A Dwarven Warden from the frozen North, Adlmündr turned to adventuring and swore to protect nature after humans strip-mined and destroyed his mountain home.
Second Wind is a minor action instead of standard action
You gain proficiency with the throwing hammer and the warhammer.
You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Take a saving throw at the beginning and end of turn.
After using second wind, gain a bonus to AC equal to Con mod until end of next turn.
Also, if not wearing heavy armor, use Con mod to determine AC.
Once a turn, mark each adjacent enemy as free action.
At-Will, Immediate Interrupt, Melee Weapon.
Trigger: A marked enemy attacks someone else.
Strength vs Fortitude
1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
At-Will, Immediate Reaction,
Trigger: A marked enemy w/in 5 squares attacks someone else 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.
+4 to Initiative.
+1 to attack rolls on opportunity attacks.
Proficiency and a +2 to dmg rolls with axes and hammers.
Description+8 Armor bonus
Bonus to Endurance checks = +1
Daily pwr: Regain hp as if healed by a surge.
1d12 + 2 (Dwarven Weapon Training Feat)
Adlmundr was born in the frozen northern mountains. He lived in a small Dwarvish community under a rocky mountain covered in pines, where his people tended to the natural order of things. His people developed a relationship with the forces of nature where they stood to protect it, and were rewarded with a specific commune with the land. Specifically, since he grew up in a northern mountain region, he has a strong bond with cold conifer forests, and is able to tap into abilities based around the land there.
Eventually, unscrupulous humans profiteers came and logged all of the trees and strip mined the mountain until it was uninhabitable. Some of his people stayed in the area, trying to survive on the deforested, destroyed land that was left, but Adlmundr moved away. He has been roaming since then, in and out of towns and the wilderness frontier, trying to protect other such destruction of nature. Because of what they did to his home mountain, he is exceptionally skeptical and untrusting of businessmen and those who would profit off of what nature provides.
The source of Adlmundr’s power comes from comes from his anger over the destruction of his home and nature’s fury at those who would destroy and take advantage of it. By working in such close concert with the natural forces for so long, his and nature’s goals and power became one and now, when he needs to, he’s able to use the earth’s natural wrath to smite nature’s enemies along with his own.