Hit Points: (25) currently taken 8 damage
Healing Surge: 6
AC: (Scale Mail & Light Shield) 18
whilst using long spear AC drops to 17 since its a two handed weapon
Reflex: 14 (drops to 13 without the shield)
Long Sword +6 doing 1d8+3 damage
Dagger +6 in melee, +4 when thrown does 1d4+3 (+1) damage
Mace +5 to hit does 1d8+3 damage
Long Spear +5 to hit does 1d10+3 damage but has reach.
Commander's Strike: Select an ally of choice to make a melee basic attack against an adjacent foe and does their basic attack damage +2 if they hit.
Viper's Strike: Melee attack does normal damage but if foe shifts before the start of Keir's next turn it grants an ally of Keir's choice an opportunity attack on them.
Wolf Pack Tactics: Melee attack does normal damage but allows an ally adjacent to either Keir or his foe to shift 1 square as a free action.
Myrmidon Formation: Melee attack does 2d weapon damage and grants each ally adjacent to Keir 5 temporary hp at the start of Keir's next turn however this power can only be used whilst Keir is using his light shield.
Bastion of Defence: Melee attack does 3d weapon damage with any allies within 5 squares of Keir gaining a +1 power bonus to all defences until the end of the encounter and those same allies gain 7 temporary hp.
Bonus Class Skill
Bonus At-Will Power
Human Defence Bonus
Background: Narfell gains +3 to endurance checks
Combat Leader: +2 initiative to all allies within 10 squares that can see and hear him.
Inspiring Presence: Any ally that can see you as they spend an action point for an extra action regains 1/2 his level+ Charisma modifier in lost hp.
Inspiring Word 2/encounter but only once per round can as a minor action allow himself or an ally to spend a healing surge.
Hunter's Quarry 1/encounter can declare a foe as his quarry to do +1d6 damage to them until the end of his next turn.
Armour Proficiency/Scale: can use scale armour
Warrior of the Wild: gains perception as a bonus skill, hunter's quarry as an encounter power.
Equipment: Adventurer's Kit, Scale Armour, Light Shield, Long Sword, Dagger, Mace, Long Spear, 4gp.
Background: Keir Ironsong comes from a Narfell tribe seeking a new home to escape the perils of his homeland.
Originally hired as a mercenary the pitiful pay and increased danger has made things look untenable Keir has joined the faith of Torm in hopes of improving things for his people but has found it hard to get over Impiltur's paranoia but hope still exists and Keir hopes there's enough for both of their people.