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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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