Gnome NPCs [Level 7]
Gnome Battle Cleric [Level 7 Controller (Leader)]
Small fey humanoid [XP 300]
Initiative +3; Senses Perception +5; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 19
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 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] Awe Strike (standard) ✦ Fear, Weapon
- +10 vs. Will; 1d8 + 5 damage, and the target is immobilized until the end of the gnome cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The gnome cleric or one creature touched by the gnome cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The gnome cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the gnome cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an
extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s
next turn.
- ○ 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 +10, Religion +9
Str 17 (+6); Dex 11 (+3); Wis 15 (+5);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Gnome Devoted Cleric [Level 7 Controller (Leader)]
Small fey humanoid [XP 300]
Initiative +3; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 16, Reflex 16, Will 20
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +8 vs. Reflex; 1d8 + 5 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.
- ○ [R] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +8 vs. Will; 2d8 + 5 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the gnome
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +8 vs. AC; 1d10 + 5 damage. The gnome cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The gnome cleric’s allies gain combat advantage against the target. The gnome cleric can move the weapon
up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the gnome cleric’s next turn.
Sustain Minor: Repeat the attack. The gnome cleric’s allies continue to gain combat advantage against the weapon’s
target.
- □ Cure Serious Wounds (standard) ✦ Healing
- The gnome cleric or one creature touched by the gnome cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The gnome cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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 +11, Religion +9
Str 13 (+4); Dex 11 (+3); Wis 17 (+6);
Con 12 (+4); Int 12 (+4); Cha 17 (+6)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Gnome Greatweapon Fighter [Level 7 Soldier]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 20, Reflex 16, Will 16
Speed 4
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage. Miss: 3 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the gnome fighter. A target
that cannot end adjacent to the gnome fighter is not pulled. The gnome fighter then makes a close attack targeting each adjacent
enemy: +10 vs. AC; 1d10 + 5 damage.
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +10 vs. AC; 3d10 + 5 damage, and the target is immobilized (save ends). Miss: The power is not expended.
- □ Defensive Training (minor) ✦ Stance
- The gnome fighter gains a +2 power bonus to the gnome fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the gnome fighter uses another stance power.
- ○ 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 +11, Intimidate +9
Str 17 (+6); Dex 13 (+4); Wis 12 (+4);
Con 15 (+5); Int 12 (+4); Cha 13 (+4)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Gnome Guardian Fighter [Level 7 Soldier]
Small fey humanoid [XP 300]
Initiative +5; Senses Perception +4; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 24; Fortitude 20, Reflex 19, Will 16
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+10 vs. AC; 1d8 + 5 damage (crit 13 + 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] Iron Bulwark (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8). Hit or Miss: The gnome fighter gains a +2 power bonus to AC until the end
of the gnome fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ 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.
- ○ Unbreakable (immediate reaction)
- When the gnome fighter is hit by an attack.
Reduce the damage from the attack by 6.
- 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 +9, Intimidate +9
Str 17 (+6); Dex 15 (+5); Wis 12 (+4);
Con 13 (+4); Int 12 (+4); Cha 13 (+4)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Avenging Paladin [Level 7 Soldier]
Small fey humanoid [XP 300]
Initiative +3; Senses Perception +4; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 19
Speed 4
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +11 vs. AC; 1d8 + 5 radiant damage. If the gnome paladin has marked the target, the gnome paladin gains a +1 bonus to the
damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +11 vs. AC; 2d8 + 5 thunder damage, and the target is knocked prone. If the target is marked by the gnome paladin, the attack
can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The gnome paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d8 + 5 radiant damage. Miss: Half damage.
- ● 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.
- □ Wrath of the Gods (minor)
- The gnome paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
- ○ 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 +11, Religion +9
Str 17 (+6); Dex 11 (+3); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 17 (+6)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Gnome Protecting Paladin [Level 7 Soldier]
Small fey humanoid [XP 300]
Initiative +3; Senses Perception +4; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 25; Fortitude 18, Reflex 19, Will 20
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 6 damage (crit 14 + 1d8), and the gnome paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +9 vs. Will; 2d10 + 6 damage, and the target is pulled 1 square.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +9 vs. Reflex; 2d6 + 6 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The gnome paladin and the gnome paladin’s allies gain a +1 power bonus to all defenses
while within the zone.
- ● 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The gnome paladin takes half that ally’s damage until the end of the encounter or until the
gnome paladin ends the effect as a free action. No power or effect can reduce the damage the gnome paladin takes from this
power.
- ○ 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 +12, Religion +9
Str 15 (+5); Dex 11 (+3); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 19 (+7)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Archer Ranger [Level 7 Skirmisher]
Small fey humanoid [XP 300]
Initiative +6; Senses Perception +9; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 16
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +9/+10 vs. AC; 1d8 + 2 damage (crit 10 + 1d8) (main)/1d6
+ 2 damage (off-hand).
Shortbow: Ranged 15/30; +10 vs. AC (twice); 1d8 + 2 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 15/30; one attack each on one or two creatures; +10 vs. AC; 2d8 + 5 damage (first shot) and 1d8 + 5 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 15/30; +10 vs. AC; 3d8 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the gnome ranger.
The gnome ranger can shift 1 square.
- 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 +9, Stealth +12
Str 15 (+5); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 13 (+4)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Gnome Two-Blade Ranger [Level 7 Skirmisher]
Small fey humanoid [XP 300]
Initiative +5; Senses Perception +9; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 20; Fortitude 19, Reflex 18, Will 16
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +10/+10 vs. AC; 1d8 + 2 damage (crit 10 + 1d8) (main)/1d8
+ 2 damage (crit 10 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +9 vs. AC (twice); 1d8 + 2 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar (main): +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8).
Scimitar
(off hand): +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The gnome ranger can shift 2 squares before making this attack. Two attacks on one creature.
Scimitar (main):
+10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8).
Scimitar (off hand): +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
Hit or Miss: After attacking the primary target, the gnome ranger can shift 2 squares and make a secondary attack
against a different creature. Secondary Attack: +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8) (off-hand).
- ● 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the gnome ranger can use this power to allow one ally
to avoid being surprised.
- 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 +9, Perception +9
Str 17 (+6); Dex 15 (+5); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 13 (+4)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Gnome Brawny Rogue [Level 7 Skirmisher]
Small fey humanoid [XP 300]
Initiative +6; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 17
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +11 vs. AC; 1d6 + 5 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +11 vs. Reflex; 1d6 + 5 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +11 vs. Fortitude; 1d6 + 5 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the gnome rogue’s
next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +11 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the gnome rogue is marked, end that condition. The gnome rogue can shift a number of squares equal to 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 +11, Thievery +11
Str 15 (+5); Dex 17 (+6); Wis 11 (+3);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnome Trickster Rogue [Level 7 Skirmisher]
Small fey humanoid [XP 300]
Initiative +6; Senses Perception +8; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 16, Reflex 20, Will 18
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
The gnome rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +11 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 2d6 + 5 damage.
Miss: Make a secondary attack against the target.
Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +11 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. Fortitude; 2d6 +
5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Chameleon (immediate interrupt)
- When the gnome rogue is hidden and loses cover or concealment against an opponent.
The gnome rogue makes a Stealth check. Until the end of the gnome rogue’s next turn, the gnome rogue remains hidden from a
creature with a clear line of sight to the gnome rogue if that creature does not beat the gnome rogue’s check result with
its Perception check. If at the end of the gnome rogue’s next turn, the gnome rogue is not behind cover or concealment against
a creature, that creature automatically notices the gnome rogue.
- ○ 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 +13, Thievery +11
Str 13 (+4); Dex 17 (+6); Wis 11 (+3);
Con 12 (+4); Int 12 (+4); Cha 17 (+6)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnome Fey-Pact Warlock [Level 7 Skirmisher]
Small fey humanoid [XP 300]
Initiative +3; Senses Perception +4; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 16, Reflex 19, Will 20
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 psychic damage, and the gnome warlock is invisible to the target until the start of the gnome
warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +9 vs. Will; 1d10 + 6 psychic damage, and the gnome warlock and all allies in range are invisible to the target
until the end of the gnome warlock’s next turn. Hit or Miss: The gnome warlock gains a +3 power bonus to Stealth checks
until the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 2d6 + 6 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the gnome warlock’s choice (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.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- 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 +13, Bluff +12
Str 10 (+3); Dex 11 (+3); Wis 12 (+4);
Con 13 (+4); Int 17 (+6); Cha 19 (+7)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Infernal-Pact Warlock [Level 7 Skirmisher]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +3; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 20; Fortitude 18, Reflex 19, Will 18
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +8 vs. Reflex; 1d6 + 5 fire damage. If the gnome warlock takes damage before the end of the gnome warlock’s next
turn, the target takes an extra 1d6 + 5 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +8 vs. Fortitude; 2d6 + 5 thunder damage, and the target is pushed 4 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 2d10 + 5 fire damage. Hit or Miss: The targets take 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The gnome warlock’s skin changes into living steel. The gnome warlock gains a +2 power bonus to AC and Fortitude defense but
take a –2 penalty to speed until the end of the encounter. The gnome warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnome warlock gains 7 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 +13, Intimidate +10
Str 10 (+3); Dex 12 (+4); Wis 11 (+3);
Con 17 (+6); Int 17 (+6); Cha 15 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Gnome Star-Pact Warlock [Level 7 Skirmisher]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +3; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 19
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the gnome warlock on its next turn, it
takes an extra 1d6 + 5 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +8 vs. Will; 2d6 + 5 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -2 penalty to both rolls.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the gnome warlock’s next turn, blocking line
of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +8 vs. Fortitude; 1d6 + 5 necrotic damage.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- 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 +12, Insight +8
Str 10 (+3); Dex 12 (+4); Wis 11 (+3);
Con 17 (+6); Int 15 (+5); Cha 17 (+6)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnome Inspiring Warlord [Level 7 Soldier (Leader)]
Small fey humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 19
Speed 4
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +10 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] Sunder Armor (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. Until the end of the gnome warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +10 vs. AC; 3d10 + 5 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
3 hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The gnome warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The gnome warlord and each ally within 5 squares regain 13 hit points.
- ○ 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 6 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 +8, History +10
Str 17 (+6); Dex 11 (+3); Wis 10 (+3);
Con 12 (+4); Int 15 (+5); Cha 17 (+6)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Gnome Tactical Warlord [Level 7 Soldier (Leader)]
Small fey humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 19, Reflex 19, Will 18
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 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] Surprise Attack (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8), and an ally within 5 squares of the gnome warlord makes a basic attack with combat
advantage as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +10 vs. Reflex; 3d8 + 5 damage (crit 29 + 1d8). Hit or Miss: Until the end of the encounter, when the gnome warlord
is adjacent to the target and it walks or runs, the gnome warlord can cancel that movement as an immediate interrupt.
- ○○ Inspiring Word (minor) ✦ Healing
- The gnome warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +3 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +8, History +11
Str 17 (+6); Dex 11 (+3); Wis 10 (+3);
Con 12 (+4); Int 17 (+6); Cha 15 (+5)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Gnome Control Wizard [Level 7 Artillery]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 19, Will 19
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +9 vs. AC; 1d4 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +9 vs. Fortitude; 1d6 + 6 cold damage, and the target is slowed until the end of the gnome wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +9 vs. Fortitude; 2d10 + 6 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +9 vs. Fortitude; 1d10 + 6 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the gnome wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 6 poison damage. As a move action, the gnome wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The gnome wizard or one creature with 5 squares becomes invisible until the end of the gnome wizard’s next turn. If the target
attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the gnome wizard can sustain
the effect.
- ○ 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.
- 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 +14, Insight +10
Str 10 (+3); Dex 13 (+4); Wis 15 (+5);
Con 12 (+4); Int 19 (+7); Cha 13 (+4)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Gnome War Wizard [Level 7 Artillery]
Small fey humanoid [XP 300]
Initiative +5; Senses Perception +4; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 19, Will 18
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +9 vs. Reflex; 1d6 + 6 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +9 vs. Reflex; 2d6 + 6 lightning damage. Also make a secondary attack against two creatures within 10 squares of
the primary target. Secondary Attack: +9 vs. Reflex; 1d6 + 6 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +9 vs. Reflex; 3d6 + 6 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The gnome wizard teleports 10 squares.
- ○ 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.
- 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 +14, History +12
Str 10 (+3); Dex 15 (+5); Wis 13 (+4);
Con 12 (+4); Int 19 (+7); Cha 13 (+4)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Gnome Isolating Avenger [Level 7 Skirmisher]
Small fey humanoid [XP 300]
Initiative +3; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and the gnome avenger shifts 1 square, sliding the target 1 square into the space the gnome avenger
occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +11 vs. AC; 1d8 + 5 damage, and the gnome avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +11 vs. AC; 2d8 + 5 damage, and the gnome avenger is invisible to the target (save ends). Aftereffect: The gnome avenger
is invisible to the target until the end of the gnome avenger’s next turn. Miss: Half damage, and the gnome avenger
is invisible to the target until the end of the gnome avenger’s next turn.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the gnome avenger.
If the gnome avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical hit’s
damage.
- 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 +9, Religion +11
Str 13 (+4); Dex 11 (+3); Wis 17 (+6);
Con 12 (+4); Int 17 (+6); Cha 12 (+4)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Gnome Pursuing Avenger [Level 7 Skirmisher]
Small fey humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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] Inexorable Pursuit (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage. Before the attack, the gnome avenger gains phasing until the end of the gnome avenger’s turn,
and the gnome avenger shifts 4 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the gnome avenger hits the target with a divine power, the
target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the gnome avenger hits the target with a divine
power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the gnome avenger hits the
target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Aspect of Agility (move)
- The gnome avenger shifts 5 squares, and the gnome avenger gains a +2 bonus to AC and Reflex until the end of the gnome avenger’s
next turn.
- ○ [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 +9, Stealth +12
Str 13 (+4); Dex 15 (+5); Wis 17 (+6);
Con 12 (+4); Int 13 (+4); Cha 12 (+4)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Gnome Rageblood Barbarian [Level 7 Brute]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +8; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 17
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d10 + 1d8 + 5 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] Tide of Blood (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. The attack deals 1 extra damage for each enemy within 2 squares of the gnome barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +10 vs. AC; 2d10 + 5 fire damage, and ongoing 5 fire damage (save ends). Miss: Half damage. Hit or Miss: The
gnome barbarian enters the rage of the silver phoenix. Until the rage ends, the gnome barbarian gains regeneration 3. In addition,
the first time the gnome barbarian drops to 0 hit points or fewer, the gnome barbarian can spend a healing surge as an immediate
interrupt.
- ○ 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.
- □ Combat Surge (free)
- When the gnome barbarian misses with an attack.
Must be raging.
The gnome barbarian rerolls the attack.
- 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 +10, Perception +8
Str 17 (+6); Dex 12 (+4); Wis 11 (+3);
Con 15 (+5); Int 12 (+4); Cha 15 (+5)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Gnome Thaneborn Barbarian [Level 7 Brute]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +8; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 18
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d10 + 1d6 + 5 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] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the gnome barbarian as a free action. If it does so, the
gnome barbarian’s attack deals 1d10 damage extra cold damage.
+10 vs. AC; 3d10 + 5 cold damage. Miss: Half damage.
Hit or Miss: The gnome barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that hits the gnome
barbarian with a melee attack takes 6 cold damage.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the gnome barbarian hits or misses the gnome barbarian.
Targets the triggering enemy; +13 vs. AC; 3d10 + 5 damage.
- ○ 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.
- □ Instinctive Charge (no action)
- When the gnome barbarian rolls initiative at the beginning of an encounter.
The gnome barbarian gains a +5 power bonus to the gnome barbarian’s initiative. The gnome barbarian also gains a +2 power
bonus to the gnome barbarian’s first attack roll during the encounter.
- 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 +10, Perception +8
Str 17 (+6); Dex 12 (+4); Wis 11 (+3);
Con 13 (+4); Int 12 (+4); Cha 17 (+6)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Gnome Cunning Bard [Level 7 Controller (Leader)]
Small fey humanoid [XP 300]
Initiative +3; Senses Perception +8; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 16, Reflex 20, Will 20
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the gnome
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +9 vs. Will; 2d8 + 6 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the gnome bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +9 vs. Will; the target is dominated until the end of the gnome bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the gnome bard’s choice as a free action.
- ○○ Majestic Word (minor) ✦ Healing
- The gnome bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This power
can only be used once per round. The gnome bard can also slide the target 1 square.
- ○ 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.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the gnome bard.
Each ally within 10 squares missed by the triggering attack regains 6 hit points.
- 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 +13, Bluff +12
Str 12 (+4); Dex 11 (+3); Wis 10 (+3);
Con 13 (+4); Int 17 (+6); Cha 19 (+7)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Gnome Valorous Bard [Level 7 Controller (Leader)]
Small fey humanoid [XP 300]
Initiative +3; Senses Perception +8; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 17, Reflex 19, Will 20
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 6 damage (crit 14 + 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.
- ○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 6 damage (crit 22 + 1d8), and the gnome bard slides an ally who is adjacent to the target to another space
adjacent to it. Until the end of the gnome bard’s next turn, the ally also gains a +2 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +9 vs. Will; 2d6 + 6 psychic damage, and the target is affected by the gnome bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the gnome bard than
where it started its turn, the target takes 1d6 + 6 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The gnome bard pushes the target 3 squares.
- ○○ Majestic Word (minor) ✦ Healing
- The gnome bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This power
can only be used once per round. The gnome bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The gnome bard transfers one effect on the target that a save can end to the gnome bard
or to another ally with 5 squares. The new subject of the effect gains a +2 power bonus to saving throws against that effect.
- ○ 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 +12, Athletics +8
Str 12 (+4); Dex 11 (+3); Wis 10 (+3);
Con 15 (+5); Int 15 (+5); Cha 19 (+7)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Gnome Guardian Druid [Level 7 Controller]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 17, Will 19
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage, and the gnome druid pulls each creature within 3 squares of the target 1 square.
If the gnome druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 2 damage.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The gnome druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and
must be on a solid surface, and it lasts until the end of the gnome druid’s next turn. The wall provides cover. A creature’s
line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs
3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 5
damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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.
- ○ Camouflage Cloak (minor)
- The gnome druid or one ally within 5 squares becomes invisible until moving or 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 +11, Nature +11
Str 12 (+4); Dex 13 (+4); Wis 17 (+6);
Con 15 (+5); Int 13 (+4); Cha 12 (+4)
Equipment hide armor, spear
-1 Level / +1 Level
Gnome Predator Druid [Level 7 Controller]
Small fey humanoid [XP 300]
Initiative +5; Senses Perception +11; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 16, Reflex 18, Will 19
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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] Latch On (standard) ✦ Beast Form
- +8 vs. Reflex; 2d10 + 5 damage, and the gnome druid grabs the target. The target takes a -2 penalty to checks to escape the
grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Stalker’s Eyes (minor)
- The gnome druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- ○ 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 +11, Perception +11
Str 12 (+4); Dex 15 (+5); Wis 17 (+6);
Con 13 (+4); Int 13 (+4); Cha 12 (+4)
Equipment hide armor, spear
-1 Level / +1 Level
Gnome Preserving Invoker [Level 7 Artillery]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 1d8 + 5 radiant damage, and the gnome invoker slides the target 1 square. The gnome invoker can
use this power as a ranged basic attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +8 vs. Fortitude; 2d8 + 5 thunder damage, and the target is pushed 4 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 5 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the gnome invoker’s next turn. Miss: Half damage, and the target is blinded until the end of
the gnome invoker’s next turn.
- □ Astral Step (move) ✦ Teleportation
- The gnome invoker and each ally within 5 squares teleports 6 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 +13, Religion +11
Str 10 (+3); Dex 12 (+4); Wis 17 (+6);
Con 13 (+4); Int 17 (+6); Cha 13 (+4)
Equipment hide armor, mace
-1 Level / +1 Level
Gnome Wrathful Invoker [Level 7 Artillery]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 21; Fortitude 18, Reflex 18, Will 19
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Fortitude; 1d10 + 5 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.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +13 vs. Will; 2d6 + 5 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is pushed 2 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ [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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the gnome invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +9, Religion +10
Str 10 (+3); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 13 (+4)
Equipment chainmail, mace
-1 Level / +1 Level
Gnome Bear Shaman [Level 7 Controller (Leader)]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +11; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 19
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 1d8 + 5 damage, and each ally adjacent to the gnome shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +8 vs. Fortitude; 1d10 + 5 cold damage, and before the end of the gnome shaman’s next turn, as an immediate interrupt,
the gnome shaman can grant an ally adjacent to the gnome shaman’s spirit companion a +5 bonus to AC against an attack that
hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +8 vs. Will; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
gnome shaman and the gnome shaman’s allies gain a +2 bonus to attack rolls against the target.
- ● 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 13 damage to the spirit, the spirit disappears,
and the gnome shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the gnome shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +8 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 +11, Perception +11
Str 11 (+3); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 12 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Panther Shaman [Level 7 Controller (Leader)]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +11; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 2d10 + 5 damage, and until the end of the gnome shaman’s next turn, any ally adjacent to the
gnome shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +8 vs. Reflex; 2d6 + 5 damage, and the gnome shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● 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 13 damage to the spirit, the spirit disappears,
and the gnome shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +8 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 11 (+3); Dex 12 (+4); Wis 17 (+6);
Con 13 (+4); Int 17 (+6); Cha 12 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Chaos Sorcerer [Level 7 Artillery]
Small fey humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 17; Fortitude 16, Reflex 17, Will 21
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +9 vs. Will; 1d10 + 8 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:
+9 vs. Will; 1d6 + 4 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +9 vs. Reflex; 2d6 + 8 lightning damage. Hit or Miss: The gnome sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +9 vs. Reflex; 3d10 + 8 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ 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.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the gnome sorcerer is hit by an area or a close attack.
The gnome sorcerer teleports 4 squares.
- 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 +11, Bluff +12
Str 13 (+4); Dex 15 (+5); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 19 (+7)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnome Dragon Sorcerer [Level 7 Skirmisher]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 21
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d8 + 8 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] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +9 vs. Fortitude; 2d8 + 8 cold damage, and the gnome sorcerer knocks the target prone. The
target also takes a –2 penalty to Fortitude until the end of the gnome sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +9 vs. Fortitude; 2d6 + 8 thunder damage. Hit or Miss: The gnome sorcerer jumps a number of squares
equal to the gnome sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +9 vs. Fortitude; 2d6 + 4 thunder damage, and the gnome sorcerer
pushes the secondary target 1 square.
- ○ 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.
- ○ Sudden Scales (immediate interrupt)
- When the gnome sorcerer is hit by an attack.
The gnome sorcerer gains a +5 bonus to all defenses against the triggering attack.
- 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 +11, Athletics +10
Str 15 (+5); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 19 (+7)
Equipment cloth armor, mace
-1 Level / +1 Level
Gnome Earth Warden [Level 7 Brute]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +9; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 18, Will 17
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8), and the gnome warden gains a +1 power bonus to AC until the end of the gnome warden’s
next turn.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +10 vs. Fortitude; 2d8 + 5 damage (crit 21 + 1d8), and the target takes a –3 penalty to melee attack rolls until the end of
the gnome warden’s next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the gnome warden teleports 5 squares. +10 vs. Reflex; 2d8 + 5 thunder damage (crit 21 + 1d8), and the target
is dazed (save ends). Miss: Half damage, and the target is dazed until the end of the gnome warden’s next turn.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the gnome warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the gnome warden uses another stance power.
- ● [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 +8, Perception +9
Str 17 (+6); Dex 12 (+4); Wis 13 (+4);
Con 15 (+5); Int 12 (+4); Cha 13 (+4)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Wild Warden [Level 7 Brute]
Small fey humanoid [XP 300]
Initiative +4; Senses Perception +10; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 20; Fortitude 19, Reflex 16, Will 18
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage, and the target is slowed until the end of the gnome warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +10 vs. AC; 2d10 + 5 damage, and the gnome warden slides the target 1 square. The gnome warden can slide the target into a
second creature’s space and then slide the second creature 1 square. Both the target and the second creature take 2 psychic
damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the gnome warden can see; +10 vs. Reflex; 1d10 + 5 poison damage, and the target takes ongoing
5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (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; +10 vs. Fortitude; 1d10 + 5 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the gnome warden drops to 0 hit points or fewer.
The gnome warden regains hit points as if the gnome warden had spent a healing surge.
- 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 +10, Perception +10
Str 17 (+6); Dex 12 (+4); Wis 15 (+5);
Con 13 (+4); Int 12 (+4); Cha 13 (+4)
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.