The Chains that Bind
== Created Using Wizards of the Coast D&D Character Builder ==
Rustin MacTankard L11, level 11
Dwarf, Battlemind, Talaric Ironjack
Psionic Study Option: Battle Resilience
Last of the Breed (Last of the Breed Benefit)
FINAL ABILITY SCORES
STR 15, CON 21, DEX 16, INT 9, WIS 17, CHA 11
STARTING ABILITY SCORES
STR 14, CON 16, DEX 14, INT 8, WIS 13, CHA 10
AC: 25 Fort: 24 Ref: 22 Will: 24
HP: 96 Surges: 14 Surge Value: 24
Athletics +12, Endurance +18, Heal +13, Perception +14
Acrobatics +8, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +10, History +4, Insight +8, Intimidate +5, Nature +8, Religion +4, Stealth +8, Streetwise +5, Thievery +8
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Dwarf Racial Power: Dwarven Resilience
Battlemind Feature: Battlemind’s Demand
Battlemind Feature: Blurred Step
Battlemind Feature: Mind Spike
Battlemind Feature: Battle Resilience
Battlemind Attack 1: Bull’s Strength
Battlemind Attack 1: Renewed Focus
Battlemind Attack 1: Aspect of Elevated Harmony
Battlemind Utility 2: Telepathic Challenge
Battlemind Attack 5: Nightmare Vortex
Heal Utility 6: Swift Recovery
Battlemind Attack 7: Lightning Rush
Battlemind Attack 9: Intellect Hammer
Battlemind Utility 10: Battle Aspect
Talaric Ironjack Attack 11: Iron-Hewed Smash
Level 1: Battle Awareness
Level 2: Heavy Blade Expertise
Level 4: Polearm Momentum
Level 6: Melee Training (Constitution)
Level 8: Improved Defenses
Level 11: Psychic Lock
Level 11: Polearm Gamble
Githyanki Silver Glaive +2 x1
Rushing Cleats (heroic tier) x1
Piecemeal Scale Armor +2 x1
Cloak of Distortion +2 x1
== End ==
The Story of Rustin (‘Rusty’) MacTankard, Dwarven Battlemind
Young Rusty MacTankard and his brother Tobin were Dwarves born of unknown origins but orphaned at a very young age. Adopted by the Lord and Lady of the dwarven House MacTankard, they were raised together to be stout warriors, accomplished defenders of the clan and eventual heads of House MacTankard. However, as they matured beyond childhood, Rusty noticed that he was able to do things that no other MacTankard (in fact, no other Dwarf or other creature, as far as he knew) was able to. He had inexplicably developed the ability to influence objects and manipulate others with his mind!
Loyal to his adopted clan, and fearing being outcast, he was horrified by this discovery. So Rusty kept this secret entirely to himself, suppressing his abilities (despite his natural instinct to allow them to manifest themselves) and instead concentrated his every waking moment on increasing his abilities in more traditional martial skills. As was MacTankard tradition, this meant focusing mostly on classical dwarven implements, such as the hammer and axe. This all changed, however when he was introduced some years ago to the polearm class of weaponry. Immediately taken by the polearm family’s unique balance, technique and ability to better control opponents on the battlefield, Rusty became a polearm specialist. Once again, Rusty found himself unique among his clan, albeit his singular mastery of the polearm brought him universal celebration, as opposed to scorn.
Well, almost universal celebration, that is. As they grew into young adulthood, Rusty’s relationship with his brother Tobin became somewhat strained. Although two nuggets in a vein as children, Rusty’s continued accomplishments on the field of battle drove a wedge between he and the less-physical Tobin. This trend grew to the point where Tobin retreated from the practice fields entirely to concentrate on more “enlightened, intellectual pursuits”.
And so it went until Rustin’s adulthood, when skirmishes began to break out between House MacTankard and some nearby goblin settlements. In the past, unbeknownst to other clans, clan MacTankard had actually benefitted from a productive, if tenuous, trading arrangement with these relatively passive goblin tribe. Indeed, the clan had Lord MacTankard and young Tobin MacTankard to thank for spearheading this unique and mutually beneficial relationship with their traditional racial enemies. While that trade balance remained, their small pocket of Dwarven/Goblin relations were largely without incident, a true wonder for the land.
Unfortunately , something eventually went sour with this relationship (and to this day, exactly what caused the breakdown and betrayal by the goblins remains a mystery to all). On the night following the solar eclipse three years’ past, the goblins launched a seemingly unprovoked sneak attack on house MacTankard.
What made this attack a complete and total surprise (beyond the sheer audacity of the goblins to break their implied non-aggression pact in this manner) was the fact that as far as the clan knew, for security purposes the location of House MacTankard was never specified to the goblins. Indeed, all trade would occur in a mutual cite believed to be equidistant between the Dwarven settlement and the goblin’s camps. Yet somehow, on this night, the goblins knew exactly where they were headed to launch their attack.
Furthering the unlikelihood of this attack, it is believed that the goblins surely would not have been able to navigate the hidden rock-paths, disable security measures and predict guard shifts and rotations without some sort of assistance. Because the initial invasion on the house was so successful, it has since been widely accepted that the path to invasion must have been, to some degree, an inside job. But as to who may have betrayed the clan, and their motivations as to doing so, there is very little in the way of meaningful speculation.
The invasion of House MacTankard was to literally change Rusty’s life forever. Despite the escalation of the assault, Rusty could not bring himself to utilize his unique abilities (called psionics, as he’d come to learn later) to help his cause. And although he was, as usual, a great and terrible force leading the counter-attack behind his glaive, there were dire consequences to his unwillingness to resort to his mental edge.
The goblin attackers were eventually fought off and defeated, but not before the loss of both of his adoptive parents. Compounding this horror were the last images he had of his brother Tobin—but surely he could not have seen this correctly—? Before his brother disappeared in the chaos, Rusty saw him bring no less than three goblins to their knees, two in obvious pain and one in submission, with no visible weapon. As he witnessed this, Rusty felt a strange ‘itch’ in his head that Tobin was seemingly dominating these monsters with nothing but his mind.
Immediately after this mysterious incident, Rusty witnessed Tobin, despite being in the heart of the sacking of his clan-house by these treacherous goblins, accept a mysterious package from what appeared to be the enemy goblin Chieftain. And that was the last he saw of his brother, who has not been seen since.
And so on that day not only was the head of House MacTankard destroyed, but Rusty once again lost his family. Blaming himself and his stubborn refusal to use every ability at his disposal to save his family, house and clan, Rustin MacTankard acquired a sense of regret that will haunt him for all his days.
What followed for Rusty is not unlike a half-remembered dream. What he does remember is that distraught, perhaps even on the verge of suicide at such a young age, Rusty gained apprenticeship with a mysterious master, who spent these last 3 years teaching Rusty how to hone his mental talents and harness them to support his more obvious martial abilities.
Rusty remembers being an exemplary disciple and achieving all that his master could teach him in the arts of Psionic warfare. But tragedy of another kind was to befall him yet again, it seemed, as his graduation “gift” from his master was to have his mind wiped, leaving the details of the last 3 years of his life hazy and the very identity of his master a mystery! Although he seems to have retained the majority of his mental training, sadly, Rusty does not know why his trusted teacher would resort to these measures and is disappointed to find himself seemingly abandoned yet again. Regardless, he believes his master must have had reason to go this route, remains grateful for all he has learned and hopes to reunite with his master once again one day to understand why his mysterious benefactor disassociated himself in such an extreme, abrupt manner.
At the peak of both physical and mental training, Rustin MacTankard longs for the day when some of the mysteries of his life will come to be answered. In the meantime, he now wanders the land, mostly as a mercenary, and largely averse to personal attachments.
Perhaps as a result of his master’s mind-wiping, MacTankard very rarely suffers annoying-but-otherwise harmless memory blackouts. He is also a staunch atheist, hard-pressed to believe in the whims of the gods and the powers of the divine. Magic is real and awesome, no problem…but faith is a waste of time.