Ozin

Description:

Strength 16 (+3) Constitution 15 (+2) Dexterity 12 (+1) Intelligence 11 (+0) Wisdom 16 (+3) Charisma 10 (+0)

Maximum Hit Points: 32

Bloodied: 16
Surge Value: 8
Surges / Day: 9 [includes constitution modifier]

Size: Medium Speed: 5 squares Vision: Low-light

Initiative: 1d20 +2 = + 1 [half level] + 1 [dexterity] Base Strength Attack: 1d20 +4 = + 1 [half level] + 3 [strength] Base Dexterity Attack: 1d20 +2 = + 1 [half level] + 1 [dexterity] Base Constitution Attack: 1d20 +3 = + 1 [half level] + 2 [constitution] Base Intelligence Attack: 1d20 +1 = + 1 [half level] + 0 [intelligence] Base Wisdom Attack: 1d20 +4 = + 1 [half level] + 3 [wisdom] Base Charisma Attack: 1d20 +1 = + 1 [half level] + 0 [charisma]

Armor Class: 17 = 10 + 1 [half level] + 6 [chainmail] Fortitude Defense: 14 = 10 + 1 [half level] + 3 [strength] Reflex Defense: 12 = 10 + 1 [half level] + 1 [dexterity] Will Defense: 16 = 10 + 1 [half level] + 2 [cleric] + 3 [wisdom]

Armor: Chainmail (40 lb)

Shield: None

Attacks: Throwing hammer: +6 vs AC +4 strength; damage 1[W]=1d6+3 [strength] 2 lb (Hammer); usable off-hand; heavy throwable (Have 2) Thrown: range 5/10 Same as melee Turn Undead +4i [base wisdom attack] vs will Lance of Faith +4i [base wisdom attack] vs reflex Healing Strike +4w [base strength attack] vs AC Avenging Flame +4w [base strength attack] vs AC v Versatile weapon. Add +1 to damage if using two-handed. w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc. i Implement-usable power. Apply a bonus as appropriate.

Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength]
Warhammerv: +6 vs AC +3 strength; damage 1[W]=1d10+3[strength] + 1 (two-handed) + 2 (Dwarven weapon training) 5 lb (Hammer) versatile

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load: 160lb Heavy Load: 320lb Maximum Drag Load: 800lb

Languages: Common; Dwarven;

Rituals Known:

Gentle Repose [Level 1]
Endure Elements [Level 2]

Skills:

Acrobatics:    +1    = 1 [dexterity] + 1 [half level]-1 [armor]
Arcana:            +1    = 0 [intelligence] + 1 [half level]
Athletics:    +3    = 3 [strength] + 1 [half level]-1 [armor]
Bluff:            +1    = 0 [charisma] + 1 [half level]
Diplomacy:    +1    = 0 [charisma] + 1 [half level]
Dungeoneering:    +6    = 3 [wisdom] + 1 [half level] + 2 [Dwarf]
Endurance:    +4    = 2 [constitution] + 1 [half level] + 2 [Dwarf] -1 [armor]
Heal:            +9    = 3 [wisdom] + 1 [half level] + 5 [class training]
History:            +6    = 0 [intelligence] + 1 [half level] + 5 [class training]
Insight:            +9    = 3 [wisdom] + 1 [half level] + 5 [class training]
Intimidate:    +1    = 0 [charisma] + 1 [half level]
Nature:            +4    = 3 [wisdom] + 1 [half level]
Perception:    +4    = 3 [wisdom] + 1 [half level]
Religion:            +6    = 0 [intelligence] + 1 [half level] + 5 [class training]
Stealth:            +1    = 1 [dexterity] + 1 [half level]-1 [armor]
Streetwise:    +1    = 0 [charisma] + 1 [half level]
Thievery:            +1    = 1 [dexterity] + 1 [half level]-1 [armor]

Feats: Dwarven Weapon Training Moradin’s Resolve

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+3 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity]
Bull Rush: +4 [base strength attack] vs fortitude
Grab: +34[base strength attack] vs reflex
Move grabbed target: +4 [base strength attack] vs fortitude
Escape: +0 [acrobatics] vs reflex / +2 [athletics] vs fortitude
Lance of Faith [Level 1]
Righteous Brand [Level 1]

Encounter Powers:

Second Wind [minor action for dwarf]
Spend an Action Point [free action, not in surprise round]
Channel Divinity
                  Divine Fortune [free action]
                  Turn Undead
                  Moradin's Resolve    
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Healing Strike [Level 1]

Daily Powers:

Avenging Flame [Level 1]
    Cure Light Wounds [Level 2 Utility]
  • Healer’s Lore (add your wisdom bonus to healing granted by a power)

_ 49 lb Weapons / Armor / Shield (from above) (warhammer, chainmail, 2 throwing hammers) 2 lb Backpack 5 lb Bedroll 1 lb Flint and steel Pouch (belt) x1 10 lb Rations (1 day) x10 10 lb Rope (50’, hempen) x1 2lb Sunrods x2 4 lb Waterskins x1 Holy symbol (wooden) 3lb Ritual book x1 Ritual components Torch x2 Gold: 14GP, 8SP

Total 88 lb

Bio:

Height: 4’ 8” Weight: 210 lb Skin: Pale Eyes: Gray Hair: Black; Curly; Thick Beard

Ozin, son of Mochin had been away from his clan’s hall for many years, suffering in the kingdom during the tough times when the crops wouldn’t grow, because he saw the people had a great demand for his talents. With the record harvests since the King’s return, the villagers didn’t seem to need much of the temple services, and Ozin sat idly, even the guards no longer required his healing abilities with the new golems defending the realm. And so when the post for adventurers went up, he set out to answer the call that the King had put out.

Ozin

The Kingdom of Ban'kal scuff