⚠ <pre> Abilities Scores Modifier Defense Value Strength 14 +2 Fortitude 14 Constitution 16 +3 Reflex 13 Dexterity 11 +0 Will 14 Intelligence 14 +2 AC 17 Wisdom 16 +3 Insight 13 Charisma 14 +2 Perception 13

Health: 23/28 (Bloodied @ 14) Healing Surges: 8/9, each heals 7hp

Experience- 1005xp

Dwarf Racial Traits

 Move 5, Medium, Low-light Vision
 Abilities:  +2 Constitution, +2 Wisdom
 Languages:  Common, Dwarven
 Skills:  +2 Dungeoneering, +2 Endurance
 Cast-Iron Stomach:  +5 racial bonus to saving throws against poison.
 Dwarven Resilience:  May use second wind as a minor action instead of a standard action.
 Dwarven Weapon Proficiency:  You gain proficiency with the throwing hammer and the warhammer.
 Encumbered Speed:  Armor and heavy burdens do not lessen your movement rate, though magical effects do.
 Stand Your Ground:  May reduce forced movement effects by 1 square.  May make a saving throw in order to avoid falling prone.

Warlord Class Features

 Armor:  Cloth, leather, hide, chainmail; light shield
 Weapons:  Simple melee, military melee, simple ranged
 Defenses:  +1 Fortitude, +1 Will
 Starting Health:  12 + Constitution
 Health per level:  5
 Healing Surges:  7 + Constitution Modifier
 Combat Leader:  You and each ally within 10 squares who can see and hear you gain +2 power bonus to initiative.
 Commanding Presence (Tactical Presence):  When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.

 Inspiring Word:  Encounter, Martial, Healing
  Minor Action	Close burst 5 (10 @ 11th, 15 @ 21st)
  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.
  Target:  You or one ally in burst
  Effect:  The target can spend a healing surge and regain an additional 1d6 hit points.  The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

Trianed Skills

 Athletics (Str) 7, Diplomacy (Cha) 7, Endurance (Con) 10, History (Int) 7

Feats

 Dwarven Weapon Training:  +2 damage & proficiency with Axes and Hammers

Equipment

 Standard Adventurer Kit (15g)
 Chainmail (+6, -1 check, -1 move, 40g)
 Light shield (+1, 5g)
 Warhammer (+2, 1d10+2 damage, 15g)
 Dagger (+3, 1d4 damage, 5/10 range, 1g)
 Tent (10g)
 Lantern (7g)
 7g

At-Will Exploits

 Viper’s Strike:  Martial, Weapon
  Standard Action	Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage.
  Effect: If the target shifts before the start of your next turn,
  it provokes an opportunity attack from an ally of your
  choice.

 Wolf Pack Tactics:  Martial, Weapon
  Standard Action	Melee weapon
  Target:  One creature
  Special:  Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
  Attack:  Strength vs. AC
  Hit:  1[W] + Strength modifier damage.
   - Increase damage to 2[W] + Strength modifier at 21st level.

Encounter Exploits

 Hammer and Anvil:  Martial, Weapon
  Standard Action	Melee weapon
  Target:  One creature
  Attack:  Strength vs. Reflex
  Hit:  1[W] + Strength modifier damage. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds your Charisma modifier to the damage.

Daily Exploits

 Lead the Attack:  Martial, Weapon
  Standard Action	Melee weapon
  Target:  One creature
  Attack:  Strength vs. AC
  Hit:  3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier.
  Miss:  Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.

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