Arthrok

Hobgoblin Resilient Battlemind

Description:

== Created Using Wizards of the Coast D&D Character Builder ==
Arthrok, level 1
Hobgoblin, Battlemind
Build: Resilient Battlemind
Psionic Study: Battle Resilience
Background: Wrongs to be Righted (+2 to Endurance)

FINAL ABILITY SCORES
Str 11, Con 18, Dex 10, Int 10, Wis 14, Cha 16.

STARTING ABILITY SCORES
Str 11, Con 16, Dex 10, Int 10, Wis 14, Cha 14.

AC: 17 Fort: 14 Reflex: 10 Will: 15
HP: 33 Surges: 13 Surge Value: 8

TRAINED SKILLS
Bluff +8, Endurance +11, Intimidate +8

UNTRAINED SKILLS
Acrobatics, Arcana, Diplomacy +3, Dungeoneering +2, Heal +2, History +2, Insight +2, Nature +2, Perception +2, Religion, Stealth, Streetwise +3, Thievery, Athletics +2

FEATS
Level 1: Immovable Resilience

POWERS
Battlemind at-will 1: Iron Fist
Battlemind at-will 1: Renewed Focus
Battlemind daily 1: Aspect of Elevated Harmony

ITEMS
Falchion, Scale Armor, Adventurer’s Kit
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Bio:

“I am Arthrok. I deal in fear, pain, and manipulation.”

Arthrok instinctually attempts to use fear and intimidation to sway a situation in his favor.

His Code

  • “Do unto others what has been done to you.”
  • “Pain is often a more effective currency than librae.”

Most Distinguishing Feature

Most of Arthrok’s body, including his face and neck is scarred, pockmarked and textured by the repeated lashings of his Teacher’s whip.

Background

Arthrok has no recollection exactly where or when he was born. Rather, he considers his “birth” to be his earliest memory, and one he still struggles to forget—an image of being forced, kicking and screaming, into the bowels of a slave ship. All the while, catching the occasional glance of the hysterical crowd of desperate onlookers reaching and clawing to hold on to their doomed kin, but to no avail.

After what seemed to be a moon at sea, a trying time of extremes with periods of both sweltering heat and bitter cold, the ship arrived at his new home, the Slaver’s Hold.

Dubbed his namesake by the Dragonné Captain Taerinos “Fangtaker” Yarlkin, Arthrok was singled out by the hobgoblin mine slaver for purchase prior to the general sale of the other cargo. Arthrok still does not fully understand why he was picked from the group that day, although he seems to remember being one of only two hobgoblins in the lot. In short order, Yarlkin became the closest thing to a parent that Arthrok would come to know—the cruel, brutal kind. And then his “lessons” began…

Working in the mines was difficult work, Arthrok quickly discovered, albeit vicariously through the slaves under his direct command.

Yarlkin proved an effective mentor indeed, teaching Arthrok on a daily (or more frequent) basis the “Law of the Whip,” as he liked to call it. Arthrok, in turn, was an apt pupil who over time came to accept the lessons (and perhaps even desire the lessons) and became quite adept at “teaching” his direct reports how to mine the requisite ore in quantities unrivaled by his peers. His law, however, was the “Law of the Falchion,” his tool of choice for mining the “blood ore” from of his slaves…

Not all of Arthrok’s peers took so well to the education the Dragonné Captain was offering, however. Arthrok fondly remembers the time when the “Fangtaker” earned his moniker on an underperforming taskmaster…

Over time, while Yarlkin took notice of Arthrok’s growing penchant for violence and formidable melee combat skills (as evidenced by his successful foray into such unsavory extracurricular activities as “Slice of Life” and “Bonebreaker’s Vice” deep in the bowels of the Devil’s Thumb), he noticed something during their more private sessions that he considered even more remarkable, even frightening—Arthrok’s apparent ability (conditioned or innate?) to separate himself from the physical insult of a strike—to seemingly “deaden” himself to it.

The Fangtaker, secretly fearing the day that the student would become the teacher, instead now sought to promote Arthrok to the recruiter Lady Vicara Raveynos as a candidate to enter the more “legitimate” ranks of the Dragonné, but only after he passed one last examination: provide support for a business deal with the Brotherhood of Steadfast Enforcers.

Goals

Yarlkin has planted the seed within Arthrok to become a member of the Dragonné, but his perception is that he would be better suited with the “underground” (slaver) track (he recognizes he may need to “clear his own path”) within the organization than the “aboveground” (military) track.

Miscellaneous

Most Pivotal Event

Arthrok’s time spent under the tutelage of the Fangtaker has had the most impact on his life.

Greatest Fear

Arthrok fears being restrained, as it can cause him to relive his “birth” experience.

Favorite Item(s)

Arthrok’s favorite “items” are his scars, of which he intends to collect many more. His favorite material item is his Falchion.

Arthrok

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