Gnome NPCs [Level 10]
Gnome Battle Cleric [Level 10 Controller (Leader)]
Small fey humanoid [XP 500]
Initiative +5; Senses Perception +8; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 22, Reflex 19, Will 23
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and one ally within 5 squares gains a +4 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
- +14 vs. Will; 1d8 + 7 damage, and the target is immobilized until the end of the gnome cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +14 vs. Fortitude; 2d8 + 7 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the gnome cleric gains regeneration 5, and the gnome cleric and each ally within
the burst gain a +2 power bonus to AC.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The gnome cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+2 hit points.
- ○○ 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 +13, Religion +11
Str 18 (+9); Dex 11 (+5); Wis 16 (+8);
Con 12 (+6); Int 12 (+6); Cha 15 (+7)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Gnome Devoted Cleric [Level 10 Controller (Leader)]
Small fey humanoid [XP 500]
Initiative +5; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 19, Reflex 19, Will 24
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +12 vs. Reflex; 1d8 + 7 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; +12 vs. Will; 2d8 + 7 radiant damage, and the target takes a -4 penalty to attack rolls until the end of the gnome
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +12 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The gnome cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+4 hit points.
- ○○ 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 +14, Religion +11
Str 13 (+6); Dex 11 (+5); Wis 18 (+9);
Con 12 (+6); Int 12 (+6); Cha 18 (+9)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Gnome Greatweapon Fighter [Level 10 Soldier]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +6; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 24, Reflex 19, Will 19
Speed 4
- ● [m] Battleaxe (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage. Miss: 4 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: +14 vs. AC; 1d10 + 7 damage.
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 2d10 + 7 damage, and the gnome fighter slides the target 1 square. Miss:
Half damage.
- ○ Into the Fray (minor)
- The gnome fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- ○ 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 +14, Intimidate +11
Str 18 (+9); Dex 13 (+6); Wis 12 (+6);
Con 16 (+8); Int 12 (+6); Cha 13 (+6)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Gnome Guardian Fighter [Level 10 Soldier]
Small fey humanoid [XP 500]
Initiative +8; Senses Perception +6; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 27; Fortitude 24, Reflex 23, Will 19
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+14 vs. AC; 1d8 + 7 damage (crit 15 + 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
- +14 vs. AC; 2d8 + 7 damage (crit 23 + 1d8). Hit or Miss: The gnome fighter gains a +2 power bonus to AC until the end
of the gnome fighter’s next turn.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 3d8 + 7 damage (crit 31 + 1d8), and the target is slowed (save ends). Miss: The power is not expended.
- □ Stalwart Guard (minor) ✦ Stance
- Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the gnome fighter. 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 Heal +11, Intimidate +11
Str 18 (+9); Dex 16 (+8); Wis 12 (+6);
Con 13 (+6); Int 12 (+6); Cha 13 (+6)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Avenging Paladin [Level 10 Soldier]
Small fey humanoid [XP 500]
Initiative +5; Senses Perception +6; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 23, Reflex 20, Will 23
Speed 4
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +15 vs. AC; 1d8 + 7 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
- +15 vs. AC; 2d8 + 7 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.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +12 vs. Will; 2d8 + 7 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ● 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.
- ○ Cleansing Spirit (minor)
- The gnome paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
- □ 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 +14, Religion +11
Str 18 (+9); Dex 11 (+5); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 18 (+9)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Gnome Protecting Paladin [Level 10 Soldier]
Small fey humanoid [XP 500]
Initiative +5; Senses Perception +6; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 28; Fortitude 22, Reflex 22, Will 24
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage (crit 14 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 8 damage (crit 16 + 1d8), and the gnome paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +13 vs. Will; 2d10 + 8 damage, and the target is pulled 1 square.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +13 vs. Fortitude; 1d10 + 8 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +13 vs. Fortitude; 1d10 + 8 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- □ Turn the Tide (standard)
- The gnome paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
- ● 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 8 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 +15, Religion +11
Str 16 (+8); Dex 11 (+5); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 20 (+10)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Archer Ranger [Level 10 Skirmisher]
Small fey humanoid [XP 500]
Initiative +9; Senses Perception +11; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 22, Reflex 23, Will 19
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage (crit 14 + 1d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +14 vs. AC; 1d8 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +13/+14 vs. AC; 1d8 + 3 damage (crit 11 + 1d8) (main)/1d6
+ 3 damage (off-hand).
Shortbow: Ranged 15/30; +14 vs. AC (twice); 1d8 + 3 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 15/30; one attack each on one or two creatures; +14 vs. AC; 2d8 + 7 damage (first shot) and 1d8 + 7 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The gnome ranger can move at full speed. At any point during the move, the gnome ranger can make two attacks.
Scimitar:
+13 vs. AC; 3d8 + 6 damage (crit 30 + 1d8).
Shortbow: Ranged 15/30; +14 vs. AC; 3d8 + 7 damage.
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.
- □ Open the Range (immediate interrupt)
- When an enemy moves adjacent to the gnome ranger.
The gnome ranger can shift 1 square and then move 2 squares. The gnome ranger cannot end the move adjacent to the triggering
enemy.
- 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 +11, Stealth +15
Str 16 (+8); Dex 18 (+9); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Gnome Two-Blade Ranger [Level 10 Skirmisher]
Small fey humanoid [XP 500]
Initiative +8; Senses Perception +11; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○
AC 24; Fortitude 23, Reflex 22, Will 19
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 1d8 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +14/+14 vs. AC; 1d8 + 3 damage (crit 11 + 1d8) (main)/1d8
+ 3 damage (crit 11 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +13 vs. AC (twice); 1d8 + 3 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar (main): +14 vs. AC; 2d8 + 7 damage (crit 23 + 1d8).
Scimitar
(off hand): +14 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 2d8 + 7 damage (crit 23 + 1d8). Miss: Half damage.
- ● 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.
- ○ Expeditious Stride (minor)
- Until the end of the gnome ranger’s next turn, the gnome ranger’s speed increases by 4, and the gnome ranger can shift 1 additional
square when shifting.
- ○ 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.
- 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 +11, Perception +11
Str 18 (+9); Dex 16 (+8); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Gnome Brawny Rogue [Level 10 Skirmisher]
Small fey humanoid [XP 500]
Initiative +9; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 24, Will 20
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +15 vs. AC; 1d6 + 7 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +15 vs. Reflex; 1d6 + 7 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +15 vs. Fortitude; 1d6 + 7 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the gnome rogue’s
next turn.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +15 vs. Fortitude; 2d6 + 7 damage, and the target takes ongoing 8 damage and grants combat advantage to the gnome rogue (save
ends both). Miss: Half damage, and no ongoing damage.
- □ Certain Freedom (move)
- The gnome rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
- ○ 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 +14, Thievery +14
Str 16 (+8); Dex 18 (+9); Wis 11 (+5);
Con 12 (+6); Int 12 (+6); Cha 15 (+7)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnome Trickster Rogue [Level 10 Skirmisher]
Small fey humanoid [XP 500]
Initiative +9; Senses Perception +10; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 19, Reflex 24, Will 22
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +12 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
The gnome rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +15 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +15 vs. Fortitude; 2d6 + 7 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the gnome rogue’s
next turn.
- ● Shadow Stride (move)
- The gnome rogue must be hidden to use this power. The gnome rogue can move at full speed and must end the movement in a space
where the gnome rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful,
the gnome rogue remains during the movement, even if the gnome rogue has no cover or concealment during it.
- ○ 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 +16, Thievery +14
Str 13 (+6); Dex 18 (+9); Wis 11 (+5);
Con 12 (+6); Int 12 (+6); Cha 18 (+9)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnome Fey-Pact Warlock [Level 10 Skirmisher]
Small fey humanoid [XP 500]
Initiative +5; Senses Perception +6; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 19, Reflex 23, Will 24
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +13 vs. Will; 1d6 + 8 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; +13 vs. Will; 1d10 + 8 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 +4 power bonus to Stealth checks
until the end of the encounter.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +13 vs. Reflex; 2d8 + 8 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the gnome warlock can
no longer sustain this power.
- □ Warlock’s Leap (move) ✦ Teleportation
- The gnome warlock can teleport 6 squares, even without a line of sight to the destination. If the gnome warlock attempts to
teleport to a space the gnome warlock can’t occupy, the power fails.
- ● 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 +16, Bluff +15
Str 10 (+5); Dex 11 (+5); Wis 12 (+6);
Con 13 (+6); Int 18 (+9); Cha 20 (+10)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Infernal-Pact Warlock [Level 10 Skirmisher]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +5; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 24; Fortitude 22, Reflex 23, Will 21
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +12 vs. Reflex; 1d6 + 7 fire damage. If the gnome warlock takes damage before the end of the gnome warlock’s next
turn, the target takes an extra 1d6 + 7 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +12 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 5 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +12 vs. Reflex; 3d10 + 7 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ● 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.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnome warlock gains 10 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.
- □ Shielding Shades (immediate reaction)
- When the gnome warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- 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 +16, Intimidate +12
Str 10 (+5); Dex 12 (+6); Wis 11 (+5);
Con 18 (+9); Int 18 (+9); Cha 15 (+7)
Equipment leather armor, mace
-1 Level / +1 Level
Gnome Star-Pact Warlock [Level 10 Skirmisher]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +5; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 22; Fortitude 22, Reflex 21, Will 23
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +12 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the gnome warlock on its next turn, it
takes an extra 1d6 + 7 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +12 vs. Will; 2d6 + 7 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.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +12 vs. Will; 2d10 + 7 psychic damage, and the gnome warlock teleports the target to an unoccupied square within
3 squares of the gnome warlock. Sustain Minor: Make a +12 vs. Will attack against the target. On a hit, the gnome
warlock teleports the target to an unoccupied square within 3 squares of the gnome warlock. On a miss, the effect 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.
- ● 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.
- □ Shielding Shades (immediate reaction)
- When the gnome warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- 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 +14, Insight +10
Str 10 (+5); Dex 12 (+6); Wis 11 (+5);
Con 18 (+9); Int 15 (+7); Cha 18 (+9)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnome Inspiring Warlord [Level 10 Soldier (Leader)]
Small fey humanoid [XP 500]
Initiative +7; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 23, Reflex 20, Will 23
Speed 4
- ● [m] Battleaxe (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +14 vs. Fortitude; 4 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 +4 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
- +14 vs. AC; 2d10 + 7 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] White Raven Strike (standard) ✦ Weapon
- +14 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
gnome warlord dropped the target to 0 hit points or fewer with this attack, add +4 to the temporary hit points the gnome warlord’s
allies gain.
- □ Defensive Rally (standard) ✦ Healing
- Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end.
In addition, all targets gain a +2 power bonus to all defenses until the end of the gnome warlord’s next turn.
- ○○ 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.
- 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 9 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 +10, History +12
Str 18 (+9); Dex 11 (+5); Wis 10 (+5);
Con 12 (+6); Int 15 (+7); Cha 18 (+9)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Gnome Tactical Warlord [Level 10 Soldier (Leader)]
Small fey humanoid [XP 500]
Initiative +7; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 23, Reflex 23, Will 21
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage (crit 15 + 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
- +14 vs. AC; 1d8 + 7 damage (crit 15 + 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 +4 bonus to the attack roll.
- □ [M] Knock Them Down (standard) ✦ Weapon
- +14 vs. AC; 3d8 + 7 damage (crit 31 + 1d8), and the target is knocked prone. Every ally within 10 squares of the gnome warlord
can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal
no damage but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ○○ 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.
- □ Tactical Shift (immediate interrupt)
- When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 5 squares.
- 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 +4 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 +10, History +14
Str 18 (+9); Dex 11 (+5); Wis 10 (+5);
Con 12 (+6); Int 18 (+9); Cha 15 (+7)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Gnome Control Wizard [Level 10 Artillery]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +8; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 19, Reflex 23, Will 23
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +12 vs. AC; 1d4 + 4 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 cold damage, and the target is slowed until the end of the gnome wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +13 vs. Fortitude; 2d10 + 8 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +13 vs. Reflex; 2d12 + 8 lightning 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).
- □ Mirror Image (minor) ✦ Illusion
- Three duplicate images appear in the gnome wizard’s space, and the gnome wizard gains a +6 power bonus to AC. Each time an
attack misses the gnome wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2.
When the bonus reaches 0, all the gnome wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
- ○ 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 -3 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 +17, Insight +13
Str 10 (+5); Dex 13 (+6); Wis 16 (+8);
Con 12 (+6); Int 20 (+10); Cha 13 (+6)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Gnome War Wizard [Level 10 Artillery]
Small fey humanoid [XP 500]
Initiative +8; Senses Perception +6; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 19, Reflex 23, Will 21
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d4 + 6 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +13 vs. Reflex; 1d6 + 8 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +13 vs. Reflex; 2d6 + 8 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +13 vs. Reflex; 1d6 + 8 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +13 vs. Fortitude; 2d8 + 8 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- □ Blur (minor) ✦ Illusion
- Until the end of the encounter, the gnome wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away
from the gnome wizard cannot see the gnome wizard.
- ○ 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 +3 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 +17, History +15
Str 10 (+5); Dex 16 (+8); Wis 13 (+6);
Con 12 (+6); Int 20 (+10); Cha 13 (+6)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Gnome Isolating Avenger [Level 10 Skirmisher]
Small fey humanoid [XP 500]
Initiative +5; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 23
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 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
- +15 vs. AC; 1d8 + 7 damage, and the gnome avenger teleports each enemy within 2 squares of the target 5 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +15 vs. AC; 3d8 + 7 damage, and the gnome avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the
gnome avenger makes a saving throw.
- ○ [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.
- □ River of Life (minor) ✦ Healing
- The gnome avenger gains regeneration 5 until the end of the encounter.
- ○ [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 +4 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 +11, Religion +14
Str 13 (+6); Dex 11 (+5); Wis 18 (+9);
Con 12 (+6); Int 18 (+9); Cha 12 (+6)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Gnome Pursuing Avenger [Level 10 Skirmisher]
Small fey humanoid [XP 500]
Initiative +8; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 23
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 1d8 + 6 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage, and if the target doesn’t end its next turn adjacent to the gnome avenger, the gnome avenger can
shift 4 squares as a free action. The gnome avenger must end that shift closer to the target.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +15 vs. AC; 2d8 + 7 damage. Before the attack, the gnome avenger gains phasing until the end of the gnome avenger’s turn,
and the gnome avenger shifts 5 squares.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +15 vs. AC; 2d8 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the gnome avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The gnome avenger
must end this movement closer to the target.
- ○ [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.
- □ Avenger’s Readiness (no action)
- When the gnome avenger rolls initiative at the beginning of an encounter.
The gnome avenger gains a +5 power bonus to the initiative check. The gnome avenger shifts 3 squares as a free action when
the first creature in the initiative order starts its turn, even if the gnome avenger is surprised.
- 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 +5 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 +11, Stealth +15
Str 13 (+6); Dex 16 (+8); Wis 18 (+9);
Con 12 (+6); Int 13 (+6); Cha 12 (+6)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Gnome Rageblood Barbarian [Level 10 Brute]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +10; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○
AC 23; Fortitude 24, Reflex 20, Will 20
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+14 vs. AC; 1d10 + 1d8 + 7 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
- +14 vs. AC; 2d10 + 7 damage. The attack deals 1 extra damage for each enemy within 3 squares of the gnome barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +14 vs. AC; 3d10 + 7 damage, and the target is knocked prone. Miss: Half damage. Hit or Miss: The gnome barbarian
enters the rage of the oak hammer. Until the rage ends, whenever the gnome barbarian hits a target with a melee attack, the
gnome barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +3 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.
- ○ Swift Charge (free)
- When the gnome barbarian’s attack reduces an enemy to 0 hit points.
The gnome barbarian charges an enemy.
- □ Deny Death (immediate interrupt)
- When the gnome barbarian drops to 0 hit points or fewer and doesn’t die.
The gnome barbarian is dying but don’t fall unconscious because of that condition. At the end of the gnome barbarian’s next
turn, the gnome barbarian falls unconscious if the gnome barbarian is still dying.
- 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 3 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 +13, Perception +10
Str 18 (+9); Dex 12 (+6); Wis 11 (+5);
Con 16 (+8); Int 12 (+6); Cha 15 (+7)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Gnome Thaneborn Barbarian [Level 10 Brute]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +10; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○
AC 23; Fortitude 24, Reflex 20, Will 22
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+14 vs. AC; 1d10 + 1d6 + 7 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +14 vs. AC; 2d10 + 7 acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The
gnome barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the gnome barbarian’s turns,
each enemy adjacent to the gnome barbarian is blinded until the end of the gnome barbarian’s turn.
- ○ [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; +18 vs. AC; 3d10 + 7 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.
- □ Mountain Roots (immediate interrupt) ✦ Stance
- When the gnome barbarian is pulled, pushed, or slid.
The gnome barbarian negates the forced movement. Until the stance ends, the gnome barbarian can negate forced movement against
the gnome barbarian. Stance: This power lasts until the end of the encounter or until the gnome barbarian uses another stance power.
- 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 +4 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 +13, Perception +10
Str 18 (+9); Dex 12 (+6); Wis 11 (+5);
Con 13 (+6); Int 12 (+6); Cha 18 (+9)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Gnome Cunning Bard [Level 10 Controller (Leader)]
Small fey humanoid [XP 500]
Initiative +5; Senses Perception +10; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 19, Reflex 24, Will 24
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +13 vs. Will; 1d6 + 8 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; +13 vs. Will; 2d8 + 8 thunder damage, and the target takes a –8 penalty to opportunity attack rolls until the end
of the gnome bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +13 vs. Will; 3d8 + 8 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions 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 1d6 + 5 hit points. This power
can only be used once per round. The gnome bard can also slide the target 1 square.
- ○ Illusory Erasure (minor) ✦ Illusion
- One ally within 10 squares becomes invisible until the end of the gnome bard’s next turn, and the gnome bard slides the target
2 squares.
- ○ 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 9 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 +16, Bluff +15
Str 12 (+6); Dex 11 (+5); Wis 10 (+5);
Con 13 (+6); Int 18 (+9); Cha 20 (+10)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Gnome Valorous Bard [Level 10 Controller (Leader)]
Small fey humanoid [XP 500]
Initiative +5; Senses Perception +10; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 21, Reflex 22, Will 24
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 8 damage (crit 16 + 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
- +15 vs. AC; 2d8 + 8 damage (crit 24 + 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 +3 power bonus to AC.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +15 vs. AC; 3d8 + 8 thunder damage (crit 32 + 1d8), and the gnome bard slides the target 2 squares. Hit or Miss: Until
the end of the encounter, whenever the gnome bard hits a target with an at-will attack power, the gnome bard slides the target
2 squares to a space that must be adjacent to at least one of the gnome bard’s allies.
- ○○ Majestic Word (minor) ✦ Healing
- The gnome bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 5 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.
- □ Word of Life (immediate reaction) ✦ Healing
- When an enemy attack reduces an ally within 20 squares of the gnome bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses 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 4 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 +14, Athletics +10
Str 12 (+6); Dex 11 (+5); Wis 10 (+5);
Con 16 (+8); Int 15 (+7); Cha 20 (+10)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Gnome Guardian Druid [Level 10 Controller]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +9; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 23
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +12 vs. Reflex; 1d8 + 7 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; +12 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 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 3 damage.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +12 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant
damage. Miss: 1d10 + 7 radiant damage.
- ○ Feywild Sojourn (move) ✦ Teleportation
- The gnome druid teleports to a safe place in the Feywild. While the gnome druid is there, the gnome druid can’t take any actions
other than using the gnome druid’s second wind and wild shape. At the end of the gnome druid’s next turn or as a move action
before then, the gnome druid reappears in an unoccupied space within 10 squares of the space the gnome druid left.
- ● 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.
- ○ 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 +14, Nature +14
Str 12 (+6); Dex 13 (+6); Wis 18 (+9);
Con 16 (+8); Int 13 (+6); Cha 12 (+6)
Equipment hide armor, spear
-1 Level / +1 Level
Gnome Predator Druid [Level 10 Controller]
Small fey humanoid [XP 500]
Initiative +8; Senses Perception +14; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 23
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +12 vs. Reflex; 1d8 + 7 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; +12 vs. Reflex; 1d6 + 3 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 4 fire damage.
- ○ [M] Latch On (standard) ✦ Beast Form
- +12 vs. Reflex; 2d10 + 7 damage, and the gnome druid grabs the target. The target takes a -3 penalty to checks to escape the
grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +12 vs. Reflex; 2d8 + 7 damage, the gnome druid knocks the target prone, and it can’t stand up (save ends). Miss: Half
damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the gnome druid gains a +2 bonus
to attack rolls against prone targets. In addition, whenever the gnome druid hits an enemy with a melee attack while the gnome
druid is in beast form, the gnome druid can knock that enemy prone.
- ● 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.
- □ Armor of the Wild (minor) ✦ Beast Form
- Until the end of the encounter, while the gnome druid is in beast form, the gnome druid gains resist 1 to all damage.
- ○ 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 +14, Perception +14
Str 12 (+6); Dex 16 (+8); Wis 18 (+9);
Con 13 (+6); Int 13 (+6); Cha 12 (+6)
Equipment hide armor, spear
-1 Level / +1 Level
Gnome Preserving Invoker [Level 10 Artillery]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +9; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 23
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +12 vs. Reflex; 1d8 + 7 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; +12 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 5 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +12 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the gnome invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the gnome invoker takes 5 psychic damage.
- ○ 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 +4 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the gnome invoker makes an attack roll against the gnome invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +16, Religion +14
Str 10 (+5); Dex 12 (+6); Wis 18 (+9);
Con 13 (+6); Int 18 (+9); Cha 13 (+6)
Equipment hide armor, mace
-1 Level / +1 Level
Gnome Wrathful Invoker [Level 10 Artillery]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +9; low-light
HP 82; Bloodied 41
Healing Surges (+20 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 23
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The gnome invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +17 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 3 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +12 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the gnome invoker’s next turn. Any creature that starts its turn within
the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ [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 3 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the gnome invoker makes an attack roll against the gnome invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +12, Religion +12
Str 10 (+5); Dex 12 (+6); Wis 18 (+9);
Con 16 (+8); Int 15 (+7); Cha 13 (+6)
Equipment chainmail, mace
-1 Level / +1 Level
Gnome Bear Shaman [Level 10 Controller (Leader)]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +14; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 22; Fortitude 22, Reflex 20, Will 23
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Will; 1d8 + 7 damage, and each ally adjacent to the gnome shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +12 vs. Fortitude; 1d10 + 7 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 +6 bonus to AC against an attack that
hits.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +12 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ● 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 15 damage to the spirit, the spirit disappears,
and the gnome shaman takes 10 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.
- □ Rock Shield Spirits (minor) ✦ Zone
- Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While
within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the gnome shaman can move the zone
5 squares.
- ● [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; +12 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the gnome shaman’s spirit
companion regains 4 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 3 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 +14, Perception +14
Str 11 (+5); Dex 12 (+6); Wis 18 (+9);
Con 16 (+8); Int 15 (+7); Cha 12 (+6)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Panther Shaman [Level 10 Controller (Leader)]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +14; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 23
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Fortitude; 1d10 + 7 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 +2 bonus to the attack roll.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Will; 2d10 + 7 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 +4 bonus to damage rolls.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +12 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The gnome shaman and each ally
within 10 squares of the gnome shaman regains 5 hit points.
- ● 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 15 damage to the spirit, the spirit disappears,
and the gnome shaman takes 10 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.
- ● [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; +12 vs. Reflex; 1d10 + 7 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.
- □ Spirit Summons (free)
- Until the end of the encounter, the gnome shaman can use the gnome shaman’s call spirit companion power to conjure a second
spirit companion. When the gnome shaman attacks with a spirit power, the gnome shaman chooses which spirit companion to use
for the attack. When an effect applies to creatures adjacent to the gnome shaman’s spirit companion, that effect applies to
creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
- 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +14, Perception +14
Str 11 (+5); Dex 12 (+6); Wis 18 (+9);
Con 13 (+6); Int 18 (+9); Cha 12 (+6)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Chaos Sorcerer [Level 10 Artillery]
Small fey humanoid [XP 500]
Initiative +8; Senses Perception +5; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 25
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d4 + 6 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +13 vs. Will; 1d10 + 11 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:
+13 vs. Will; 1d6 + 6 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; +13 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The gnome sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +13 vs. Fortitude; 2d10 + 11 poison damage. Hit or Miss: The gnome sorcerer slides the target 5 squares.
The target is poisonous to the gnome sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts
its turn adjacent to the target takes 1d10 + 6 poison damage. If the gnome sorcerer rolled an even number on the attack roll,
any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 6 poison damage.
- ○ 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.
- □ Chaos Link (immediate reaction)
- When the gnome sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
- 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 +3 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 +13, Bluff +15
Str 13 (+6); Dex 16 (+8); Wis 10 (+5);
Con 12 (+6); Int 13 (+6); Cha 20 (+10)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnome Dragon Sorcerer [Level 10 Skirmisher]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 21; Fortitude 21, Reflex 19, Will 25
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +13 vs. Reflex; 1d8 + 11 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 3 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +13 vs. Fortitude; 2d8 + 11 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] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +13 vs. Fortitude; 2d6 + 11 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The gnome sorcerer gains a +3 power bonus to AC until the end of the encounter.
- □ Invert Resistance (minor)
- Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance
against (save ends both).
- ○ 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.
- Draconic Power
- The gnome sorcerer gains a +3 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 +13, Athletics +13
Str 16 (+8); Dex 13 (+6); Wis 10 (+5);
Con 12 (+6); Int 13 (+6); Cha 20 (+10)
Equipment cloth armor, mace
-1 Level / +1 Level
Gnome Earth Warden [Level 10 Brute]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +11; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○
AC 26; Fortitude 23, Reflex 21, Will 20
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage (crit 15 + 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
- +14 vs. Fortitude; 2d8 + 7 damage (crit 23 + 1d8), and the target takes a –4 penalty to melee attack rolls until the end of
the gnome warden’s next turn.
- □ Shield of Stone (minor)
- The gnome warden slides one ally within 5 squares by 5 squares. Until the end of the gnome warden’s next turn, that ally gains
resist 5 to all damage and a +2 power bonus to all defenses.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The gnome warden assumes the guardian form of the oak sentinel until the end of the encounter. While the gnome warden is in
this form, the gnome warden’s melee reach increases by 1. In addition, any enemy that hits the gnome warden with a melee attack
takes 4 damage. 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 within the gnome warden’s reach makes a melee attack against the gnome warden’s
ally.
Secondary Attack: targets the triggering enemy; +14 vs. AC; 2d8 + 7 damage (crit 23 + 1d8). Miss:
Half damage. Hit or Miss: The gnome warden becomes the target of the triggering attack, even if the gnome warden is
not within that attack’s range.
- ● [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 +3 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 +11, Perception +11
Str 18 (+9); Dex 12 (+6); Wis 13 (+6);
Con 16 (+8); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Wild Warden [Level 10 Brute]
Small fey humanoid [XP 500]
Initiative +6; Senses Perception +13; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○
AC 24; Fortitude 23, Reflex 19, Will 22
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage, and the target is slowed until the end of the gnome warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +14 vs. AC; 2d10 + 7 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 3 psychic
damage.
- □ Returning Strength (minor) ✦ Healing
- The gnome warden spends a healing surge and regains +4 additional hit points.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The gnome warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the gnome warden
is in this form, the gnome warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage.
In addition, the gnome warden can use the gnome warden’s second wind as a minor 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:
+14 vs. AC; 1d10 + 7 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; +14 vs. Fortitude; 1d10 + 7 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 -3 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 +13, Perception +13
Str 18 (+9); Dex 12 (+6); Wis 16 (+8);
Con 13 (+6); Int 12 (+6); Cha 13 (+6)
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.