Torment is an Inspiring Warlord, so he's less complicated IMO. A bunch of his dailies are used up though.
http://www.enworld.org/forum/plots-places/239327-kk-game-2-when-compost-attacks.html
[sblock=Torment]Torment
Tiefling Warlord 13
Paragon Path: Knight Commander
Alignment: Good
Religion: none
Languages: Common, Draconic
Vision: Low-Light
Ability Scores:
Str 20 (17 (12pts) +3 lvl)
Con 14 (13 (3 pts)+1 lvl)
Dex 12 (11 (1 pts) +1 lvl)
Int 16 (13 (3pts) +1 lvl +2 rac)
Wis 9 (+1 lvl)
Cha 18 (13 +3 lvl + 2 rac.)
Combat:
Init: +11 (+1 Dex, +6 level +4 combat leader)
Pass Percep: 15 Pass Insight: 15
HP: 96/96 Surges/day: 11
Bloodied: 48 Surge Value: 24
AC 25 (+6 level +6 armor +3 Int)
Fort 25 (+6 level +5 Str +1 class +3 amulet)
Ref 22 (+6 level +3 Int +3 amulet)
Will 26 (+6 level +4 Cha +1 class +3 amulet+2 feat)
Speed 8
Resistances: 5 Ranged, 11 Fire
Action points: 1
Basic Attacks:
Melee: +17 (+6 lvl; +5 str; +1 feat; +2 enhan; +3 prof.); 2d4+8 fire
Ranged: +12 (+6 lvl; +1 dexr; +1 feat; +2 enhan; +2 prof.); 1d8+2; 15/30 range
Attack Powers:
Viper's Strike - Martial, Weapon
Standard Action; Melee ; Target: One creature
Attack: +17 vs. AC
Hit: 2d4+8 damage
Effect: If target shifts before start of my next turn, provokes an OA from an ally
Furious Smash- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 5 damage + one adjacent ally to self or target gains a +4 power bonus to hit and damage
Encounter Powers:
Guarding Strike- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, and one adjacent ally to self or target gains a +5 power bonus to AC
Infernal Wrath -
Minor Action; Personal;
Effect: +1 to hit (+ 4 to damage) against enemy who hit me since last turn, push 1 square
Shake it Off- Martial, Weapon
Minor Action; Melee weapon; Ranged 10
Effect: Target makes a saving throw with a +4 bonus
Lion's Roar- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, self or one ally can use a healing surge (ally gains +4 hp)
Beat Them Into the Ground- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 4d4+8 damage, all allies in 5 squares can make a basic attack against target of choice as a free action, target takes no damage but is knocked prone
Slash and Press- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage
Effect: After the attack, push all adjacent enemies 1 square
Break Their Nerve- Martial
Minor Action; Melee 1; Target: One creature
Effect: Target is marked until end of next turn
Daily Powers:
Bastion of Defence - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & allies within 5 squares gain a +1 power bonus to defences. Also, Allies within 5 squares gain 9 temp. hp.
Stand the Fallen - Martial, Weapon, Healing
Standard Action; Melee Weapon; Target: One creature
Hit: 6d4+8 damage
Effect: Each ally in 10 squares can use a healing surge and gains +4 hp
Stand Tough - Martial, Healing
Minor Action; Close Burst 5; Target: You & each ally in burst
Effect: Targets regain 14 hp
Tactical Shift - Martial,
Immediate Interrupt; Ranged 10
Trigger: ally gets hit by either melee or ranged attack
Effect: The ally can shift 4 squares
Knock Them Down - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & target is knocked prone. Every ally within 10 squares can move 3 squares and make a basic melee attack against one target of choice as a free action. These attacks deal no damage but knock the target prone.
Miss: Target is knocked prone & half damage
Magic Item Powers:
+3 Elven Battle Hide
Property: +5 on saves against slow or immobilise
Power: Encounter: Minor: +2 power bonus to speed until end of next turn
+3 amulet of false life
Power: Daily: Minor: Use when bloodied, gain temp hp. = to healing surge
+2 flaming spiked chain
Critical: +2d6 damage
Property: 1/day +1d6 fire damage & ongoing 5 fire damage (save ends)
+2 Vicious Crossbow
Critical: +2d12 damage
Keoghtoms Ointment
Property: 1/day self or adjacent ally automatically end poison or disease or regain healing surge
Race and Class Features:
Bloodhunt (+1 attack bonus to hit bloodied enemies)
Fire Resistance (5 +1/2 lvl = 11)
Infernal Wrath - +1 to hit, +4 damage
Inspiring Presence - when ally spends an action point regain 10 hp
Inspiring Word - 2x encounter, close burst 10, target can spend a healing surge and gain 3d6 additional hp
Combat Leader - all allies w/in 10 squares get +2 power bonus to initiative
Honor and Glory - Adjacent allies gain a +2 bonus to hit
Knight Commander's Action - When I use an action point to take an extra action, all allies gain a +1 bonus to all defenses until start of my next turn
Feats:
Durable
Toughness
Exotic Weapon Prof. (Spiked Chain)
Hellfire Blood (+1 feat bonus to attack and damage rolls when you use a power that has fire or fear keyword
Ferocious Rebuke (if hit with infernal wrath, push target 1 square)
Iron Will (+2 to Will)
Combat Commader (Increase combat leader bonus to +4)
Fleet Footed (+1 to speed)
Skills:
Diplomacy: +15 (+6 level +4 Cha +5 trained)
Heal: +10 (+6 level -1 Wis +5 trained)
Athletics: +16 (+6 level +5 Str +5 trained)
Intimidate +15 (+6 level +4 Cha +5 trained)
Equipment:
Item Weight Cost
+3 Amulet of False Life (14)
+3 Elven Battle Hide (13)
Keoghtoms Ointment (12)
+2 Flaming Spike Chain 5000gp
Boots of Striding 4200gp
Bag of Holding 1000gp
+2 Vicious Crossbow 2600gp
4 x Potions of Healing 200gp
Total Weight: 0 lbs.
Money: 10gp
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin. [/sblock]