Here we go. I will be making an adjustment to the adventuring equipment (not the weapons or armour) this evening. I just realised Strength doesn't need those rations or waterskins.
[sblock=Strength of the Unyielding Oak]
Strength of the Unyielding Oak
Warforged Warden
Initiative +1;
Senses Normal; Passive Insight 12, Passive Perception 17
HP 33;
Bloodied 16;
Healing Surge 8 ;
Surges Per Day 12
AC 18;
Fort 15,
Ref 13,
Will 14
Speed 6
Action Points 1
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Battle Axe (standard; at-will) ✦ Weapon
+6 vs AC; 1d10+4 damage.
Hand Axe (standard; at-will) ✦ Weapon
Range 5/10; +6 vs AC; 1d6+4 damage.
Warden's Fury Warden Feature
At-Will; Primal, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Warden's Grasp Warden Feature
At-Will; Primal
Immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Target: The triggering enemy in burst
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Strength of Stone Warden Attack 1
At-Will; Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier.
Thorn Strike Warden Attack 1
At-Will; Primal, Weapon
Standard Action Melee 2
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you pull the target 1 square.
Thunder Ram Assault Warden Attack 1
Encounter; Primal, Thunder, WeaponStandard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier thunder damage. Make a secondary attack that is a close blast 3.
Earthstrength: You also push the primary target a number of squares equal to your Constitution modifier.
Secondary Target: Each creature in blast
Secondary Attack: Strength vs. Fortitude
Hit: 1d6 thunder damage, and you push the secondary target 1 square.
Form of the Willow Sentinel Warden Attack 1
Daily; Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the willow sentinel until the end of the encounter. While you are in this form, you can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to you.
Once during this encounter, you can make the following weapon attack while you are in this form.
Immediate Interrupt Melee 1
Trigger: An enemy adjacent to you makes an attack roll against your ally
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target takes a –4 penalty to the triggering attack roll.
Miss: Half damage, and the target takes a –2 penalty to the triggering attack roll.
Warforged Resolve Warforged Racial Power
Encounter Healing
Minor Action Personal
Effect: You gain a number of temporary hit points equal to 3 + one-half your level. You can make an immedi
ate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one-half your level
Construct (Strength is considered a construct for effects that relate to the Keyword)
Living Construct (Strength has the following traits: +2 bonus to saves against ongoing damage, When Strength takes a death saving throw he takes the better of the die roll or 10)
Font of Life
At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage.
If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.
Earthstrength
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
In addition, when you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts 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. This mark lasts until the end of your next turn.
In addition, you gain the warden's fury and warden's grasp powers. You can use these powers against enemies to prevent them from harming those you protect.
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Alignment Unaligned;
Languages Common
Str 18 (+4)
Dex 12 (+1)
Wis 14 (+2)
Con 16 (+3)
Int 8 (-1)
Cha 11 (+0)
Endurance+10*,
Intimidate+7*,
Nature+7*,
Perception +7*
* Trained Skill
Feats: Warforged Tactices (Dragon 364)
Gear Hide Armour, Battle Axe, 2 Hand Axes, Standard Adventurers Kit, 20Gp
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