Warforged Fighter:
Age: 7
Possible Names: Unit 24, Mecha, Iron Bull

Vitality:
Maximum hit points: 55
Injured at: 27 or fewer hit points
Healing Surge value: 13
Healing Surges per day: 12
Defenses:
Armor Class: 19 (or 21 with a shield equipped)
Fortitude: 18
Reflex: 14 (or 16 with a shield equipped)
Will: 14
Movement:
Speed: 6 (or 7 if charging)
Initiative: +8
Combat:
Attack Bonus (aka AB): +9
Weapon: Long sword (versatile)
Weapon Dice (aka [W]): d8
Damage Bonus (aka DB): +4 (or +5 if wielding a weapon with both hands)
Skills:
Acrobatics: +4 (or +2 with a shield equipped)
Athletics: +11 (or +9 with a shield equipped)
Heal: +9
Intimidate: +6
Special Features:
-Combat Superiority: You gain a +2 bonus to attack rolls when making an opportunity attack, and any moving enemy struck by your opportunity attacks is forced to stop moving.
For a full list of this character’s powers click here:
Fighter At-Will Powers:
Combat Challenge:
Immediate Reaction
Trigger: You have just attacked one or more opponents.
Target: Each opponent you attacked
Effect: You can choose to mark the target(s). While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, whenever a marked target shifts or makes an attack that doesn’t include you as a target you can make a basic melee attack against that enemy as an immediate interrupt.
The target remains marked until the end of your next turn.
A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
Cleave:
Standard Action
Range: Melee
Target: One creature
Attack: AB vs. Opponent’s Armor Class
Hit: [W]+DB damage, and a second opponent adjacent to you takes 4 damage.
Tide of Iron:
Standard Action
Range: Melee
Target: One creature
Attack: AB vs. Opponent’s Armor Class
Hit: [W]+DB damage, and you push the target 1 square. You can then shift into the space that target occupied.
Encounter Powers:
Targeting Mode:
Minor Action
Range: Close burst 10
Target: One opponent in burst
Effect: Until the end of your next turn the target takes an extra d6 damage the first time you deal damage to them each round.
Emergency Shielding:
Minor Action, only usable while injured.
Range: Personal
Effect: You gain 5 temporary hit points.
Skirmish:
Standard Action
Range: Melee
Primary Target: One opponent
Attack: AB vs. Opponent’s Armor Class
Hit: [W]+DB damage, and you can shift 1 square. Make a secondary attack.
Secondary Target: A different opponent
Attack: AB+2 vs. Opponent’s Armor Class
Hit: [W]+DB damage.
Whirlwind:
Standard Action
Range: Close burst 1
Target: Each opponent in burst
Attack: AB+2 vs. Opponent’s Armor Class
Hit: [W]+DB damage.
Second Wind:
Standard Action
Range: Personal
Effect: Spend a Healing surge. You also gain +2 to all of your defenses until the start of your next turn.
Daily Powers:
Brute Strike:
Standard Action, and this power is not used up if it does not hit.
Range: Melee
Target: One opponent
Attack: AB vs. Opponent’s Armor Class
Hit: 3x[W]+DB damage.
Hyper Mode:
Minor Action
Range: Personal
Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you takes [W] damage.
Major Shielding:
Minor Action
Range: Personal
Effect: You gain 2d6+3 temporary hit points.