Chief Madrak Ironhide
Str 20 (+5), Dex 10 (+0), Con 22 (+6), Int 12 (+1), Wis 14 (+2), Cha 16 (+3)
Combat (28 ):
Atk +14, +16 (Rathrok); Dam +12 (Rathrok), +6 (Stone Fall); Def +6 (+0 FF); Init +0
Tough +14, Fort +14, Ref +6, Will +12
Concentration 6 (+8 ), Craft (Mechanical) 2 (+3), Diplomacy 4 (+7), Handle Animal 4 (+7), Intimidate 8 (+11), Knowledge (History) 3 (+4), Knowledge (Tactics) 5 (+6), Knowledge (Theology & Philosophy) 2 (+3), Notice 4 (+6), Perform (Oratory) 2 (+5), Perform (Singing) 2 (+5), Sense Motive 4 (+6), Survival 4 (+6)
Feats (28 ):
Attack Specialization (Rathrok) 1, Benefit (fighting space 10ft x 10ft), Benefit: Status (warchief of Thornwood Forest), Diehard, Equipment 3, Heroic Minions 18 (9 ranks of Heroic minions), Power Attack, Takedown Attack 2
Immunity 1 (Poison)
Super-Senses 2 (Darkvision)
Enhanced Fortitude Save 2 (Flaw: Limited [only vs. disease])
Regeneration 5 (recover from Bruised and Unconscious once per round, Injured & Staggered once per twenty minutes, and Disabled once per five hours; Power Feat: Regrowth)
Regeneration 4 (recover from Injured & Staggered once per five minutes and Disabled once per twenty minutes; Flaw: Source [large amounts of food])
Impervious Toughness 2 (Flaw: Limited [effective vs. nonlethal damage only])
Beast Control: Communication 2 (mental; Extra: Area; Flaw: Limited [warbeasts only]; Power Feats: Rapid, Selective)
Enhanced Feat: Minions 11 (Extras: Heroic, Fanatical; Flaw: Limited [warbeasts only])
Fury: Variable Power 10 (multiple powers with the arcane, magic, and Fury description; Flaws: Limited [must select powers from list below or from friendly warbeasts' Animi], Limited [must have a conscious, friendly warbeast within Beast Control range to use powers]) (50pp)
Boost (any trait) 4 (Extra: Action [Standard -> Free]; Flaws: Limited [fades completely after one round], Personal) (8pp)
Extra Attack 1 (Extras: Action [Full -> Free], Unlimited [not required to attack with same weapon/power each time]) (9pp)
Damage Transfer: Boost Enhanced Feat (Minions) 11 (add Sacrifice Extra; Extras: Action [Standard -> Reaction]; Flaws: Limited 2 [fades immediately after power is used], Personal; Drawback: Power Loss [Sacrificed warbeast must be inside Beast Control area; Uncommon, Minor, -1]) (10pp)
Guided Hand: Boost Attack Focus (Melee) 3 (Extras: Action [Standard -> Free], Area [general burst], Range [Touch -> Ranged] Selective Attack; Flaw: Limited [fades completely after one round]; Power Feats: Area Progression 2) (17pp)
Stone Fall: Blast 6 (bludgeoning; Extras: Action [Standard -> Free], Area [targeted burst] 4; Power Feats: Improved Critical 2) (30pp)
Sure Foot: Boost Immunity (trip effects, knockback) 4 Linked to Boost Dodge Focus 2 (Extras: Action [Standard -> Free], Area [general burst], Range [Touch -> Ranged] Selective Attack; Flaws: Limited [fades completely after one round]) (30pp)
Crusher: Boost Takedown Attack 2 (arcane, magic; Extras: Action [standard -> free], Area [general burst], Selective Attack; Flaws: Limited [fades completely after one round], Tiring, Unreliable 2 [one use]; Power Feats: Area Progression 3)
Rathrok: Device (hard to lose) 6
Blast 7 (magic, slashing; Extra: Fatality [damage may not be transferred on a critical hit]; Power Feats: Affects Insubstantial 2, Mighty 5, Improved Critical 1)
AP: Strike 7 (magic, slashing; Extra: Fatality [damage may not be transferred on a critical hit]; Power Feats: Affects Insubstantial 2, Mighty, Improved Critical 1)
Talisman of Subdual: Device (easy to lose) 1
Emotion Control 5 (magic; Extras: Area [general burst], Selective Attack; Flaws: One Emotion [calm], Range [Perception -> Touch])
Scroll of Grindar's Perseverance: Device (easy to lose) 1
Force Field 15 (magic; Extras: Action [Free -> Reaction], Impervious, Duration [Sustained -> Independent]; Flaws: Limited 2 [fades immediately after power is used], Unreliable 2 [one use])
Talismans of Protection: Shield 6 (magic), Protection 8 (magic)
Enemy (Circle Orboros, Skorne, Legion of Everblight), Prejudice, Rivalry (Cygnar, Hoarluk Doomshaper), Responsibility (protect Trollbloods and their lands)
Abilities 34 + Combat 28 + Saves 24 + Skills 12 + Feats 28 + Powers 114 = 240
Tradeoffs: Offensive PL 18, Defensive PL 14; +2 Atk / -2 Dam, -4 Def / +4 Tough
Madrak Ironhide is the de facto leader of the Thornwood Forest trollkin kriels (clans), and is an old friend of the Cygnaran ruler King Leto Raelthorne. A longtime rival of the ancient shaman Hoarluk Doomshaper, Madrak recently put joined forces with the elder trollkin to better stand against his people's myriad enemies.
The warlock is the other half of the HORDES warbeast/warlock equation, and Madrak is a good example of how this relationship works. Like a warcaster, Madrak has a Variable Power array that vastly increases his abilities in combat; unlike a warcaster, Madrak actually draws his magical strength from the pent-up rage of his warbeasts, and requires at least one of them to be within range of his Beast Control power to use Fury. Of particular note is the Damage Transfer power. Under normal circumstances, Sacrifice is a power feat that allows you to redirect an attack to a minion by spending a hero point; by purchasing it as an Extra (at much greater cost), a warlock can do this trick without spending any hero points, though he does need to allocate points from the Fury array to do so. Of course, if a warlock actually succeeds in killing off all his warbeasts by redirecting damage to them, his magical abilities disappear, so it's a bit of a balancing act. Warlocks like Madrak don't get as many spells as their warcaster counterparts, but to make up for this, they can also spend Fury to cast the Animus of any nearby friendly warbeast, leaving those beasts free to wale on their opponents.
Madrak is a pretty tough cookie. For one thing, he's a trollkin, with trollkin poison resistance, trollkin healing, and thick trollkin hide. Second, he has the Talisman of Subdual, which causes enemies to mellow out near him, potentially to the point that they stop attacking. Third, he has the Scroll of Grindar's Perseverance, which allows him to essentially ignore any one attack per session (and is NOT included in his PL calculation, in case you're wondering at all).
Madrak is also a good scrapper, capable of dealing good damage with his magical axe Rathrok. This weapon automatically returns to Madrak's hand if he drops it, which not only makes him hard to disarm, but also lets him chuck the thing like Thor's Mjolnir and take out targets at a distance. Two things to note about Rathrok: first, unlike any other IK weapon I've statted thus far, is capable of damaging insubstantial beasties like Pistol Wraiths to full effect; and second, its Fatality ability can prevent an enemy warlock from transfering damage to one of his beasts, which can help end fights quickly. Unfortunately, Madrak's Ricochet trick from the tabletop game didn't carry over; if you want to hit multiple opponents with on a single throw, you'll have to spend the Fury to get extra attacks.
Madrak's tabletop Feat, Crusher, translates here as a pulse of magical energy that gives all friendlies nearby Takedown Attack 2 for a single turn. It's not as out-and-out nasty as it is in the tabletop version (despite doing more or less the same thing), but if Madrak uses it on all his buddies just before getting into melee (and couples it with attack and damage boosts), he can turn his entire force into one giant minion blender.
Because Madrak is such a powerful trollkin chief, he gets a rank of Benefit: Status to that effect, which essentially gives him access to all the pygmy troll and trollkin minions he could need; his levels in Heroic Minions are to represent an honor guard of more powerful and resilient subordinates. If need be, Madrak can shuffle his points around between his various Minion feats, allowing him to pick up a larger posse of bodyguards or an angry Dire Troll or two.
EDIT 6/12/07: Wouldn't you know it, as soon as I got Madrak posted I realized two of his Boosts were Touch range when they were supposed to be Ranged. That's fixed now.