Shards of Light, Shards of Shadow
Brash hobgoblin warlord
Male Hobgoblin Bravura Warlord (XP 0)
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.
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
Action Points 1
Double Flail (action type; at-will) ✦ Weapon
+5 vs AC; 1d10+3 damage..
Javelin (action type; 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. 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. 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.
Melee Daily Attack Power (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; Hit 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.
Hobgoblin Resilience (immediate reaction when Hesh suffers an effect that a save can end; encounter)
Hesh makes a save vs. the effect.
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.
Curseforged Chain +1
Power (Daily) Immediate Reaction when enemy hits Hesh with an attack. That enemy takes a -2 penalty to attack rolls (save ends). Aftereffect: The enemy takes a -1 penalty to attacks (save ends).
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.
+2 to initiative.
Hesh and allies within 10 squares gain a +2 to initiative.
Alignment Unaligned; Languages Common, Goblin
Str 16 (+3) Dex 13 (+1) Wis 8 (-1)
Con 14 (+2) Int 13 (+1) Cha 16 (+3)
Skills Athletics +9, Diplomacy +8, Heal +4, History +3, Intimidate +9
Feats: Weapon Proficiency (Double Flail)
Gear Curseforged Chain +1, Double Flail, 2 Javelins, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), 2 Sunrods, Trail Rations (10 days), Waterskin; 5gp (88lbs)
Hesh’s life has been 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 Darguun strike forces. Wherever force was needed, the Hundred Strong would be, with Hesh deep in the middle of it.
Now with the Last War over, Hesh still has the need to fight. So he hires himself to whomever can pay him best.
Personality and Appearance
Hesh is an heir to a martial empire spanning a continent almost unhindered. He is haughty and confident, brave and foolish, condescending but faithful. He deals with the now, leaving everything else for someone else.