Cethedge Longrift

Foul-Mouthed, High-Spirited Braggart War-barian


Cethedge “Hedge” Longrift
Level 6 Warlord (Leader)
Medium Natural Humanoid (cushani)

Initiative +5; Passive Senses Perception/Insight 13; low-light vision
HP 50; Bloodied 25
Healing Surge 12; Surges Per Day 8
AC 21; Fortitude 22, Reflex 15, Will 18
Saves: +2 vs. slow, immobilize, restrained
Speed 6; Action Points 1

Alignment Good; Languages Cerian, Cushani
Skills Athletics +12, Diplomacy +11, Endurance +8, Intimidate +13, Nature +10
Feats Berserker’s Fury (Barbarian Multiclass; Nature, daily: +2 bonus to damage until end of encounter), Novice Power, Powerful Charge (+2 damage rolls or bull rush attempts on a charge), Saving Inspiration (grant a saving throw with inspiring word)
Str 21 (+5/+8) Dex 10 (+0/+3) Wis 10 (+0/+3)
Con 13 (+1/+4) Int 8 (-1/+2) Cha 16 (+3/+6)
Possessions +2 duskblade longsword, bastard sword, +1 exalted chain, small shield, javelins (2), boots of free movement, adventurer’s kit

Racial Traits Cat Nap, Cushani Breeding, Overbearing Strength, Predator’s Roar
Class Features Combat Leader (You and each ally within 10 squares gain +2 power bonus to Init), Bravura Presence (When using an action point for an attack, an ally may take an extra basic attack if they hit with their attack, or a move action on a miss; they grant combat advantage to all enemies until the end of their next turn on a miss), Inspiring Word

Basic Attacks

+2 Duskblade Longsword (standard; at-will) ✦ Weapon +13 vs. AC; 1d8+7 (15 + 2d6) damage.
Bastard Sword (standard; at-will) ✦ Weapon +8 vs. AC; 1d10+5 damage.
Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +10 vs. AC; 1d6+5 damage.

Power Descriptions

At-Will Exploits

Brash Assault Warlord Attack 1
At-WillMartial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 1d8+7 (15 + 2d6 on crit) damage.
Effect: The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.

Furious Smash Warlord Attack 1
At-WillMartial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +13 vs. Fortitude
Hit: Deal 5 (+2d6 on crit) damage, and then choose one ally adjacent to either you or the target. This ally gains a power bonus equal to your Charisma modifier (+3) to the attack roll and damage roll on their next attack against the target until the end of their next turn.

Encounter Exploits

Inspiring Word Warlord Feature
Encounter (Special)Martial, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and EITHER regain an additional 2d6 hit points OR roll a saving throw.

Vault the Fallen Barbarian Attack 1
EncounterPrimal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: +13 vs. AC
Hit: 1d8+1d6+7 (21 + 2d6 on crit) damage.
Effect: If you target two creatures, you can shift 1 square after the first attack.

Flattening Charge Warlord Attack 3
EncounterMartial, Weapon
Standard Action Melee weapon
Requirement:You must charge and use this power in place of a melee basic attack.
Target: One creature
Attack: +14 vs. AC (includes charge bonus)
Hit: 1d8+9 (17 + 2d6 on crit) damage, and you knock the target prone.
Bravura Presence: If the attack hits, this power is not expended.
Miss: The target gains combat advantage against you until the start of the next turn.

Predator’s Roar Cushani Racial Power
Minor Action Close burst 2
Target: Each enemy in burst
Attack: +8 vs. Will
Hit: Target takes a -2 penalty to AC and all defenses until the end of your next turn.

Shake It Off Warlord Utility 2
Minor Action Ranged 10
Target: You or one ally
Effect: The target makes a saving throw with a power bonus equal to your Charisma modifier (+3).

Second Wind PC Feature
Standard Action Personal
Effect: Spend a healing surge to regain 12 hp and gain +2 to all defenses until the end of your next turn.

Daily Exploits

Bastion of Defense Warlord Attack 1
DailyMartial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 3d8+7 (32 + 2d6 on crit) 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 (3).

Stand the Fallen Warlord Attack 5
DailyHealing, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 3d8+7 (32 + 2d6 on crit) damage.
Effect: Each ally within 10 squares can spend a healing surge and regains additional hit points equal to your Charisma modifier (3).

Stand Tough Warlord Utility 6
DailyHealing, Martial
Minor Action Close burst 5
Targets: You and each ally in burst
Effect: The targets regain hit points equal to 10 + your Charisma modifier (3).

Magic Items

+2 Duskblade Level 8
Weapon: Long
Enhancement: Attack rolls and damage rolls
Critical: +2d6 damage
Property: Attacks with this weapon may deal radiant damage at night or necrotic damage during the day. Changing to or from either is a free action.
Power (Encounter): Free Action. Use this power whenever you hit with the weapon. You gain concealment until the end of your next turn.

+1 Exalted Chain Level 5
Armor: Chain
Enhancement: AC
Power (Daily ✦ Healing): Minor Action. Until the end of your turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10 + your Charisma modifier (3).

Breach Bracers Level 5
Item Slot: Arms
Power (Daily): Free Action. Use this power when you hit with a melee attack. The target of the attack gains vulnerable 5 against the next attack that hits it before the end of your next turn.

+1 Amulet of Protection Level 1
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will

Boots of Free Movement Level 6
Item Slot: Feet
Property: Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition.
Power (Encounter): Minor Action. Make a saving throw against a slow, immobilize or restrain effect that a save can end.

Current XP: 7,729 (Thru Session 12)
Next Level: 10,000


This powerfully built leopard-breed cushani scans the area with his one good eye. The other is covered by a leather patch. He wears a big leather long coat over chain mail despite the summer heat. A well-worn sword rests in a sheath across his back beside a gunny sack full of his worldly belongings. He flashes his sharp teeth in a smirk as he sees you eyeing him, before he cavalierly salutes and moves about his business.

“Why’d I leave the Dominion? Heh…”

Cethedge Longrift was the seventh surviving child of his mother, and the seventh male cub. The firstborn had been the only female sibling, and she succumbed to the curse like every firstborn did. His mother took it hard, never producing another heir to groom for taking over the pride when she died. And the youngest cub had it hardest of all growing up because he shared a singular feature with his curse-slain sister…

His eyes were not the same color.

His right eye was brilliant green, and his left a warm gold. Among cushani, children born with golden eyes were considered to be blessed by the Sun. Those with only one were particularly rare, and generally more treasured. But his mother couldn’t forget the resemblance to the only daughter she’d ever had.

Growing up, he was constantly reminded of what he was not. His brothers were treated as most males tend to be, but Cethedge was degraded, his every move scrutinized, and every mistake severely punished. Many others might have broken under the criticism and the lashings, but his brothers were good about encouraging him and reassuring him that he was merely bearing the brunt of their mother’s frustration and heartbreak. The best thing he could do for her and for himself was endure the treatment and grow stronger because of it.

He’d heard about the Curse of Loth so often during his life that he could not but feel curious about it. He spoke with the pride priestesses when his mother was not around and devoured every scrap of lore surrounding the curse. His interest became something of an obsession, born of his own pain growing up and to larger degree, the pain his mother and all cushani parents must feel at the loss of their firstborn cub. He made a decision that day to spend his life seeking a way to break the curse on his people.

He left home to find out more about the world, and found himself aboard a pirate ship in the Red Sea as he entered his eleventh year of life. The captain of the ship was a human by the name of Lucky Roo. He was crass, rude, and greedy beyond the reckoning of most mortals. Young Cethedge took to him immediately. He’d never seen such an irreverent male in his entire life, and although it initially made him uncomfortable, he found that with no females to “correct” their wild behavior, it was actually very liberating. It was the captain that began to call the young cushani “Hedge,” a name he bore with great pride.

During his time as a pirate, he met a number of interesting people and heard an inordinate number of fantastical tales. He always inquired about the Curse and continued to gather as much information as he could about the mysterious Loth. He wanted to understand as much as he could about the goddess, in the hopes that knowing her mind would provide him with the key he needed to break her seemingly unshakeable grip on his people.

His life of piracy was cut short when he was captured on a shore mission in the southern Ilium. Though he avoided slavery when he was rescued by a small group of Sun cultists, he could not find his nakama, the pirate band of Lucky Roo. After two weeks of sitting on the beach, drinking cheap rum, and gazing longingly at the sea, hoping against hope to see the ships come sailing, he decided that they’d presumed him dead or irrevocably lost. He didn’t think that Lucky Roo would just leave him so callously, but he also knew that the Captain would want him to just while away his life waiting for something to happen. So, he picked a new direction, and set off for Lothanewi.

He fell in with a group of elven insurgents who were fighting the shadow elf regime using guerilla tactics. He agreed to join them if they would help him get into one of the ancient libraries hidden in the Great Forest so that he could search them for more information about the goddess and the Curse. Though the elves were hesitant because of Hedge’s apparent crudity, they were more than happy to have a cushani’s strength aiding their efforts, and so they agreed to try. After several months of searching, they finally found a ruin that was believed to house a great deal of lore possessed by the usurped elven nation.

Though they fought against heavy shadow elf resistance and breached the building they sought, they found it sacked, containing none of the books Hedge had hoped to find. They had, however, established a waypoint for the elven guerillas, and since the elves had given it an honest try, he considered their debt forgiven. He told them he would travel south to Sadire, hoping to learn what he could from the tieflings. They promised to continue searching for the answer he sought, and pledged to meet him again some day.

“And that’s how I wound up in Masshiro, lookin’ fer work. Say, missy… I didn’t catch yer name. You or your pretty friend in the gold mask…”

Cethedge Longrift

Night Reign zero