As always, once bitten by the bug of character generation, I cannot rest until its done. So, here we are: Hesh Sul'tashk, Hobgoblin Warleader[sblock=Hesh Sul'tashk, Hobgoblin Warleader]
Hesh Sul'tashk
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.
Male Hobgoblin Warlord
Initiative +5;
Senses Low-light Vision; Passive Insight 9, Passive Perception 9
HP 26;
Bloodied 13;
Healing Surge 6 ;
Surges Per Day 9
AC 17;
Fort 14,
Ref 11,
Will 14
Speed 5
Action Points 1
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Double Flail (standard; at-will) ✦ Weapon
+5 vs AC; 1d10+3 damage.
Javelin (standard; at-will) ✦ Weapon
Range 10/20; +5 vs AC; 1d6+3 damage.
Brash Assault (standard; at-will) ✦ Martial, Weapon
+5 vs AC. 1d10+3 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.
Furious Smash (standard; at-will) ✦ Martial, Weapon
+5 vs Fort; 3 damage and Hesh may choose one ally adjacent to him or the target. That ally applies a +3 power bonus to attack and damage for the next attack vs. the target before the end of the ally's turn.
Luring Focus (standard; encounter) ✦ Martial, Weapon
+5 vs Fort. Hit: 1d10+3 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.
Fearless Rescue (immediate reaction when enemy within 5 drops an ally to 0 or fewer hit points; daily) ✦ Healing, Martial, Weapon
Hesh moves to the nearest square where he can attack the target. +6 vs AC; 2d10+3 damage. Effect: The dropped ally can spend a healing surge and regains an additional 1d6 for every opportunity attack Hesh provoked when moving.
Inspiring Word (minor; twice-per encounter) ✦ Healing, Martial
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.
Hobgoblin Resilience (immediate reaction when Hesh suffers an effect that a save can end; encounter)
Hesh makes a save vs. the effect.
Bravura Presence
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.
Battle Ready
+2 to initiative.
Combat Leader
Hesh and allies within 10 squares gain a +2 to initiative.
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Alignment Unaligned;
Languages Common, Goblin
Str 16 (+3)
Dex 13 (+1)
Wis 8 (-1)
Con 14 (+2)
Int 13 (+1)
Cha 16 (+3)
Athletics +9*,
Diplomacy +8*,
Heal +4*,
History +3,
Intimidate +8*
* Trained Skill
Feats: Weapon Proficiency (Double Flail)
Gear Chainmail Armor, Double Flail, 2 Javelins, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), 2 Sunrods, Trail Rations (10 days), Waterskin; 5gp (88lbs)
Background
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
lhevket for the
marhu's chief
lhesh. 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.
Personality and Appearance
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.
Quirks
Hesh is a Dhakaani nationalist before Dhakaani fell, and his interactions with others is strongly colored by this fact.[/sblock][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.
"You may have the beachhead, but only your blood will take the cliff!" 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.
A trick of the enemy. Foolishness. 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]