zeneith of Dhakaani supremacy, during the initial Aerenal incursion into what would become Valenar. It was, in fact, during a conflict with these strangecomers that Hesh disappeared and found himself... elsewhere. [b]Personality and Appearance[/b] Hesh is an heir to a martial empire spanning a continent almost unhindered. Gnomes are shirking ones hiding in their holes, dwarves are rarely seen strangers of the east, orcs tolerated western neighbors, halflings subjugated savages, and elves recent aggressors. Hesh has never seen a human, heard of a dragonmark, or suffered the ravages of the daelkyr invasion and all that followed. His personality is tempered by these experiences. He is haughty and confident, brave and foolish, condescending but faithful. He generally refuses to hear of the tales of Dhakaani's turn of fortune, and adjusts to his new situation by ignoring it for the most part. He deals with the now, leaving everything else for someone else. [b]Quirks[/b] Hesh is a Dhakaani nationalist before Dhakaani fell, and his interactions with others is strongly colored by this fact.[sblock=What Happend]Gragnar and Tulresh were on the right, pinned by the damned elvish dervishes and their slashing blades. There was only one thing for it: Hesh was going to have to leap over the narrow path where Dugresh held back the advance while clearing the boulder at the edge of the rockface in order to charge into the heart of the enemy position and break their spirit. It would not be the first foolish move of day. He did not plan for it to be his last, either. Winking to the crouching goblin darters under cover, the bravelord lept to his feet and began his charge, the double flail of his father's swinging above his head. [color=darkorange]"You may have the beachhead, but only your blood will take the cliff!"[/color] Then, like a mad devil, he leaped into the sun... ...and landed on the beach. But this was not the beachhead of Lar'tharesh. This was a strange shore the likes he had never seen. Even the lands of the savage lizardmen did not come close to the scope of the jungle he now beheld, or the strong wetness in the hot air. [i][color=darkorange]A trick of the enemy. Foolishness.[/color][/i][color=darkorange][/color] Hesh spun around, eyes straining for sight of anything or anyone. If this was elven trickery, he would need to find his bearing and then find a way back. Staying... staying was out of the question. He had duties. He had obligations. This... this was a setback, nothing more. So the son of Hresh began up the beach, looking for signs.[/sblock][sblock=That Which is Neeful]A list of items for consideration: Lvl 1: Amulet of Protection +1 Lvl 2: Boots of Adept Charging (AV) Lvl 3: Curseforged Chain Armor +1, Vanguard Double Flail +1 (AV) Lvl 4: [See Lvl 3] Lvl 5: Gauntlets of Ogre Power[/sblock][sblock=MiniMe]Hesh Sul'taskh—Male Hobgoblin Bravura Warlord 3 Initiative: +6, Low-Light, Passive Perception: 10, Passive Insight: 10 AC: 19, Fort: 16, Reflex: 13, Will: 16 — Speed:5 HP: 36/36, Bloodied: 18, Surge: 9, Surges left: 6/9 Action Points: 1, Second Wind: not used Powers - [color=#44AA44]Brash Assault Viper's Strike[/color] [color=#AA2255]Luring Focus Flattening Charge[/color] [color=#BBBBBB][s]Fearless Rescue[/s][/color] [color=#AA2255]Inspiring Word x 2 Hobgoblin Resilience Reckless Opportunity[/color] [URL="https://www.enworld.org/index.php?posts/4639115/"]Full character sheet[/URL][/sblock][sblock=Character Builder Summary]====== Created Using Wizards of the Coast D&DI Character Builder ====== Hesh Sul'tashk, level 3 Hobgoblin, Warlord Commanding Presence: Bravura Presence FINAL ABILITY SCORES Str 16, Con 14, Dex 13, Int 13, Wis 8, Cha 16. STARTING ABILITY SCORES Str 16, Con 12, Dex 13, Int 13, Wis 8, Cha 14. AC: 19 Fort: 16 Reflex: 13 Will: 16 HP: 36 Surges: 9 Surge Value: 9 TRAINED SKILLS Intimidate +9, Heal +5, History +9, Athletics +10 UNTRAINED SKILLS Acrobatics +1, Arcana +2, Bluff +4, Diplomacy +4, Dungeoneering, Endurance +2, Insight, Nature, Perception, Religion +2, Stealth +1, Streetwise +4, Thievery +1 FEATS Level 1: Weapon Proficiency (Double flail) Level 2: Two-Weapon Fighting POWERS Warlord at-will 1: Brash Assault Warlord at-will 1: Furious Smash (retrained to Viper's Strike at Level 2) Warlord encounter 1: Luring Focus Warlord daily 1: Fearless Rescue Warlord utility 2: Reckless Opportunity Warlord encounter 3: Flattening Charge ITEMS Adventurer's Kit, Double flail, Javelin (2), Curseforged Chainmail +1, Boots of Adept Charging (heroic tier), Amulet of Protection +1 ====== Created Using Wizards of the Coast D&DI Character Builder ======[/sblock] [/QUOTE]
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