Thrakath

Cushani War Pride Alpha

Description:

Thrakath Third Born, Fireblood Pride
Level 10 Warlord (Leader)
Medium natural humanoid (cushani)

Initiative +7; Senses Perception +5; low-light
HP 69/69; Bloodied 34
Healing Surge 17; Surges Per Day 8/8
AC 23; Fortitude 25, Reflex 17, Will 23
Speed 6; Action Points 1

Alignment Good; Languages Common, Draconic
Skills Athletics 17, Diplomacy +15, Heal +10, Intimidate +17
Backgrounds (
2 Athletics)
Feats Enlarged Predator’s Roar (increase to burst 4), Weapon Proficiency (Fullblade), Weapon Focus (heavy blades), Saving Inspiration (target gets saving throw with inspiring word), Improved Inspiring Word (add Charisma modifier to hit points regained), Improved Insight (5 to a single defense instead on insightful presence)
Str 20 (
10) Dex 11 (5) Wis 11 (5)
Con 12 (6) Int 8 (4) Cha 20 (+10)
Possessions Vicious Fullblade +2, Meliorating Chain +2, Orc-Eye Amulet +2, Iron Armbands of Power, Acrobat Boots, adventurer’s kit

Class Features Combat Leader, Insightful Presence
Racial Features Feline Reflexes, Overbearing Strength

Basic Attacks

Vicious Fullblade +2 (standard; at-will) ✦ Weapon +15 vs. AC; 1d12 + 10 damage.

Power Descriptions

At-Will Exploits

Furious Smash
Warlord Attack 1
You slam your shield into your enemy, bash him with your weapon’s haft, or drive your shoulder into his gut. Your attack doesn’t do much damage—but your anger inspires your ally to match your ferocity.

At-WillMartial, Weapon
Standard ActionMelee Weapon

Target:
One creature

Attack:
Strength (+15) vs. Fortitude

Hit:
Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier (5) as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.


Rousing Assault
Warlord Attack 1
Your bold attack lends strength to your words of inspiration.

At-WillMartial, Weapon
Standard ActionMelee Weapon

Target:
One creature

Attack:
Strength (+15) vs. AC

Hit:
1[W] + Strength modifier damage, and you add your Charisma modifier (5) to the hit points restored with any warlord healing power you use before the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.


Encounter Exploits

Predator’s Roar
Cushani Racial Power
With a mighty roar, you rattle your opponent’s will to fight.

EncounterFear
Minor ActionClose Burst 4

Target:
Each enemy in burst

Attack:
Charisma 2 (12) vs. Will

Hit:
Each target takes a -2 penalty to all defenses until the end of your next turn.

:
Increase to +4 bonus at 11th level, and to +6 bonus at 21st level.


Inspiring Word
Warlord Feature
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.

EncounterHealing, Martial
Minor ActionClose Burst 5

Target:
You or one ally in burst

Special:
You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter.

Effect:
The target can spend a healing surge and regain an additional 2d6 + Charisma modifier (5) hit points. The target can also make a saving throw against one condition that a save can end.


Powerful Warning
Warlord Attack 1
You shout a warning that alerts your ally to an enemy attack, allowing your comrade to dodge and riposte.

EncounterMartial
Immediate InterruptClose Burst 5

Trigger:
An ally within 5 squares of you is hit by an enemy attack

Target:
The triggering ally in burst

Effect:
The target gains a power bonus to all defenses against the attack equal to 1 + Charisma modifier (5). The target can make a melee basic attack against the enemy as a free action.


No Gambit is Wasted
Warlord Attack 3
Sensing that an ally is attempting a difficult deed, you distract your comrade’s foe and give him or her another chance to use the attack.

EncounterMartial
Immediate InterruptClose Burst 5

Trigger:
An ally misses every target with an encounter or a daily attack

Target:
One creature targeted by the triggering ally’s attack

Attack:
Strength (+15) vs. AC

Hit:
2[W] + Strength modifier damage. The triggering ally’s attack is not expended. The triggering ally gains a bonus to his or her next attack roll against the target before the end of your next turn equal to your Charisma modifier (5).


Reassuring Gesture
Warlord Utility 6
Verbal reassurance is good, but a hearty clap on the shoulder is better.

EncounterMartial
Free ActionPersonal

Trigger:
You use Inspiring Word on an ally

Effect:
Your inspiring word also grants its target temporary hit points equal to 5 + your Wisdom or Charisma modifier (5).


Together We Survive
Warlord Attack 7
You yell in defiance as you land a solid blow. When your allies follow your example, you can see their confidence grow.

EncounterMartial, Weapon
Standard ActionMelee Weapon

Target:
One creature

Attack:
Strength (+15) vs. AC

Hit:
2[W] + Strength modifier damage. Until the end of your next turn, whenever an ally hits the target, that ally gains temporary hit points equal to your Charisma modifier (5).


Daily Exploits

Bastion of Defense
Warlord Attack 1
Honorable warriors never fall!

DailyMartial, Weapon
Standard ActionMelee Weapon

Target:
One creature

Attack:
Strength (+15) vs. AC

Hit:
3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.

Effect:
Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier (5).


Heroic Effort
Warlord Utility 2
On the brink of exhaustion, you still manage to rally your allies.

DailyMartial
Minor ActionClose Burst 10

Requirement:
You must be bloodied

Target:
Each ally in burst

Effect:
The target can add your Charisma modifier (5) to damage rolls until you are no longer bloodied. Also, you gain temporary hit points equal to your level + your Charisma modifier (14).


Strider Stance
Warlord Utility 10
You take a stance that allows you are an ally to gain a better position.

DailyMartial, Stance
Minor ActionPersonal

Effect:
Until the stance ends, once on each of your turn, you can use a move action to shift 1 square and gain a +2 power bonus to damage rolls until the start of your next turn, or you can use a move action to allow an ally within 5 squares of you to do the same as a free action.


I’ve Got your Back
Warlord Attack 5
Standing together, you and your comrades form a bastion that can withstand the enemy assault.

DailyMartial, Weapon
Standard ActionMelee Weapon

Target:
One creature

Attack:
Strength (+15) vs. AC

Hit:
3[W] + Strength modifier damage.

Effect:
Until the end of the encounter, any ally adjacent to you gains a +2 power bonus to AC and Reflex.


Teachable Moment
Warlord Attack 9
Your successes show your allies where the enemy is weak, and your failures show them where it is too strong.

DailyMartial
Standard ActionMelee Weapon

Target:
One creature

Attack:
Strength (+15) vs. AC

Hit:
2 [W] + Strength modifier damage.

Miss:
Half damage

Effect:
Until the end of the encounter, each time you hit with a melee attack, one ally with line of sight to you gains a +3 power bonus to its next damage roll. Each time you miss with a melee attack, one ally with line of sight to you gains a +2 power bonus to its next attack roll.


Magical Item Powers

Vicious Fullblade
Level 7

Enhancement: +2 Attack Rolls and Damage Rolls

Critical Hit:
+2d12


Acrobat Boots
Level 2

Item Slot: Feet
Property: Gain a +1 item bonus to Acrobatics checks.

Power (At-Will):
Minor Action. Stand up from prone.


Iron Armbands of Power
Level 2

Item Slot: Arms
Property:+2 bonus to melee damage rolls.


Orc-Eye Amulet +2
Level 6

Item Slot: Waist
Enhancement: +2 Fortitude, Reflex, and Will

Power (Encounter):
Immediate Reaction. Trigger: An ally within 10 squares of you bloodies an enemy. Effect: The ally gains temporary hit points equal to 3 + the amulet’s enhancement bonus.


Meliorating Chain +2
Level 8

Enhancement: +2 AC
Property: Each time you reach a milestone in a day, the enhancement bonus of this armor increases by 1. This bonus resets to the armor’s normal enhancement bonus after an extended rest.


Bio:

“Sit young cubs.” Martok demanded as he glared at the young cushani gathered around the campfire. The alpha shifted on his log as he watched the cubs take their place on the ground. They were all younger than six winters and rapidly approaching the Ker’chaut, the test of adulthood. Martok remembered his well. It was a point of great pride in his own past and was a story that was often demanded that he tell by the young cubs. Not tonight though. This evening, his young son Markath had made his first kill during the Grand Hunt. He was granted one wish and he used that to her the tale of his great grandfather’s adventures beyond the Fireblood Plains. Martok honored the request and gathered all the cubs of the pride together to tell his tale.


To know how and why Thrakath traveled beyond our lands, you must first know of how he began. Thrakath was third born to Nirtalla, den mother of the Fireblood Pride. Within his litter, he was the only male born among three females. His father was King Uthgar of the Fireblood Pride and alpha of the pride at that time. Thrakath was a strong male, a worthy son of the King. The pride was small at that time, recently split from the Ghost Flame pride of the Blue Plains. King Uthgar and alpha Nirtalla were only a pair in the beginning and their first litter brought honor and glory to them and their new pride.

After the Weaning period had ended, Thrakath learned the hunt from alpha Nirtalla and leadership from King Uthgar. Though females were expected to hunt and provide food for the pride, the skills of the hunt were needed by males for matters of war. Thrakath took to the hunt well and quickly grew into a powerful warrior and leader.

As time passed and more cubs were born, the pride swelled in size. Thrakath was the dominate male underneath his father, and began to take the duty of teaching the younger cubs what he had learned. This helped him understand the ways of a ruler. In time, Thrakath took over the role as War Alpha as his father’s age began to finally catch up to him. King Uthgar moved to become an elder of the pride.

Upon reaching the age of 8, Thrakath led the Fireblood pride into war with the Midnight Claw pride of the eastern jungles. The War of Twelve Stones was an important war as it would determine the territory between the two prides and more importantly, the dominance between the Simba and the Panthera tribes. The war lasted for two years and Thrakath returned a glorious hero of the pride at the end of the war. The Simba gained more territory for the ever increasing number of prides.

Thrakath took a mate and soon after, had a litter of his own. Life was good and the hunt was plentiful until the Dark Rising War came. The Dark Rising was the return of the descendants of our former tiefling masters who sought to conquer and control the four tribes; Simba, Panthera, Tigris, and Pardis. The war caught us all by surprise and many prides were lost in the opening of the war. King Uthgar knew that the only way to survive was to unite the cushani as one. Working with Alpha Nirtalla and Thrakath, they traveled to the other tribes to convince them to unite against the tieflings.

Thrakath showed his true abilities as a leader by convincing the Panthera to overcome their decade’s long dislike of the Simba. His father and mother were also successful in bringing the Tigris and Pardis to the field. All four tribes gathered at for the Battle at Dragon’s Rock in the Blue Plains. Over five thousand cushani took the field that day against a tiefling army of seven thousand. The battle lasted four glorious days and at the end, Thrakath led his people to victory but with a price. King Uthgar was severely wounded during the third day of battle and his mother went missing on the last day.

The loss was a blow to Trakath as he had always leaned on them for support but he could no longer as he was left in charge of the cushani war prides. Thrakath took up the challenge and led the war prides against the tieflings for five years. Though he had his defeats, his success as a leader and hunter was unquestionable. The Battle of the Vern River was the last battle of the Dark Rising War in which the tieflings finally surrendered and left the lands of the cushani.

With the Dark Rising War finished, Thrakath decided to leave the pride to go in search of his mother. His war pride volunteered to go with their alpha to help him in his search. Leaving his father in charge as elder of the pride, Thrakath set out to follow the tieflings in hopes of finding clues to his mother’s whereabouts.

Thrakath traveled for many months after the tieflings, hunting their trail until he found an outpost which he and his war pride infiltrated with ease. There they found a leader from the defeated tiefling army. They overpowered him and forced him to tell what he knew about Alpha Nirtalla. The tiefling stated that had been taken to a temple dedicated to Orcus to be sacrificed.

Quickly, Thrakath and his pride made their way across the plains to the temple of Orcus. The cushani fought their way into the temple but were too late, Alpha Nirtalla had been sacrificed. Enraged, Thrakath slaughtered the Orcus faithful with the exception of the high priest. He demanded to know what would happen to NIrtalla’s soul after having been sacrificed. The priest mere laughed and told him that her soul would be enslaved to Orcus for eternity.

The war alpha left the temple in ruins and made up his mind to find a means of getting to Orcus and demanding his mother’s soul be returned.

Thrakath

The Dark Luke