[sblock=CS]
Whorven Earthhammer
Get yer hands offa me, unless you want to get them dirty.
Male Dwarf Warden
Initiative +1;
Senses Low-light Vision; Passive Insight 13, Passive Perception 18
HP 33;
Bloodied 16;
Healing Surge 8;
Surges Per Day 12
AC 18;
Fort 14,
Ref 13,
Will 14
Speed 5
Action Points 1
-----------------------------------------------------------------
Craghammer(standard; at-will) ✦ Weapon
+5 vs AC; 1d10+5 damage.
Throwing hammer(standard; at-will) ✦ Weapon
+5 vs AC; 1d6+5 damage.
Warden's Fury (immediate interrupt; at-will) ✦ Primal, Weapon
Trigger: An enemy marked by you makes an attack that does not include you as a target.
+5 vs. AC; 1d10+5 damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Warden's Grasp (immediate reaction; at-will) ✦ Primal Burst 5
Trigger: An enemy marked by you and within 5 squares of you makes an attack that does not include you as a target.
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Thorn Strike (standard; at-will) ✦ Primal, Weapon Melee 2
+5 vs.
AC; 1d10+5 damage, and you pull the target 1 square.
Strength of Stone(standard; at-will) ✦ Primal, Weapon
+5 vs. AC; 1d10+5 damage, and you gain 3 temporary hp.
Thunder Ram Assault(standard; encounter) ✦ Primal, Weapon
+5 vs. AC; 1d10+5 damage and push the target 3 squares. Make a secondary attack that is close blast 3.
Secondary Attack: +5 vs Fort.
Hit: 1d6 damage and push the target 1 square.
Form of the Fearsome Ram(minor; daily) ✦ Polymorph, Primal Personal
Effect: You assume the guardian form of the Fearsome Ram until the end of the encounter. In this form you gain a +2 bonus to speed, and a +2 bonus to charge attacks rolls. In addition, when you hit the target with an at-will attack, you can push the target 1 square.
Once during this encounter you can make the following weapon attack while you are in this form:

(standard) ✦
Weapon
Effect: Before the attack, shift your speed.
+5 vs. AC; 2d10+5, and you push the target 3 squares and knock it prone. You can then shift into a square that is adjacient to the target.
Miss: Half damage and push the target one square, you can then shift into a square the target vacated.
Font of Life
At the start of your turn you can make a saving throw against one effect that a saving throw can end. On a successful save, the effect immediately ends, preventing it from affecting you this turn.
If you fail the saving throw, you still make a saving throw as normal at the end of your turn.
Earthstrength
While you are not wearing heavy armor, you can use your constitution modifier instead of your dexterity or intelligence modifier to determine you AC.
In addition, when you take the second wind action, you gain a bonus equal to your constitution modifier to AC until the end of your next turn.
Nature's Wrath
Once during each of your turns you can mark each adjacent enemy as a free action.
In addition you gain the Warden's Fury and Warden's Grasp powers.
Cast Iron Stomach
You gain a +5 on saving throws against poison.
Dwarven Resilience
You can use your Second Wind as a minor action.
Stand Your Ground
Forced movement is reduced by one. In addition, you can make an immediate saving throw to avoid falling prone.
-----------------------------------------------------------------
Alignment Good;
Languages Common, Dwarven
Str 16 (+3)
Dex 12 (+1)
Wis 16 (+3)
Con 16 (+3)
Int 11 (+0)
Cha 8 (-1)
Athletics +5*,
Endurance +7*,
Nature +8*,
Perception +8*
* Trained Skill
Feats: Dwarven Weapon Training
Gear Craghammer
Heavy Shield
Hide Armor
Standard Adventurer's Kit
2 Throwing Hammers
15 gp
Background
(In Progress)
Personality and Appearance
Whorven wears the thick skin of a bear in the form of armor and a heavy cloak. A large hammer is on one hip and a heavy wooden shield, covered in bear hide is strapped to one arm. Whorven's connection with the earth is easily apparent. He smells musky, like dirt. He does not sweat normally, instead his pores leak mud. The same is in his blood; it is not red, but thick and a deep brown. Pebbles and grains of dirt and sand fall from his hair and dark beard.
The dwarf takes his job a defender seriously. He is tough as nails, and would rather come to the aid of a friend, than engage an enemy.[/sblock]
Thoughts? The only thing I am unsure about is the attack bonus. +5 seems pretty low for a defender. If I took a +3 prof weapon would that be good enough? I'd probably drop DWT for toughness in that case.