Gnome NPCs [Level 2]
Gnome Battle Cleric [Level 2 Controller (Leader)]
Small fey humanoid [XP 125]
Initiative +1; Senses Perception +3; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 12, Will 15
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target until
the end of the gnome cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d8 + 3 thunder damage, and the target is dazed until the end of the gnome cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +6 vs. AC; 2d8 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- □ Bless (standard)
- The gnome cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○○ Healing Word (minor) ✦ Healing
- The gnome cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome cleric takes damage.
The gnome cleric is invisible until the gnome cleric attacks or until the end of the gnome cleric’s next turn.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The gnome cleric gains a +1 bonus to the gnome cleric’s next attack roll or saving throw before the end of the gnome cleric’s
next turn.
- Reactive Stealth
- If the gnome cleric has any cover or concealment when the gnome cleric makes an initiative check, the gnome cleric can make
a Stealth check.
Skills Heal +8, Religion +7
Str 16 (+4); Dex 11 (+1); Wis 14 (+3);
Con 12 (+2); Int 12 (+2); Cha 15 (+3)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Gnome Devoted Cleric [Level 2 Controller (Leader)]
Small fey humanoid [XP 125]
Initiative +1; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 12, Reflex 12, Will 16
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 1d8 + 3 radiant damage, and one ally the gnome cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +4 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the gnome cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the gnome cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- □ Cure Light Wounds (standard) ✦ Healing
- The gnome cleric or one creature touched by the gnome cleric regains hit points as if spending a healing surge.
- ○○ Healing Word (minor) ✦ Healing
- The gnome cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome cleric takes damage.
The gnome cleric is invisible until the gnome cleric attacks or until the end of the gnome cleric’s next turn.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The gnome cleric gains a +1 bonus to the gnome cleric’s next attack roll or saving throw before the end of the gnome cleric’s
next turn.
- Reactive Stealth
- If the gnome cleric has any cover or concealment when the gnome cleric makes an initiative check, the gnome cleric can make
a Stealth check.
Skills Heal +9, Religion +7
Str 13 (+2); Dex 11 (+1); Wis 16 (+4);
Con 12 (+2); Int 12 (+2); Cha 16 (+4)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Gnome Greatweapon Fighter [Level 2 Soldier]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 16, Reflex 12, Will 12
Speed 4
- ● [m] Battleaxe (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage. Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage, and the target is slowed and cannot shift until end of the gnome fighter’s next turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +6 vs. AC; 3d10 + 3 damage. Miss: The power is not expended.
- □ Unstoppable (minor) ✦ Healing
- The gnome fighter gains 2d6 + 2 temporary hit points.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome fighter takes damage.
The gnome fighter is invisible until the gnome fighter attacks or until the end of the gnome fighter’s next turn.
- Reactive Stealth
- If the gnome fighter has any cover or concealment when the gnome fighter makes an initiative check, the gnome fighter can
make a Stealth check.
- Combat Challenge
- Every time the gnome fighter attacks an enemy, the gnome fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the gnome fighter’s next turn. If the marked creature makes an attack that doesn’t include
the gnome fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the gnome fighter and shifts or makes an attack that does not include the gnome fighter, the gnome fighter can make a melee
basic attack against that enemy as an immediate interrupt.
Skills Athletics +9, Intimidate +7
Str 16 (+4); Dex 13 (+2); Wis 12 (+2);
Con 14 (+3); Int 12 (+2); Cha 13 (+2)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Gnome Guardian Fighter [Level 2 Soldier]
Small fey humanoid [XP 125]
Initiative +3; Senses Perception +2; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 20; Fortitude 16, Reflex 15, Will 12
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+6 vs. AC; 1d8 + 3 damage (crit 11 + 1d8), and the target is pushed 1 square if it is the gnome fighter’s size, smaller than
the gnome fighter, or one size category larger. The gnome fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage (crit 19 + 1d8), and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +6 vs. AC; 2d8 + 3 damage (crit 19 + 1d8), and the gnome fighter can spend a healing surge. Miss: The power is not expended.
- ○ Get Over Here (move)
- The gnome fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the gnome fighter.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome fighter takes damage.
The gnome fighter is invisible until the gnome fighter attacks or until the end of the gnome fighter’s next turn.
- Reactive Stealth
- If the gnome fighter has any cover or concealment when the gnome fighter makes an initiative check, the gnome fighter can
make a Stealth check.
- Combat Challenge
- Every time the gnome fighter attacks an enemy, the gnome fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the gnome fighter’s next turn. If the marked creature makes an attack that doesn’t include
the gnome fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the gnome fighter and shifts or makes an attack that does not include the gnome fighter, the gnome fighter can make a melee
basic attack against that enemy as an immediate interrupt.
Skills Heal +7, Intimidate +7
Str 16 (+4); Dex 14 (+3); Wis 12 (+2);
Con 13 (+2); Int 12 (+2); Cha 13 (+2)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Avenging Paladin [Level 2 Soldier]
Small fey humanoid [XP 125]
Initiative +1; Senses Perception +2; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 19; Fortitude 15, Reflex 13, Will 15
Speed 4
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d8 + 3 radiant damage. If the gnome paladin has marked the target, the gnome paladin gains a +1 bonus to the damage
roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +7 vs. AC; 2d8 + 4 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +7 vs. AC; 3d8 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the gnome paladin and allies within it
a +1 power bonus to AC.
- ● Divine Challenge (minor) ✦ Radiant
- The gnome paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the gnome
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 6 radiant damage. The gnome paladin must engage the target by attacking it or ending the turn adjacent to it, or
the mark ends. The mark also ends if the gnome paladin challenges another target. Divine Challenge can only be used once per
round.
- □ Lay on Hands (minor) ✦ Healing
- The gnome paladin spends a healing surge but regains no hit points. Instead, one creature touched by the gnome paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome paladin takes damage.
The gnome paladin is invisible until the gnome paladin attacks or until the end of the gnome paladin’s next turn.
- Reactive Stealth
- If the gnome paladin has any cover or concealment when the gnome paladin makes an initiative check, the gnome paladin can
make a Stealth check.
Skills Intimidate +9, Religion +7
Str 16 (+4); Dex 11 (+1); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 16 (+4)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Gnome Protecting Paladin [Level 2 Soldier]
Small fey humanoid [XP 125]
Initiative +1; Senses Perception +2; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 21; Fortitude 14, Reflex 15, Will 16
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage (crit 10 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage (crit 12 + 1d8), and the gnome paladin gains 1 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 4 damage (crit 20 + 1d8). Hit or Miss: Until the end of the gnome paladin’s next turn, one ally within
5 squares of the gnome paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +5 vs. Reflex; 3d8 + 4 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the gnome paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The gnome paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the gnome
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 7 radiant damage. The gnome paladin must engage the target by attacking it or ending the turn adjacent to it, or
the mark ends. The mark also ends if the gnome paladin challenges another target. Divine Challenge can only be used once per
round.
- □ Lay on Hands (minor) ✦ Healing
- The gnome paladin spends a healing surge but regains no hit points. Instead, one creature touched by the gnome paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome paladin takes damage.
The gnome paladin is invisible until the gnome paladin attacks or until the end of the gnome paladin’s next turn.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The gnome paladin is hit by the attack instead.
- Reactive Stealth
- If the gnome paladin has any cover or concealment when the gnome paladin makes an initiative check, the gnome paladin can
make a Stealth check.
Skills Intimidate +10, Religion +7
Str 14 (+3); Dex 11 (+1); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 18 (+5)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Archer Ranger [Level 2 Skirmisher]
Small fey humanoid [XP 125]
Initiative +4; Senses Perception +7; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 15, Will 12
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage (crit 10 + 1d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +6 vs. AC; 1d8 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +5/+6 vs. AC; 1d8 damage (crit 8 + 1d8) (main)/1d6
damage (off-hand).
Shortbow: Ranged 15/30; +6 vs. AC (twice); 1d8 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The gnome ranger can shift 2 squares either before or after the attack.
Scimitar: +5 vs. AC; 2d8 + 2 damage
(crit 18 + 1d8).
Shortbow: Ranged 15/30; +6 vs. AC; 2d8 + 3 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 15/30; targets two creatures within 3 squares of each other; +6 vs. AC; 2d8 + 3 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The gnome ranger can designate the nearest visible enemy as the gnome ranger’s quarry. Once per round when hitting this quarry,
the gnome ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the gnome
ranger designates a different target as the quarry. The gnome ranger can only designate one enemy as quarry at a time.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome ranger takes damage.
The gnome ranger is invisible until the gnome ranger attacks or until the end of the gnome ranger’s next turn.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the gnome ranger with a melee attack.
The gnome ranger can shift 1 square. The gnome ranger gains a +2 power bonus to all defenses until the end of the gnome ranger’s
next turn.
- Reactive Stealth
- If the gnome ranger has any cover or concealment when the gnome ranger makes an initiative check, the gnome ranger can make
a Stealth check.
- Archer Fighting Style
- The gnome ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The gnome ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +7, Stealth +10
Str 14 (+3); Dex 16 (+4); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 13 (+2)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Gnome Two-Blade Ranger [Level 2 Skirmisher]
Small fey humanoid [XP 125]
Initiative +3; Senses Perception +7; low-light
HP 41; Bloodied 20
Healing Surges (+10 hp) ○
AC 16; Fortitude 15, Reflex 14, Will 12
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 2 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +6/+6 vs. AC; 1d8 damage (crit 8 + 1d8) (main)/1d8 damage
(crit 8 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +5 vs. AC (twice); 1d8 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +6 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar (main): +6 vs. AC; 2d8 + 3 damage (crit 19 + 1d8).
Scimitar
(off hand): +6 vs. AC; 2d8 + 3 damage (crit 19 + 1d8).
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The gnome ranger can designate the nearest visible enemy as the gnome ranger’s quarry. Once per round when hitting this quarry,
the gnome ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the gnome
ranger designates a different target as the quarry. The gnome ranger can only designate one enemy as quarry at a time.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome ranger takes damage.
The gnome ranger is invisible until the gnome ranger attacks or until the end of the gnome ranger’s next turn.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the gnome ranger with a melee attack.
The gnome ranger slides the enemy into a square adjacent to the gnome ranger and gain combat advantage against it until the
end of the gnome ranger’s next turn.
- Reactive Stealth
- If the gnome ranger has any cover or concealment when the gnome ranger makes an initiative check, the gnome ranger can make
a Stealth check.
- Two-Blade Fighting Style
- The gnome ranger can wield a one-handed weapon in the gnome ranger’s off hand as if it were an off-hand weapon. In addition,
the gnome ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The gnome ranger gains an additional +5 hit points.
Skills Nature +7, Perception +7
Str 16 (+4); Dex 14 (+3); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 13 (+2)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Gnome Brawny Rogue [Level 2 Skirmisher]
Small fey humanoid [XP 125]
Initiative +4; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 16, Will 13
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d6 + 3 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 3 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 2d6 + 3 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 3 damage.
Hit:
The target is slowed and grants combat advantage to the gnome rogue (save ends both). Miss: Half damage, and the target
grants combat advantage to the gnome rogue until the end of the gnome rogue’s next turn.
- ○ Tumble (move)
- The gnome rogue can shift a number of squares equal to one-half the gnome rogue’s speed.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome rogue takes damage.
The gnome rogue is invisible until the gnome rogue attacks or until the end of the gnome rogue’s next turn.
- Reactive Stealth
- If the gnome rogue has any cover or concealment when the gnome rogue makes an initiative check, the gnome rogue can make a
Stealth check.
- First Strike
- At the start of an encounter, the gnome rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the gnome rogue’s weapon damage die increases by one size. When wielding a dagger, the gnome rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the gnome rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the gnome rogue deals an extra 2d6 damage.
Skills Acrobatics +9, Thievery +9
Str 14 (+3); Dex 16 (+4); Wis 11 (+1);
Con 12 (+2); Int 12 (+2); Cha 15 (+3)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnome Trickster Rogue [Level 2 Skirmisher]
Small fey humanoid [XP 125]
Initiative +4; Senses Perception +6; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 14
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 1d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
The gnome rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +7 vs. Reflex; 2d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 3 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 3d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 3 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the gnome rogue hits
the target the gnome rogue slides it 1 square.
- ● Fleeting Ghost (move)
- The gnome rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome rogue takes damage.
The gnome rogue is invisible until the gnome rogue attacks or until the end of the gnome rogue’s next turn.
- Reactive Stealth
- If the gnome rogue has any cover or concealment when the gnome rogue makes an initiative check, the gnome rogue can make a
Stealth check.
- First Strike
- At the start of an encounter, the gnome rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the gnome rogue’s weapon damage die increases by one size. When wielding a dagger, the gnome rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the gnome rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the gnome rogue deals an extra 2d6 damage.
Skills Stealth +11, Thievery +9
Str 13 (+2); Dex 16 (+4); Wis 11 (+1);
Con 12 (+2); Int 12 (+2); Cha 16 (+4)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnome Fey-Pact Warlock [Level 2 Skirmisher]
Small fey humanoid [XP 125]
Initiative +1; Senses Perception +2; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 12, Reflex 15, Will 16
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +5 vs. Reflex; 1d10 + 4 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +5 vs. Will; 1d6 + 4 psychic damage, and the gnome warlock is invisible to the target until the start of the gnome
warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +5 vs. Reflex; 2d6 + 4 fire damage, and the target takes a –5 penalty to attack rolls until the end of the gnome
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +5 vs. Will; 3d8 + 4 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The gnome warlock can teleport 3 squares, and the gnome warlock gains a +2 power bonus to all defenses until the end of the
gnome warlock’s next turn.
- ● Warlock’s Curse (minor)
- The gnome warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the gnome
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The gnome warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnome warlock can immediately teleport 3 squares.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome warlock takes damage.
The gnome warlock is invisible until the gnome warlock attacks or until the end of the gnome warlock’s next turn.
- Reactive Stealth
- If the gnome warlock has any cover or concealment when the gnome warlock makes an initiative check, the gnome warlock can
make a Stealth check.
Skills Arcana +11, Bluff +10
Str 10 (+1); Dex 11 (+1); Wis 12 (+2);
Con 13 (+2); Int 16 (+4); Cha 18 (+5)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Infernal-Pact Warlock [Level 2 Skirmisher]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +1; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 16; Fortitude 14, Reflex 15, Will 14
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d6 + 3 fire damage. If the gnome warlock takes damage before the end of the gnome warlock’s next
turn, the target takes an extra 1d6 + 3 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +4 vs. Will; 2d8 + 3 necrotic damage, and the gnome warlock gains 8 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 3d10 + 3 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The gnome warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the gnome
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The gnome warlock can only curse one target per turn.
- □ Fiendish Resilience (minor)
- The gnome warlock gains 7 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnome warlock gains 2 temporary hit points.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome warlock takes damage.
The gnome warlock is invisible until the gnome warlock attacks or until the end of the gnome warlock’s next turn.
- Reactive Stealth
- If the gnome warlock has any cover or concealment when the gnome warlock makes an initiative check, the gnome warlock can
make a Stealth check.
Skills Arcana +11, Intimidate +8
Str 10 (+1); Dex 12 (+2); Wis 11 (+1);
Con 16 (+4); Int 16 (+4); Cha 15 (+3)
Equipment leather armor, mace
-1 Level / +1 Level
Gnome Star-Pact Warlock [Level 2 Skirmisher]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +1; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 15; Fortitude 14, Reflex 14, Will 15
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +3 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Fortitude; 1d6 + 3 radiant damage. If the target moves nearer to the gnome warlock on its next turn, it
takes an extra 1d6 + 3 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +4 vs. Will; 2d8 + 3 psychic damage, and the target takes a –3 penalty to Will defense until the end of the gnome
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Will; 3d6 + 3 radiant damage, and the target is immobilized until the end of the gnome warlock’s next turn.
Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The gnome warlock can teleport 3 squares, and the gnome warlock gains a +2 power bonus to all defenses until the end of the
gnome warlock’s next turn.
- ● Warlock’s Curse (minor)
- The gnome warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the gnome
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The gnome warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnome warlock gains a +1 bonus to a single d20 roll the gnome warlock makes during the gnome warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome warlock takes damage.
The gnome warlock is invisible until the gnome warlock attacks or until the end of the gnome warlock’s next turn.
- Reactive Stealth
- If the gnome warlock has any cover or concealment when the gnome warlock makes an initiative check, the gnome warlock can
make a Stealth check.
Skills Arcana +10, Insight +6
Str 10 (+1); Dex 12 (+2); Wis 11 (+1);
Con 16 (+4); Int 15 (+3); Cha 16 (+4)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnome Inspiring Warlord [Level 2 Soldier (Leader)]
Small fey humanoid [XP 125]
Initiative +3; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 13, Will 15
Speed 4
- ● [m] Battleaxe (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +6 vs. Fortitude; 3 damage, and choose one ally adjacent to either the gnome warlord or the target. On his or her next attack
against the target, this ally gains a +3 bonus to the attack roll and the damage roll. If the ally does not attack the target
by the end of his or her next turn, the bonus is lost.
- ○ [M] Guarding Attack (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the gnome warlord or the target gains a +4 power bonus to AC against
the target’s attacks until the end of the gnome warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +6 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the gnome warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the gnome warlord gains 8 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The gnome warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Shake It Off (minor)
- The gnome warlord or one ally within 10 squares makes a saving throw with a +3 power bonus.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome warlord takes damage.
The gnome warlord is invisible until the gnome warlord attacks or until the end of the gnome warlord’s next turn.
- Reactive Stealth
- If the gnome warlord has any cover or concealment when the gnome warlord makes an initiative check, the gnome warlord can
make a Stealth check.
- Inspiring Presence
- When an ally who can see the gnome warlord spends an action point to take an extra action, that ally also regains 4 lost hit
points.
- Combat Leader
- The gnome warlord and each ally within 10 squares who can see and hear the gnome warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +8
Str 16 (+4); Dex 11 (+1); Wis 10 (+1);
Con 12 (+2); Int 15 (+3); Cha 16 (+4)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Gnome Tactical Warlord [Level 2 Soldier (Leader)]
Small fey humanoid [XP 125]
Initiative +3; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 15, Reflex 15, Will 14
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage (crit 11 + 1d8). Before the gnome warlord attacks, one ally adjacent to either the gnome warlord
or the target may shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage (crit 19 + 1d8), and one ally within 5 squares gains a +4 power bonus to attack rolls against the
target until the end of the gnome warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +6 vs. AC; 3d8 + 3 damage (crit 27 + 1d8), and the gnome warlord and allies within 5 squares gain a +4 power bonus to attack
rolls against the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ Inspiring Word (minor) ✦ Healing
- The gnome warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome warlord takes damage.
The gnome warlord is invisible until the gnome warlord attacks or until the end of the gnome warlord’s next turn.
- Reactive Stealth
- If the gnome warlord has any cover or concealment when the gnome warlord makes an initiative check, the gnome warlord can
make a Stealth check.
- Tactical Presence
- When an ally the gnome warlord can see spends an action point to make an extra attack, the ally gains a +3 bonus to the attack
roll.
- Combat Leader
- The gnome warlord and each ally within 10 squares who can see and hear the gnome warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +9
Str 16 (+4); Dex 11 (+1); Wis 10 (+1);
Con 12 (+2); Int 16 (+4); Cha 15 (+3)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Gnome Control Wizard [Level 2 Artillery]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 15
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d4 + 1 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +5 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the gnome wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +5 vs. Reflex; 1d6 + 4 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the gnome wizard’s next turn. The gnome wizard can end this effect as a minor action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +5 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome wizard takes damage.
The gnome wizard is invisible until the gnome wizard attacks or until the end of the gnome wizard’s next turn.
- ○ Orb of Imposition (free)
- The gnome wizard can choose one creature suffering from one of the gnome wizard’s wizard spells whose effect ends on a saving
throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the gnome wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the gnome wizard’s current turn, so that it lasts
instead until the end of the gnome wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the gnome wizard is hit by an attack.
The gnome wizard gains a +4 power bonus to AC and Reflex defense until the end of the gnome wizard’s next turn.
- Reactive Stealth
- If the gnome wizard has any cover or concealment when the gnome wizard makes an initiative check, the gnome wizard can make
a Stealth check.
Skills Arcana +12, Insight +8
Str 10 (+1); Dex 13 (+2); Wis 14 (+3);
Con 12 (+2); Int 18 (+5); Cha 13 (+2)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Gnome War Wizard [Level 2 Artillery]
Small fey humanoid [XP 125]
Initiative +3; Senses Perception +2; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 14
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +5 vs. Reflex; 1d6 + 4 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +5 vs. Reflex; 2d6 + 4 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +5 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +5 vs. Reflex; 1d8 + 4 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome wizard takes damage.
The gnome wizard is invisible until the gnome wizard attacks or until the end of the gnome wizard’s next turn.
- ○ Wand of Accuracy (free)
- The gnome wizard gains a +2 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the gnome wizard is hit by an attack.
The gnome wizard gains a +4 power bonus to AC and Reflex defense until the end of the gnome wizard’s next turn.
- Reactive Stealth
- If the gnome wizard has any cover or concealment when the gnome wizard makes an initiative check, the gnome wizard can make
a Stealth check.
Skills Arcana +12, History +10
Str 10 (+1); Dex 14 (+3); Wis 13 (+2);
Con 12 (+2); Int 18 (+5); Cha 13 (+2)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Gnome Isolating Avenger [Level 2 Skirmisher]
Small fey humanoid [XP 125]
Initiative +1; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage, and the gnome avenger shifts 1 square, sliding the target 1 square into the space the gnome avenger
occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d8 + 3 damage, and until the end of the gnome avenger’s next turn, any enemy that ends its turn adjacent to the
gnome avenger or that hits or misses the gnome avenger takes 8 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +7 vs. AC; 2d8 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered on
the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the gnome avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the gnome avenger can see in within 10 squares. When the gnome avenger makes a melee attack against the target
and the target is the only enemy adjacent to the gnome avenger, the gnome avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the gnome avenger
regains the use of this power.
- ○ Refocus Enmity (minor)
- Choose one creature the gnome avenger can see within 10 squares. The target becomes the target of the gnome avenger’s oath
of enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the gnome avenger makes an attack roll against the gnome avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome avenger takes damage.
The gnome avenger is invisible until the gnome avenger attacks or until the end of the gnome avenger’s next turn.
- Reactive Stealth
- If the gnome avenger has any cover or concealment when the gnome avenger makes an initiative check, the gnome avenger can
make a Stealth check.
- Censure of Retribution
- When any enemy other than the gnome avenger’s oath of enmity target hits the gnome avenger, the gnome avenger gains a +3 bonus
to damage rolls against the gnome avenger’s oath of enmity target until the end of the gnome avenger’s next turn. This bonus
is cumulative.
- Armor of Faith
- The favor of the gnome avenger’s deity wards the gnome avenger from harm. While the gnome avenger is neither wearing heavy
armor nor using a shield, the gnome avenger gains a +3 bonus to AC.
Skills Athletics +7, Religion +9
Str 13 (+2); Dex 11 (+1); Wis 16 (+4);
Con 12 (+2); Int 16 (+4); Cha 12 (+2)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Gnome Pursuing Avenger [Level 2 Skirmisher]
Small fey humanoid [XP 125]
Initiative +3; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 15
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 2 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage, and if the target doesn’t end its next turn adjacent to the gnome avenger, the gnome avenger can
shift 3 squares as a free action. The gnome avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage. Before the attack, the gnome avenger shifts 3 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +7 vs. AC; 2d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the gnome avenger at the start of the gnome avenger’s turn, the gnome avenger can teleport to
a space within 3 squares of it as a minor action. This effect ends if the gnome avenger ends the gnome avenger’s turn more
than 3 squares away from the target.
- ○ Distracting Flare (move)
- The gnome avenger becomes invisible and moves the gnome avenger’s speed. The gnome avenger is invisible until the end of the
movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the gnome avenger can see in within 10 squares. When the gnome avenger makes a melee attack against the target
and the target is the only enemy adjacent to the gnome avenger, the gnome avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the gnome avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the gnome avenger makes an attack roll against the gnome avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome avenger takes damage.
The gnome avenger is invisible until the gnome avenger attacks or until the end of the gnome avenger’s next turn.
- Reactive Stealth
- If the gnome avenger has any cover or concealment when the gnome avenger makes an initiative check, the gnome avenger can
make a Stealth check.
- Censure of Pursuit
- If the gnome avenger’s oath of enmity target moves away from the gnome avenger willingly, the gnome avenger gains a +4 bonus
to damage rolls against the target until the end of the gnome avenger’s next turn.
- Armor of Faith
- The favor of the gnome avenger’s deity wards the gnome avenger from harm. While the gnome avenger is neither wearing heavy
armor nor using a shield, the gnome avenger gains a +3 bonus to AC.
Skills Religion +7, Stealth +10
Str 13 (+2); Dex 14 (+3); Wis 16 (+4);
Con 12 (+2); Int 13 (+2); Cha 12 (+2)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Gnome Rageblood Barbarian [Level 2 Brute]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +6; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 13
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d10 + 1d8 + 3 damage. Hit or Miss: Until the start of the gnome barbarian’s next turn, any attacker gains
a +2 bonus to attack rolls against the gnome barbarian. If the gnome barbarian is raging, attackers do not gain this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +6 vs. AC; 3d10 + 5 damage. Hit or Miss: Until the start of the gnome barbarian’s next turn, any attacker gains a +4
bonus to attack rolls against the gnome barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +6 vs. AC; 3d10 + 3 damage. Miss: Half damage. Hit or Miss: The gnome barbarian enters the rage of the bloodhunt.
Until the rage ends, the gnome barbarian gains a +2 bonus to melee damage rolls if either the gnome barbarian or the gnome
barbarian’s target is bloodied.
- □ Primal Vitality (minor)
- The gnome barbarian gains 3 temporary hit points. If the gnome barbarian is raging, the gnome barbarian instead gains 5 temporary
hit points.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome barbarian takes damage.
The gnome barbarian is invisible until the gnome barbarian attacks or until the end of the gnome barbarian’s next turn.
- ○ Swift Charge (free)
- When the gnome barbarian’s attack reduces an enemy to 0 hit points.
The gnome barbarian charges an enemy.
- Reactive Stealth
- If the gnome barbarian has any cover or concealment when the gnome barbarian makes an initiative check, the gnome barbarian
can make a Stealth check.
- Rageblood Vigor
- Whenever the gnome barbarian’s attack reduces an enemy to 0 hit points, the gnome barbarian gains 2 temporary hit points.
- Barbarian Agility
- While the gnome barbarian is not wearing heavy armor, the gnome barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Perception +6
Str 16 (+4); Dex 12 (+2); Wis 11 (+1);
Con 14 (+3); Int 12 (+2); Cha 15 (+3)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Gnome Thaneborn Barbarian [Level 2 Brute]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +6; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 14
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d10 + 1d6 + 3 damage. When charging, the gnome barbarian can use this power in place of a melee basic attack.
If the gnome barbarian is raging, the gnome barbarian can move 2 extra squares as part of the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +6 vs. AC; 1d10 + 1d6 + 3 damage. If the gnome barbarian targets two creatures, the gnome barbarian
can shift 3 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +6 vs. Reflex; 1d10 + 3 damage, and the gnome barbarian knocks the target prone. Miss:
Half damage. Hit or Miss: The gnome barbarian enters the rage of the macetail behemoth. Until the rage ends, whenever
the gnome barbarian hits, the gnome barbarian gains 3 temporary hit points.
- ○ Combat Sprint (move)
- The gnome barbarian moves the gnome barbarian’s speed + 4. The gnome barbarian gains a +4 bonus to all defenses against any
opportunity attack the gnome barbarian provoke with this movement.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the gnome barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the gnome barbarian’s next turn.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome barbarian takes damage.
The gnome barbarian is invisible until the gnome barbarian attacks or until the end of the gnome barbarian’s next turn.
- Reactive Stealth
- If the gnome barbarian has any cover or concealment when the gnome barbarian makes an initiative check, the gnome barbarian
can make a Stealth check.
- Thaneborn Triumph
- Whenever the gnome barbarian bloodies an enemy, the next attack by the gnome barbarian or an ally against that enemy gains
a +3 bonus to the attack roll.
- Barbarian Agility
- While the gnome barbarian is not wearing heavy armor, the gnome barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Perception +6
Str 16 (+4); Dex 12 (+2); Wis 11 (+1);
Con 13 (+2); Int 12 (+2); Cha 16 (+4)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Gnome Cunning Bard [Level 2 Controller (Leader)]
Small fey humanoid [XP 125]
Initiative +1; Senses Perception +6; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 12, Reflex 16, Will 16
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage (crit 9 + 1d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +5 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the gnome
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +5 vs. Will; 1d6 + 4 damage, and the gnome bard slides the target 4 squares. During the slide, the gnome bard or
one of the gnome bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus to
the attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +5 vs. Will; 2d6 + 4 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 4 hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The gnome bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power can
only be used once per round. The gnome bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the gnome bard’s next turn. When the
gnome bard moves, the zone moves with the gnome bard, remaining centered on the gnome bard. While within the zone, any ally
gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome bard takes damage.
The gnome bard is invisible until the gnome bard attacks or until the end of the gnome bard’s next turn.
- Reactive Stealth
- If the gnome bard has any cover or concealment when the gnome bard makes an initiative check, the gnome bard can make a Stealth
check.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 8 squares of the gnome bard, the gnome bard can slide that ally
1 square as a free action.
- Skill Versatility
- The gnome bard gains a +1 bonus to untrained skill checks.
Skills Arcana +11, Bluff +10
Str 12 (+2); Dex 11 (+1); Wis 10 (+1);
Con 13 (+2); Int 16 (+4); Cha 18 (+5)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Gnome Valorous Bard [Level 2 Controller (Leader)]
Small fey humanoid [XP 125]
Initiative +1; Senses Perception +6; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 13, Reflex 15, Will 16
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage (crit 9 + 1d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage (crit 12 + 1d8), and the target takes a –2 penalty to the defense of the gnome bard’s choice until
the end of the gnome bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +5 vs. Fortitude; 1d6 + 4 thunder damage, and the target is pushed 2 squares. Hit or Miss:
The gnome bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 4 damage (crit 20 + 1d8), and the target grants combat advantage to the gnome bard and the gnome bard’s allies
(save ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the gnome bard hits an
enemy, that enemy grants combat advantage to the gnome bard and the gnome bard’s allies until the end of the gnome bard’s
next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The gnome bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power can
only be used once per round. The gnome bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the gnome bard’s next turn. When
the gnome bard moves, the zone moves with the gnome bard, remaining centered on the gnome bard. While within the zone, any
ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome bard takes damage.
The gnome bard is invisible until the gnome bard attacks or until the end of the gnome bard’s next turn.
- Reactive Stealth
- If the gnome bard has any cover or concealment when the gnome bard makes an initiative check, the gnome bard can make a Stealth
check.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the gnome bard reduces an enemy to 0 hit points or bloodies an enemy, the
gnome bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The gnome bard gains a +1 bonus to untrained skill checks.
Skills Arcana +10, Athletics +6
Str 12 (+2); Dex 11 (+1); Wis 10 (+1);
Con 14 (+3); Int 15 (+3); Cha 18 (+5)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Gnome Guardian Druid [Level 2 Controller]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +4; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 13, Will 15
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +4 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the gnome druid’s next turn. This power can be used
as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +4 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +4 vs. Fortitude; 1d6 + 5 cold damage, and the target is immobilized until the end of the gnome druid’s next turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the gnome druid’s choice within 5
squares of the target regains 7 hit points. Aftereffect: One creature of the gnome druid’s choice within 5 squares
of the target regains 2 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The gnome druid changes from the gnome druid’s humanoid form to beast form or vice versa. When the gnome druid changes from
beast form back to the gnome druid’s humanoid form, the gnome druid shifts 1 square. While the gnome druid is in beast form,
the gnome druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the gnome druid can sustain
such powers. The gnome druid can use this power once per round.
- ○ Barkskin (minor)
- The gnome druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the gnome druid’s next turn.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome druid takes damage.
The gnome druid is invisible until the gnome druid attacks or until the end of the gnome druid’s next turn.
- Reactive Stealth
- If the gnome druid has any cover or concealment when the gnome druid makes an initiative check, the gnome druid can make a
Stealth check.
- Primal Guardian
- While the gnome druid is not wearing heavy armor, the gnome druid can use the gnome druid’s Constitution modifier in place
of the gnome druid’s Dexterity or Intelligence modifier to determine the gnome druid’s AC.
Skills Heal +9, Nature +9
Str 12 (+2); Dex 13 (+2); Wis 16 (+4);
Con 14 (+3); Int 13 (+2); Cha 12 (+2)
Equipment hide armor, spear
-1 Level / +1 Level
Gnome Predator Druid [Level 2 Controller]
Small fey humanoid [XP 125]
Initiative +3; Senses Perception +9; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 15
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +4 vs. Reflex; 1d8 + 3 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +4 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the gnome druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +4 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the gnome druid can shift
2 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +4 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the gnome druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The gnome druid changes from the gnome druid’s humanoid form to beast form or vice versa. When the gnome druid changes from
beast form back to the gnome druid’s humanoid form, the gnome druid shifts 1 square. While the gnome druid is in beast form,
the gnome druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the gnome druid can sustain
such powers. The gnome druid can use this power once per round.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the gnome druid gains a +2 power bonus to the gnome druid’s speed while the gnome druid is
in beast form.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome druid takes damage.
The gnome druid is invisible until the gnome druid attacks or until the end of the gnome druid’s next turn.
- Reactive Stealth
- If the gnome druid has any cover or concealment when the gnome druid makes an initiative check, the gnome druid can make a
Stealth check.
- Primal Predator
- While the gnome druid is not wearing heavy armor, the gnome druid gains a +1 bonus to the gnome druid’s speed.
Skills Nature +9, Perception +9
Str 12 (+2); Dex 14 (+3); Wis 16 (+4);
Con 13 (+2); Int 13 (+2); Cha 12 (+2)
Equipment hide armor, spear
-1 Level / +1 Level
Gnome Preserving Invoker [Level 2 Artillery]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +4; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +4 vs. Reflex; 1d8 + 3 radiant damage, and the gnome invoker slides the target 1 square. The gnome invoker can
use this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst
gains a +4 power bonus to AC until the end of the gnome invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +4 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the gnome invoker’s next turn.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome invoker takes damage.
The gnome invoker is invisible until the gnome invoker attacks or until the end of the gnome invoker’s next turn.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the gnome invoker hits the gnome invoker’s ally.
The gnome invoker gains a +3 bonus to the gnome invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the gnome invoker’s next turn.
- Reactive Stealth
- If the gnome invoker has any cover or concealment when the gnome invoker makes an initiative check, the gnome invoker can
make a Stealth check.
- Covenant of Preservation
- When the gnome invoker uses a divine encounter or daily attack power on the gnome invoker’s turn, the gnome invoker can slide
an ally within 10 squares of the gnome invoker 1 square.
Skills Arcana +11, Religion +9
Str 10 (+1); Dex 12 (+2); Wis 16 (+4);
Con 13 (+2); Int 16 (+4); Cha 13 (+2)
Equipment hide armor, mace
-1 Level / +1 Level
Gnome Wrathful Invoker [Level 2 Artillery]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +4; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 14, Reflex 14, Will 15
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +4 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The gnome invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +4 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
gnome invoker targets only one creature. In addition, the target is dazed until the end of the gnome invoker’s next turn and
is pushed 2 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the gnome invoker hits the gnome invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome invoker takes damage.
The gnome invoker is invisible until the gnome invoker attacks or until the end of the gnome invoker’s next turn.
- □ Shroud of Warning (no action)
- When the gnome invoker and the gnome invoker’s allies roll initiative at the beginning of an encounter.
The gnome invoker and each ally in within 10 squares gains a +4 bonus to the initiative check.
- Reactive Stealth
- If the gnome invoker has any cover or concealment when the gnome invoker makes an initiative check, the gnome invoker can
make a Stealth check.
- Covenant of Wrath
- When the gnome invoker uses a divine encounter or daily attack power on the gnome invoker’s turn, the gnome invoker gains
a bonus to the damage roll equal to 1 for each enemy the gnome invoker attacks with the power.
Skills Endurance +7, Religion +8
Str 10 (+1); Dex 12 (+2); Wis 16 (+4);
Con 14 (+3); Int 15 (+3); Cha 13 (+2)
Equipment chainmail, mace
-1 Level / +1 Level
Gnome Bear Shaman [Level 2 Controller (Leader)]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +9; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 13, Will 15
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +4 vs. Will; 1d8 + 3 damage, and each ally adjacent to the gnome shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +4 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the gnome shaman’s next turn, the gnome shaman and
the gnome shaman’s allies gain 2 resistance to all damage while adjacent to the gnome shaman’s spirit companion. In addition,
the gnome shaman or one ally within 5 squares of the gnome shaman gains 2 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +4 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the gnome shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a
character can end this effect on himself or herself to regain 10 hit points.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The gnome shaman conjures the gnome shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the gnome shaman falls unconscious or until the gnome shaman dismisses it as a minor action. The spirit occupies 1 square.
Enemies cannot move through its space, but allies can. When the gnome shaman takes a move action, the gnome shaman can also
move the spirit a number of squares equal to the gnome shaman’s speed.
The spirit can be targeted by melee or ranged
attacks, although it lacks hit points. If a single melee or ranged attack deals 11 damage to the spirit, the spirit disappears,
and the gnome shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The gnome shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the gnome
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the gnome shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the gnome shaman’s spirit
companion regains 3 hit points.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome shaman takes damage.
The gnome shaman is invisible until the gnome shaman attacks or until the end of the gnome shaman’s next turn.
- Reactive Stealth
- If the gnome shaman has any cover or concealment when the gnome shaman makes an initiative check, the gnome shaman can make
a Stealth check.
- Protector Spirit
- Any ally adjacent to the gnome shaman’s spirit companion regains 2 additional hit points when he or she uses second wind or
when the gnome shaman uses a healing power on him or her.
Skills Nature +9, Perception +9
Str 11 (+1); Dex 12 (+2); Wis 16 (+4);
Con 14 (+3); Int 15 (+3); Cha 12 (+2)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Panther Shaman [Level 2 Controller (Leader)]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +9; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 15
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +4 vs. Fortitude; 1d10 + 3 damage, and until the end of the gnome shaman’s next turn, the gnome shaman’s spirit
companion can flank with the gnome shaman and the gnome shaman’s allies. If the target is bloodied, the gnome shaman gains
a +1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +4 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the gnome shaman
gains a +3 bonus to the attack roll. Hit: Until the end of the gnome shaman’s next turn, the gnome shaman and the gnome
shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the gnome shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the gnome shaman’s spirit companion; +4 vs. Will; 3d6 +
3 psychic damage, and the gnome shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The gnome shaman conjures the gnome shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the gnome shaman falls unconscious or until the gnome shaman dismisses it as a minor action. The spirit occupies 1 square.
Enemies cannot move through its space, but allies can. When the gnome shaman takes a move action, the gnome shaman can also
move the spirit a number of squares equal to the gnome shaman’s speed.
The spirit can be targeted by melee or ranged
attacks, although it lacks hit points. If a single melee or ranged attack deals 11 damage to the spirit, the spirit disappears,
and the gnome shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The gnome shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the gnome
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the gnome shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the gnome shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 1d10 + 3 damage.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome shaman takes damage.
The gnome shaman is invisible until the gnome shaman attacks or until the end of the gnome shaman’s next turn.
- Reactive Stealth
- If the gnome shaman has any cover or concealment when the gnome shaman makes an initiative check, the gnome shaman can make
a Stealth check.
- Stalker Spirit
- Any ally adjacent to the gnome shaman’s spirit companion gains a +3 bonus to damage rolls against bloodied enemies.
Skills Nature +9, Perception +9
Str 11 (+1); Dex 12 (+2); Wis 16 (+4);
Con 13 (+2); Int 16 (+4); Cha 12 (+2)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Chaos Sorcerer [Level 2 Artillery]
Small fey humanoid [XP 125]
Initiative +3; Senses Perception +1; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 17
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 2 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +5 vs. Will; 1d10 + 6 psychic damage and if the gnome sorcerer rolled an even number for the primary attack roll,
make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+5 vs. Will; 1d6 + 2 psychic damage. If the gnome sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The gnome sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +5 vs. Will; 1d10 + 6 psychic damage, and the target is pushed 2 squares. If
the gnome sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +5 vs. Will; 6d6 + 6 radiant damage and if the gnome sorcerer rolled an even number on the attack roll, the target
takes a -2 penalty to attack rolls against the gnome sorcerer (save ends). Miss: Half damage.
- ○ Stretch Spell (minor)
- Until the end of the gnome sorcerer’s turn, add +2 to the range of the gnome sorcerer’s ranged arcane powers.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome sorcerer takes damage.
The gnome sorcerer is invisible until the gnome sorcerer attacks or until the end of the gnome sorcerer’s next turn.
- Reactive Stealth
- If the gnome sorcerer has any cover or concealment when the gnome sorcerer makes an initiative check, the gnome sorcerer can
make a Stealth check.
- Chaos Power
- The gnome sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the gnome sorcerer rolls a natural 20 on an attack roll for an arcane power, the gnome sorcerer slides the target 1 square
and knock it prone after applying the attack’s other effects. When the gnome sorcerer rolls a natural 1 on an attack roll
for an arcane power, the gnome sorcerer must push each creature within 5 squares of the gnome sorcerer 1 square.
Skills Arcana +9, Bluff +10
Str 13 (+2); Dex 14 (+3); Wis 10 (+1);
Con 12 (+2); Int 13 (+2); Cha 18 (+5)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnome Dragon Sorcerer [Level 2 Skirmisher]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 13; Fortitude 13, Reflex 12, Will 17
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +5 vs. Reflex; 1d8 + 6 fire damage. The next enemy that hits the gnome sorcerer with a melee attack before
the end of the gnome sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +5 vs. Reflex; 2d6 + 6 acid damage, and the target can’t gain combat advantage against any creature until the
end of the gnome sorcerer’s next turn. The gnome sorcerer gains concealment until the end of the gnome sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +5 vs. Reflex; 3d8 + 6 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
gnome sorcerer’s next turn, whenever an enemy hits the gnome sorcerer with a melee attack, the gnome sorcerer pushes that
enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome sorcerer takes damage.
The gnome sorcerer is invisible until the gnome sorcerer attacks or until the end of the gnome sorcerer’s next turn.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the gnome sorcerer is hit by an attack.
Until the end of the gnome sorcerer’s next turn, the gnome sorcerer gains a +1 power bonus to all defenses, and any creature
that hits the gnome sorcerer with a melee attack takes 1d6 + 2 fire damage.
- Reactive Stealth
- If the gnome sorcerer has any cover or concealment when the gnome sorcerer makes an initiative check, the gnome sorcerer can
make a Stealth check.
- Draconic Power
- The gnome sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the gnome sorcerer is not wearing heavy armor, the gnome sorcerer can use the gnome sorcerer’s Strength modifier in
place of the gnome sorcerer’s Dexterity or Intelligence modifier to determine the gnome sorcerer’s AC.
Skills Arcana +9, Athletics +8
Str 14 (+3); Dex 13 (+2); Wis 10 (+1);
Con 12 (+2); Int 13 (+2); Cha 18 (+5)
Equipment cloth armor, mace
-1 Level / +1 Level
Gnome Earth Warden [Level 2 Brute]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +7; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 15, Reflex 14, Will 13
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage (crit 11 + 1d8), and the gnome warden gains a +1 power bonus to AC until the end of the gnome warden’s
next turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d8 + 3 thunder damage (crit 11 + 1d8), and the gnome warden pushes the target 2 squares. Make a secondary attack.
Secondary Attack: Close blast 3; +6 vs. Fortitude; 1d6 thunder damage (crit 6 + 1d8), and the gnome warden pushes the
secondary target 1 square.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The gnome warden and the gnome
warden’s allies have cover while within the zone.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The gnome warden assumes the guardian form of the willow sentinel until the end of the encounter. While the gnome warden is
in this form, the gnome warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude
while adjacent to the gnome warden. Once during this encounter, the gnome warden can make the following attack while the gnome
warden is in this form as an immediate interrupt when an enemy adjacent to the gnome warden makes an attack roll against the
gnome warden’s ally.
Secondary Attack: Targets the triggering enemy; +6 vs. AC; 1d8 + 3 damage (crit 11 + 1d8),
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.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the gnome warden that is within 5 squares of the gnome warden makes an attack that does not include
the gnome warden as a target.
Targets the triggering enemy; The gnome warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome warden takes damage.
The gnome warden is invisible until the gnome warden attacks or until the end of the gnome warden’s next turn.
- Reactive Stealth
- If the gnome warden has any cover or concealment when the gnome warden makes an initiative check, the gnome warden can make
a Stealth check.
- Earthstrength
- When the gnome warden uses the gnome warden’s second wind, the gnome warden gains an additional +2 bonus to AC. The bonus
lasts until the end of the gnome warden’s next turn.
- Font of Life
- At the start of the gnome warden’s turn, the gnome warden can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting the gnome warden on the gnome warden’s current turn.
If the gnome warden fails the saving throw, the gnome warden still makes a saving throw against the effect at the end of the
gnome warden’s turn.
- Nature’s Wrath
- Once during each of the gnome warden’s turns, the gnome warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the gnome warden’s next turn.
Skills Athletics +6, Perception +7
Str 16 (+4); Dex 12 (+2); Wis 13 (+2);
Con 14 (+3); Int 12 (+2); Cha 13 (+2)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Wild Warden [Level 2 Brute]
Small fey humanoid [XP 125]
Initiative +2; Senses Perception +8; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 15, Reflex 12, Will 14
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and the target is slowed until the end of the gnome warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +6 vs. AC; 1d10 + 5 damage.
- ○ Eyes of the Hawk (minor)
- The gnome warden makes a Perception check with a +10 power bonus.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The gnome warden assumes the guardian form of the relentless panther until the end of the encounter. While the gnome warden
is in this form, the gnome warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the
gnome warden. In addition, the gnome warden can shift 2 squares as a move action. Once during this encounter, the gnome warden
can make the following attack while the gnome warden is in this form as a standard action.
Secondary Attack:
Before the attack, the gnome warden shifts the gnome warden’s speed; +6 vs. Reflex; 2d10 + 3 damage, and ongoing 5 damage
(save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the gnome warden makes an attack that does not include the gnome warden as a target.
Targets the triggering enemy; +6 vs. Fortitude; 1d10 + 3 damage, and the target grants combat advantage to the gnome warden
and the gnome warden’s allies until the end of the gnome warden’s next turn.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome warden takes damage.
The gnome warden is invisible until the gnome warden attacks or until the end of the gnome warden’s next turn.
- Reactive Stealth
- If the gnome warden has any cover or concealment when the gnome warden makes an initiative check, the gnome warden can make
a Stealth check.
- Wildblood
- When the gnome warden uses the gnome warden’s second wind, each enemy marked by the gnome warden takes an additional -2 penalty
to attack rolls for attacks that don’t include the gnome warden as a target, until the end of the gnome warden’s next turn.
- Font of Life
- At the start of the gnome warden’s turn, the gnome warden can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting the gnome warden on the gnome warden’s current turn.
If the gnome warden fails the saving throw, the gnome warden still makes a saving throw against the effect at the end of the
gnome warden’s turn.
- Nature’s Wrath
- Once during each of the gnome warden’s turns, the gnome warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the gnome warden’s next turn.
Skills Athletics +8, Perception +8
Str 16 (+4); Dex 12 (+2); Wis 14 (+3);
Con 13 (+2); Int 12 (+2); Cha 13 (+2)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.