Gnome NPCs [Level 13]
Gnome Battle Cleric [Level 13 Controller (Leader)]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +9; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 27; Fortitude 25, Reflex 22, Will 26
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 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] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +17 vs. AC; 2d8 + 9 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+17 vs. AC; 1d8 + 9 lightning damage.
- ○ [R] Plague of Doom (standard)
- Ranged 10; +14 vs. Fortitude; 3d8 + 8 damage, and the target takes a -3 penalty to all defenses until the end of the gnome
cleric’s next turn.
- □ 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
+3 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The gnome cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +12
Str 19 (+10); Dex 12 (+7); Wis 17 (+9);
Con 13 (+7); Int 13 (+7); Cha 16 (+9)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Gnome Devoted Cleric [Level 13 Controller (Leader)]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +10; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 27; Fortitude 23, Reflex 22, Will 27
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 7 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +15 vs. Reflex; 1d8 + 9 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] Plague of Doom (standard)
- Ranged 10; +15 vs. Fortitude; 3d8 + 9 damage, and the target takes a -4 penalty to all defenses until the end of the gnome
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +15 vs. Reflex; 2d10 + 9 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 10 squares can spend a healing surge and regain an additional 3d6 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 +15, Religion +12
Str 14 (+8); Dex 12 (+7); Wis 19 (+10);
Con 13 (+7); Int 13 (+7); Cha 19 (+10)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Gnome Greatweapon Fighter [Level 13 Soldier]
Small fey humanoid [XP 800]
Initiative +8; Senses Perception +7; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 28; Fortitude 27, Reflex 23, Will 23
Speed 4
- ● [m] Battleaxe (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage. Miss: 4 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +17 vs. AC; 2d10 + 12 damage, and make a secondary attack against each enemy adjacent to the primary target and within the
gnome fighter’s melee reach. Secondary Attack: +17 vs. AC; 1d10 + 12 damage.
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +17 vs. AC; 2d10 + 9 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 +15, Intimidate +13
Str 19 (+10); Dex 14 (+8); Wis 13 (+7);
Con 17 (+9); Int 13 (+7); Cha 14 (+8)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Gnome Guardian Fighter [Level 13 Soldier]
Small fey humanoid [XP 800]
Initiative +9; Senses Perception +7; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○○
AC 30; Fortitude 27, Reflex 26, Will 23
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8), 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] Storm of Blows (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 12 damage (crit 20 + 2d8). Hit or Miss: After the attack, the gnome fighter can shift 1 square and
repeat the attack against another target within reach. The gnome fighter can then shift 1 square and repeat the attack against
a third target within reach. After the final attack, the gnome fighter can shift 1 square.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +17 vs. AC; 3d8 + 9 damage (crit 33 + 2d8), 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 +12, Intimidate +13
Str 19 (+10); Dex 17 (+9); Wis 13 (+7);
Con 14 (+8); Int 13 (+7); Cha 14 (+8)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Avenging Paladin [Level 13 Soldier]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +8; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 29; Fortitude 26, Reflex 23, Will 26
Speed 4
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +18 vs. AC; 1d8 + 9 radiant damage. If the gnome paladin has marked the target, the gnome paladin gains a +2 bonus to the
damage roll.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +18 vs. AC; 3d8 + 9 radiant damage, and the target is marked until the end of the gnome paladin’s next turn. The gnome paladin
can fly 2 squares and must charge as part of this attack.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +15 vs. Will; 2d8 + 9 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 10 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 +15, Religion +12
Str 19 (+10); Dex 12 (+7); Wis 14 (+8);
Con 13 (+7); Int 13 (+7); Cha 19 (+10)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Gnome Protecting Paladin [Level 13 Soldier]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +8; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 31; Fortitude 25, Reflex 25, Will 27
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage (crit 16 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 8 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 10 damage (crit 18 + 2d8), and the gnome paladin gains 2 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +18 vs. AC; 2d8 + 10 damage (crit 26 + 2d8), and one ally within 5 squares of the gnome paladin regains 12 hit points.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +16 vs. Fortitude; 1d10 + 10 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +16 vs. Fortitude; 1d10 + 10 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 11 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 +16, Religion +12
Str 17 (+9); Dex 12 (+7); Wis 14 (+8);
Con 13 (+7); Int 13 (+7); Cha 21 (+11)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Archer Ranger [Level 13 Skirmisher]
Small fey humanoid [XP 800]
Initiative +10; Senses Perception +13; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 28; Fortitude 25, Reflex 26, Will 23
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage (crit 16 + 2d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 8 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +17 vs. AC; 1d8 + 9 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +16/+17 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d6
+ 5 damage (off-hand).
Shortbow: Ranged 15/30; +17 vs. AC (twice); 1d8 + 5 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +16/+17 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d6
+ 5 damage (off-hand).
Shortbow: Ranged 15/30; +17 vs. AC (twice); 1d8 + 5 damage.
Hit: The target
is immobilized until the start of the gnome ranger’s next turn.
- □ [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:
+16 vs. AC; 3d8 + 8 damage (crit 32 + 2d8).
Shortbow: Ranged 15/30; +17 vs. AC; 3d8 + 9 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 2d6 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 3 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 +13, Stealth +16
Str 17 (+9); Dex 19 (+10); Wis 14 (+8);
Con 13 (+7); Int 13 (+7); Cha 14 (+8)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Gnome Two-Blade Ranger [Level 13 Skirmisher]
Small fey humanoid [XP 800]
Initiative +9; Senses Perception +13; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 27; Fortitude 26, Reflex 25, Will 23
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +16 vs. AC; 1d8 + 8 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +17/+17 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d8
+ 5 damage (crit 13 + 2d8) (off-hand).
Shortbow: Ranged 15/30; +16 vs. AC (twice); 1d8 + 5 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar (main): +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
Scimitar
(off hand): +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
If one attack hits, the target takes a -2 penalty to AC
until the end of the gnome ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the
gnome ranger’s next turn.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +17 vs. AC; 2d8 + 9 damage (crit 25 + 2d8). 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 2d6 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 +10 hit points.
Skills Nature +13, Perception +13
Str 19 (+10); Dex 17 (+9); Wis 14 (+8);
Con 13 (+7); Int 13 (+7); Cha 14 (+8)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Gnome Brawny Rogue [Level 13 Skirmisher]
Small fey humanoid [XP 800]
Initiative +10; Senses Perception +7; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 24
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 8 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +18 vs. AC; 1d6 + 9 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +18 vs. Reflex; 1d6 + 9 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +18 vs. AC; 3d6 + 9 damage, and the target cannot shift until the end of the gnome rogue’s next turn. If the target provokes
an opportunity attack from the gnome rogue before the start of the gnome rogue’s next turn, the gnome rogue gains a +3 bonus
to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +18 vs. Fortitude; 2d6 + 9 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 3d6 damage.
Skills Acrobatics +15, Thievery +15
Str 17 (+9); Dex 19 (+10); Wis 12 (+7);
Con 13 (+7); Int 13 (+7); Cha 16 (+9)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnome Trickster Rogue [Level 13 Skirmisher]
Small fey humanoid [XP 800]
Initiative +10; Senses Perception +12; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 27; Fortitude 23, Reflex 27, Will 25
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 7 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +18 vs. AC; 1d6 + 9 damage.
Hand Crossbow: Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
The gnome rogue can move 2 squares before the attack.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +18 vs. AC; 2d6 + 9 damage.
Hand
Crossbow: Ranged 10/20; +17 vs. AC; 2d6 + 9 damage.
Hit: The target slides 2 squares. Hit or Miss:
The gnome rogue can move 3 squares after making the attack.
- □ [M] Knockout (standard) ✦ Weapon
- +18 vs. Fortitude; 2d6 + 9 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 3d6 damage.
Skills Stealth +17, Thievery +15
Str 14 (+8); Dex 19 (+10); Wis 12 (+7);
Con 13 (+7); Int 13 (+7); Cha 19 (+10)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnome Fey-Pact Warlock [Level 13 Skirmisher]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +7; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 23, Reflex 26, Will 27
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +16 vs. Reflex; 1d10 + 10 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +16 vs. Will; 1d6 + 10 psychic damage, and the gnome warlock is invisible to the target until the start of the
gnome warlock’s next turn.
- ○ [R] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +16 vs. Will; until the end of the gnome warlock’s next turn, the target treats all creatures as enemies for the
purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these
attack rolls.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +16 vs. Reflex; 2d8 + 10 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 5
cold damage (save ends). Sustain Minor: The target takes 2d8 + 5 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 2d6 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 +17, Bluff +16
Str 11 (+6); Dex 12 (+7); Wis 13 (+7);
Con 14 (+8); Int 19 (+10); Cha 21 (+11)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Infernal-Pact Warlock [Level 13 Skirmisher]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +7; low-light
HP 131; Bloodied 65
Healing Surges (+32 hp) ○○
AC 27; Fortitude 25, Reflex 26, Will 25
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +15 vs. Reflex; 1d10 + 9 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +15 vs. Reflex; 1d6 + 9 fire damage. If the gnome warlock takes damage before the end of the gnome warlock’s next
turn, the target takes an extra 1d6 + 9 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +15 vs. Will; 2d8 + 13 necrotic damage, and the target is weakened until the end of the gnome warlock’s next turn.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +15 vs. Reflex; 3d10 + 9 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 2d6 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 13 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 +17, Intimidate +14
Str 11 (+6); Dex 13 (+7); Wis 12 (+7);
Con 19 (+10); Int 19 (+10); Cha 16 (+9)
Equipment leather armor, mace
-1 Level / +1 Level
Gnome Star-Pact Warlock [Level 13 Skirmisher]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +7; low-light
HP 131; Bloodied 65
Healing Surges (+32 hp) ○○
AC 26; Fortitude 25, Reflex 25, Will 26
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +15 vs. Reflex; 1d10 + 9 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +15 vs. Fortitude; 1d6 + 9 radiant damage. If the target moves nearer to the gnome warlock on its next turn, it
takes an extra 1d6 + 9 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +15 vs. Fortitude; 2d10 + 9 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +15 vs. Reflex; 1d10 + 12 damage (choose cold or radiant damage).
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +15 vs. Will; 2d10 + 9 psychic damage, and the gnome warlock teleports the target to an unoccupied square within
3 squares of the gnome warlock. Sustain Minor: Make a +15 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 2d6 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 +16, Insight +12
Str 11 (+6); Dex 13 (+7); Wis 12 (+7);
Con 19 (+10); Int 16 (+9); Cha 19 (+10)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnome Inspiring Warlord [Level 13 Soldier (Leader)]
Small fey humanoid [XP 800]
Initiative +9; Senses Perception +6; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 27; Fortitude 26, Reflex 24, Will 26
Speed 4
- ● [m] Battleaxe (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +17 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] Bolstering Blow (standard) ✦ Weapon
- +17 vs. AC; 3d10 + 9 damage, and the gnome warlord grants 14 temporary hit points to an ally within 5 squares.
- □ [M] White Raven Strike (standard) ✦ Weapon
- +17 vs. AC; 3d10 + 9 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 10 squares can spend a healing surge and regain an additional 3d6 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 10 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 +11, History +14
Str 19 (+10); Dex 12 (+7); Wis 11 (+6);
Con 13 (+7); Int 16 (+9); Cha 19 (+10)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Gnome Tactical Warlord [Level 13 Soldier (Leader)]
Small fey humanoid [XP 800]
Initiative +9; Senses Perception +6; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 29; Fortitude 26, Reflex 26, Will 25
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8). 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] Beat Them into the Ground (standard) ✦ Weapon
- +17 vs. Fortitude; 2d8 + 9 damage (crit 25 + 2d8), the target is knocked prone, and every ally within 5 squares of the gnome
warlord makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a
target prone on a hit. The gnome warlord’s allies have a +4 power bonus to these attack rolls.
- □ [M] Iron Dragon Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+17 vs. AC; 3d8 + 9 damage (crit 33 + 2d8). Hit or Miss: Until the end of the encounter, as an immediate reaction,
an ally of the gnome warlord’s choice within 5 squares of the gnome warlord can charge a target that the gnome warlord charges.
- ○○ Inspiring Word (minor) ✦ Healing
- The gnome warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +11, History +15
Str 19 (+10); Dex 12 (+7); Wis 11 (+6);
Con 13 (+7); Int 19 (+10); Cha 16 (+9)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Gnome Control Wizard [Level 13 Artillery]
Small fey humanoid [XP 800]
Initiative +8; Senses Perception +9; low-light
HP 97; Bloodied 48
Healing Surges (+24 hp) ○○
AC 26; Fortitude 22, Reflex 26, Will 26
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +16 vs. AC; 1d4 + 7 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +16 vs. Fortitude; 1d6 + 10 cold damage, and the target is slowed until the end of the gnome wizard’s next turn.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +16 vs. Will; 2d6 + 10 psychic damage, and the target
is immobilized until the end of the gnome wizard’s next turn. If the gnome wizard targets only one creature with this power,
the gnome wizard gains a +4 power bonus to the attack roll.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +16 vs. Reflex; 2d12 + 10 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 +18, Insight +14
Str 11 (+6); Dex 14 (+8); Wis 17 (+9);
Con 13 (+7); Int 21 (+11); Cha 14 (+8)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Gnome War Wizard [Level 13 Artillery]
Small fey humanoid [XP 800]
Initiative +9; Senses Perception +8; low-light
HP 97; Bloodied 48
Healing Surges (+24 hp) ○○
AC 26; Fortitude 22, Reflex 26, Will 25
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +17 vs. AC; 1d4 + 8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +16 vs. Reflex; 1d6 + 10 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +16 vs. Reflex; 4d6 + 10 thunder damage, and the target is pushed 4 squares.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +16 vs. Fortitude; 2d8 + 10 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 +18, History +16
Str 11 (+6); Dex 17 (+9); Wis 14 (+8);
Con 13 (+7); Int 21 (+11); Cha 14 (+8)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Gnome Isolating Avenger [Level 13 Skirmisher]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +10; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 28; Fortitude 24, Reflex 26, Will 26
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 7 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage, and the gnome avenger shifts 1 square, sliding the target 1 square into the space the gnome avenger
occupied.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +18 vs. Will; 2d8 + 9 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the gnome avenger’s next turn or until the gnome avenger dismisses it as a minor action. Any enemy that enters
the zone is dazed until the end of the gnome avenger’s next turn. Hit or Miss: Until the end of the gnome avenger’s
next turn, the gnome avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +18 vs. AC; 3d8 + 9 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 +13, Religion +15
Str 14 (+8); Dex 12 (+7); Wis 19 (+10);
Con 13 (+7); Int 19 (+10); Cha 13 (+7)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Gnome Pursuing Avenger [Level 13 Skirmisher]
Small fey humanoid [XP 800]
Initiative +9; Senses Perception +10; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 27; Fortitude 24, Reflex 25, Will 26
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 7 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +16 vs. AC; 1d8 + 8 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 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.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +15 vs. Will; 2d8 + 9 thunder damage, and the gnome avenger teleports the target 5 squares. The gnome avenger then
teleports to a space adjacent to the target. Until the end of the gnome avenger’s next turn, any enemy that ends its turn
adjacent to the gnome avenger takes 3 thunder damage.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +18 vs. AC; 2d8 + 9 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 +7 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 +13, Stealth +16
Str 14 (+8); Dex 17 (+9); Wis 19 (+10);
Con 13 (+7); Int 14 (+8); Cha 13 (+7)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Gnome Rageblood Barbarian [Level 13 Brute]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +12; low-light
HP 157; Bloodied 78
Healing Surges (+39 hp) ○○
AC 27; Fortitude 27, Reflex 24, Will 24
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+17 vs. AC; 1d10 + 2d8 + 9 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.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +17 vs. AC; 2d10 + 9 damage and the target is pushed 1 square.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +17 vs. AC; 3d10 + 9 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 8 temporary hit points.
- Barbarian Agility
- While the gnome barbarian is not wearing heavy armor, the gnome barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +14, Perception +12
Str 19 (+10); Dex 13 (+7); Wis 12 (+7);
Con 17 (+9); Int 13 (+7); Cha 16 (+9)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Gnome Thaneborn Barbarian [Level 13 Brute]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +12; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 27; Fortitude 27, Reflex 24, Will 25
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+17 vs. AC; 1d10 + 2d6 + 9 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +17 vs. Fortitude; 3d10 + 9 damage. Make a secondary attack against each adjacent enemy. Secondary Attack: +17 vs.
Will; the secondary target moves 2 squares away from the gnome barbarian as a free action and takes a –4 penalty to attack
rolls until the end of the gnome barbarian’s next turn.
- □ [M] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +17 vs. AC; 2d10 + 9 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.
- ○ 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 +2 bonus to AC and Reflex.
Skills Athletics +14, Perception +12
Str 19 (+10); Dex 13 (+7); Wis 12 (+7);
Con 14 (+8); Int 13 (+7); Cha 19 (+10)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Gnome Cunning Bard [Level 13 Controller (Leader)]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +11; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○○
AC 29; Fortitude 23, Reflex 27, Will 27
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage (crit 14 + 2d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +16 vs. Will; 1d6 + 10 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the gnome
bard’s next turn.
- ○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +16 vs. Will; 1d10 + 10 psychic damage. Until the end of the gnome bard’s next turn, any attack the target makes
provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +16 vs. Will; 3d8 + 10 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 10 squares can spend a healing surge and regain an additional 2d6 + 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 +17, Bluff +16
Str 13 (+7); Dex 12 (+7); Wis 11 (+6);
Con 14 (+8); Int 19 (+10); Cha 21 (+11)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Gnome Valorous Bard [Level 13 Controller (Leader)]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +11; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 28; Fortitude 24, Reflex 26, Will 27
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage (crit 14 + 2d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 10 damage (crit 18 + 2d8), 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] Earthquake Strike (standard) ✦ Weapon
- +18 vs. AC; 2d8 + 10 damage (crit 26 + 2d8), and the gnome bard knocks the target prone. Until the end of the gnome bard’s
next turn, each ally within 10 squares of the gnome bard can knock prone any creature he or she hits and gains a +3 bonus
to damage rolls.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +18 vs. AC; 3d8 + 10 thunder damage (crit 34 + 2d8), 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 10 squares can spend a healing surge and regain an additional 2d6 + 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 6 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 +16, Athletics +11
Str 13 (+7); Dex 12 (+7); Wis 11 (+6);
Con 17 (+9); Int 16 (+9); Cha 21 (+11)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Gnome Guardian Druid [Level 13 Controller]
Small fey humanoid [XP 800]
Initiative +8; Senses Perception +10; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 27; Fortitude 24, Reflex 24, Will 26
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +15 vs. Reflex; 1d8 + 9 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; +15 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +15 vs. Fortitude; 2d6 + 9 damage, and the gnome druid slides the target 3 squares.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +15 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 9 radiant
damage. Miss: 1d10 + 9 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 +15, Nature +15
Str 13 (+7); Dex 14 (+8); Wis 19 (+10);
Con 17 (+9); Int 14 (+8); Cha 13 (+7)
Equipment hide armor, spear
-1 Level / +1 Level
Gnome Predator Druid [Level 13 Controller]
Small fey humanoid [XP 800]
Initiative +9; Senses Perception +15; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 23, Reflex 25, Will 26
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +15 vs. Reflex; 1d8 + 9 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; +15 vs. Reflex; 1d6 + 5 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] Claws of Retribution (standard) ✦ Beast Form
- +15 vs. Reflex; 2d6 + 9 damage, and until the end of the gnome druid’s next turn, the gnome druid can make a melee basic attack
with a +3 attack bonus as an opportunity action against any enemy adjacent to the gnome druid that hits or misses with an
attack.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +15 vs. Reflex; 2d8 + 9 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 2 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 +15, Perception +15
Str 13 (+7); Dex 17 (+9); Wis 19 (+10);
Con 14 (+8); Int 14 (+8); Cha 13 (+7)
Equipment hide armor, spear
-1 Level / +1 Level
Gnome Preserving Invoker [Level 13 Artillery]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +10; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○○
AC 28; Fortitude 24, Reflex 26, Will 26
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +15 vs. Reflex; 1d8 + 9 radiant damage, and the gnome invoker slides the target 1 square. The gnome invoker can
use this power as a ranged basic attack.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +15 vs. Fortitude; 3d6 + 9 damage, and the gnome invoker either slides the target
5 squares or the gnome invoker slides the target 1 square and knocks it prone.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +15 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 +17, Religion +15
Str 11 (+6); Dex 13 (+7); Wis 19 (+10);
Con 14 (+8); Int 19 (+10); Cha 14 (+8)
Equipment hide armor, mace
-1 Level / +1 Level
Gnome Wrathful Invoker [Level 13 Artillery]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +10; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○○
AC 27; Fortitude 25, Reflex 25, Will 26
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +15 vs. Fortitude; 1d10 + 9 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.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +15 vs. Will; 2d8 + 9 damage, or 3d8 + 9 damage if the gnome invoker targets
only one creature. The target takes a –5 penalty to all saving throws until the end of the gnome invoker’s next turn.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +15 vs. Reflex; 3d6 + 9 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 1d6+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 +13, Religion +14
Str 11 (+6); Dex 13 (+7); Wis 19 (+10);
Con 17 (+9); Int 16 (+9); Cha 14 (+8)
Equipment chainmail, mace
-1 Level / +1 Level
Gnome Bear Shaman [Level 13 Controller (Leader)]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +15; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 26; Fortitude 25, Reflex 24, Will 26
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +15 vs. Will; 1d8 + 9 damage, and each ally adjacent to the gnome shaman’s spirit companion gains 3 temporary
hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +15 vs. Fortitude; 2d6 + 9 damage. Until the end of the gnome shaman’s next turn, the gnome shaman and the
gnome shaman’s allies gain resist 7 to all damage while adjacent to the gnome shaman’s spirit companion.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +15 vs. Will; 2d8 + 9 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 16 damage to the spirit, the spirit disappears,
and the gnome shaman takes 11 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 3d6 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; +15 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 +15, Perception +15
Str 12 (+7); Dex 13 (+7); Wis 19 (+10);
Con 17 (+9); Int 16 (+9); Cha 13 (+7)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Panther Shaman [Level 13 Controller (Leader)]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +15; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 24, Reflex 25, Will 26
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +15 vs. Fortitude; 1d10 + 9 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 Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +15 vs. Reflex; 2d10 + 9 damage. Until the start of the gnome shaman’s next turn, if an ally adjacent to the
gnome shaman’s spirit companion misses with an attack, the gnome shaman can use an immediate interrupt to allow that ally
to reroll the attack with a +4 bonus to the attack roll.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +15 vs. Fortitude; 3d6 + 9 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 16 damage to the spirit, the spirit disappears,
and the gnome shaman takes 11 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 3d6 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; +15 vs. Reflex; 1d10 + 9 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 +15, Perception +15
Str 12 (+7); Dex 13 (+7); Wis 19 (+10);
Con 14 (+8); Int 19 (+10); Cha 13 (+7)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Chaos Sorcerer [Level 13 Artillery]
Small fey humanoid [XP 800]
Initiative +9; Senses Perception +6; low-light
HP 97; Bloodied 48
Healing Surges (+24 hp) ○○
AC 24; Fortitude 23, Reflex 24, Will 28
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +17 vs. AC; 1d4 + 8 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +16 vs. Will; 1d10 + 15 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:
+16 vs. Will; 1d6 + 10 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.
- ○ [R] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +16 vs. Will; 2d10 + 15 psychic damage, and the gnome sorcerer knocks the target prone. If the gnome sorcerer rolled
an even number on the attack roll, the target can’t stand up until the end of the gnome sorcerer’s next turn. If the gnome
sorcerer rolled an odd number on the attack roll, the gnome sorcerer slides the target 3 squares.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +16 vs. Fortitude; 2d10 + 15 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 + 10 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 + 10 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 +5 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 +15, Bluff +16
Str 14 (+8); Dex 17 (+9); Wis 11 (+6);
Con 13 (+7); Int 14 (+8); Cha 21 (+11)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnome Dragon Sorcerer [Level 13 Skirmisher]
Small fey humanoid [XP 800]
Initiative +8; Senses Perception +6; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 24; Fortitude 24, Reflex 23, Will 28
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +16 vs. Reflex; 1d8 + 15 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] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +16 vs. Fortitude; 2d6 + 15 thunder damage, and the target is dazed and slowed until the end of the gnome sorcerer’s
next turn.
- □ [C] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +16 vs. Fortitude; 2d6 + 15 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 +5 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 +15, Athletics +14
Str 17 (+9); Dex 14 (+8); Wis 11 (+6);
Con 13 (+7); Int 14 (+8); Cha 21 (+11)
Equipment cloth armor, mace
-1 Level / +1 Level
Gnome Earth Warden [Level 13 Brute]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +13; low-light
HP 157; Bloodied 78
Healing Surges (+39 hp) ○○
AC 29; Fortitude 26, Reflex 24, Will 24
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8), and the gnome warden gains a +1 power bonus to AC until the end of the gnome warden’s
next turn.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +17 vs. AC; 3d8 + 9 damage (crit 33 + 2d8). Hit or Miss: The target provokes an opportunity attack from the gnome warden
if it shifts before 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; +17 vs. AC; 2d8 + 9 damage (crit 25 + 2d8). 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 +12, Perception +13
Str 19 (+10); Dex 13 (+7); Wis 14 (+8);
Con 17 (+9); Int 13 (+7); Cha 14 (+8)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Wild Warden [Level 13 Brute]
Small fey humanoid [XP 800]
Initiative +7; Senses Perception +14; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 27; Fortitude 26, Reflex 22, Will 25
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage, and the target is slowed until the end of the gnome warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +17 vs. AC; 1d10 + 9 radiant damage, and the target is blinded until the end of the gnome warden’s next turn. If the target
is bloodied, the gnome warden shifts 2 squares.
- □ 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:
+17 vs. AC; 1d10 + 9 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; +17 vs. Fortitude; 1d10 + 9 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 +14, Perception +14
Str 19 (+10); Dex 13 (+7); Wis 17 (+9);
Con 14 (+8); Int 13 (+7); Cha 14 (+8)
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.