+2 Str, +2 Con / +2 Wis
Medium, Speed 6
Skills: +2 endurance, intimitate
Furious Assault power;
Half-Orc Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level.
Swift Charge: You gain a +2 bonus to speed when charging.
Your monstrous wrath burns inside you, giving strength to your attack.
Free Action Personal
Trigger: You hit an enemy
Effect: The attack deals 1[W] per tier extra damage if it’s a weapon attack or 1d8 per tier extra damage if it isn’t.
+2 Dex, +2 Wis / +2 Con
Medium, Speed 7
Skills: +2 survival, +2 religion
Da Hoodoo Suffle power;
Da Hoodoo Suffle
Da trolls be flipping mon.
Free action Personal
Effect: you take a move action
+2 Con, +2 Dex
Medium, Speed 6
Skills: +2 intimitate, +2 athletics, +2 dungeoneering
Will of the Forsaken power;
Undead: You are considered to be an undead creature for effects that relate to that keyword. You are also considered a living creature.
Unnatural Vitality: Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.
Will of the Forsaken
Free Action or immediate interrupt personal
Effect: Sleep, fear, charm and dominate effects are negated on you. Until end of your next turn, you are immune to those powers. You can immediately save versus each stun and daze. Until end of your next turn, you can immediately save if you would be stunned or dazed.
+2 con, +2 wis / +2 str
Skill Bonuses: +2 Nature, +2 Perception.
Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
Goring Charge: You have the goring charge power.
Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
Vitality: You have one additional healing surge and +5 hit points per tier.
You charge the enemy and gore it with your horns.
Standard Action Melee 1
Effect: You charge and make the following attack in place of a melee basic attack.
Target: One creature
Attack: Strength, Constitution, or Dexterity + 4 (6 at 11th level and 8 at 21st level) vs. AC
Hit: 1d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage, and stun the target.
Level 11: 2d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage.
Level 21: 3d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage.
+2 int, +2 dex / +2 cha
Speed: 7 squares.
Skill Bonuses: +2 Arcane, +2 Perception.
Elven Accuracy: You have the elven accuracy power.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Wild Step: You ignore difficult terrain when you shift.
Minor Action Close Burst 1
Target: each creature in the burst
Attack: Intelligence or Charisma + 3/tier vs. will
Hit: unable to use except basic attacks until end of your next turn