Gnome NPCs [Level 16]
Gnome Battle Cleric [Level 16 Controller (Leader)]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +12; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 29, Reflex 25, Will 30
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage, and one ally within 5 squares gains a +5 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
- +21 vs. AC; 2d8 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+21 vs. AC; 1d8 + 11 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +21 vs. Will; 2d8 + 11 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning damage.
- □ Divine Armor (standard) ✦ Healing
- The gnome cleric gains a +2 power bonus to AC. The gnome cleric and each ally within 3 squares gain resist 5 to all damage
until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The gnome cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +17, Religion +14
Str 20 (+13); Dex 12 (+9); Wis 18 (+12);
Con 13 (+9); Int 13 (+9); Cha 16 (+11)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Gnome Devoted Cleric [Level 16 Controller (Leader)]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 25, Will 31
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 3d8 + 11 damage, and the target takes a -5 penalty to all defenses until the end of the gnome
cleric’s next turn.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +19 vs. Will; 4d10 + 11 radiant damage, and the target is slowed until the end of the gnome
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the gnome cleric and the gnome cleric’s allies against ranged attacks until the end
of the gnome cleric’s next turn. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The gnome cleric and any allies gain the following benefits while
within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls.
The area remains hallowed until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The gnome cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +18, Religion +14
Str 14 (+10); Dex 12 (+9); Wis 20 (+13);
Con 13 (+9); Int 13 (+9); Cha 20 (+13)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Gnome Greatweapon Fighter [Level 16 Soldier]
Small fey humanoid [XP 1400]
Initiative +10; Senses Perception +9; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 31, Reflex 26, Will 26
Speed 4
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage. Miss: 5 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 15 damage, and make a secondary attack against each enemy adjacent to the primary target and within the
gnome fighter’s melee reach. Secondary Attack: +21 vs. AC; 1d10 + 15 damage.
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The gnome fighter gains regeneration 4, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts
its turn adjacent to the gnome fighter takes 1d10 + 6 damage damage and is slowed until the end of its turn, as long as the
gnome fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the gnome fighter uses another stance power.
- □ Iron Warrior (minor) ✦ Healing
- The gnome fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against one
effect that a save can end.
- ○ 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 +18, Intimidate +15
Str 20 (+13); Dex 14 (+10); Wis 13 (+9);
Con 18 (+12); Int 13 (+9); Cha 14 (+10)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Gnome Guardian Fighter [Level 16 Soldier]
Small fey humanoid [XP 1400]
Initiative +12; Senses Perception +9; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 31, Reflex 30, Will 26
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+21 vs. AC; 1d8 + 11 damage (crit 19 + 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
- +21 vs. AC; 1d8 + 15 damage (crit 23 + 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.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +21 vs. AC; 3d8 + 11 damage (crit 35 + 2d8). Miss: Half damage.
- ○ 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.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- 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 +14, Intimidate +15
Str 20 (+13); Dex 18 (+12); Wis 13 (+9);
Con 14 (+10); Int 13 (+9); Cha 14 (+10)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Avenging Paladin [Level 16 Soldier]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +10; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 26, Will 30
Speed 4
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +22 vs. AC; 1d8 + 11 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
- +22 vs. AC; 3d8 + 11 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.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+22 vs. AC; 4d8 + 11 damage. Miss: Half damage. Hit or Miss: The gnome paladin can spend a healing surge.
- ● 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.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the gnome paladin is hit by an attack.
The gnome paladin teleports adjacent to the ally and is hit by the attack instead.
- Reactive Stealth
- If the gnome paladin has any cover or concealment when the gnome paladin makes an initiative check, the gnome paladin can
make a Stealth check.
Skills Intimidate +18, Religion +14
Str 20 (+13); Dex 12 (+9); Wis 14 (+10);
Con 13 (+9); Int 13 (+9); Cha 20 (+13)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Gnome Protecting Paladin [Level 16 Soldier]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +10; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 34; Fortitude 29, Reflex 28, Will 31
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 12 damage (crit 20 + 2d8), and the gnome paladin gains 2 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +22 vs. AC; 2d8 + 12 damage (crit 28 + 2d8), and one ally within 5 squares of the gnome paladin regains 12 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +20 vs. Will; 2d10 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the gnome paladin and attacks the gnome paladin or an ally, the gnome paladin can make a
secondary attack against the target as an immediate reaction. Secondary Attack: +20 vs. Will; 2d10 + 12 damage. Miss:
Half damage.
- □ Death Ward (standard) ✦ Healing
- The gnome paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target
regains hit points as if it had spent two healing surges. Add +6 to the hit points regained.
- ● 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 12 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 +19, Religion +14
Str 18 (+12); Dex 12 (+9); Wis 14 (+10);
Con 13 (+9); Int 13 (+9); Cha 22 (+14)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Archer Ranger [Level 16 Skirmisher]
Small fey humanoid [XP 1400]
Initiative +13; Senses Perception +15; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 26
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +21 vs. AC; 1d8 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +20/+21 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d6
+ 6 damage (off-hand).
Shortbow: Ranged 15/30; +21 vs. AC (twice); 1d8 + 6 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +20/+21 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d6
+ 6 damage (off-hand).
Shortbow: Ranged 15/30; +21 vs. AC (twice); 1d8 + 6 damage.
Hit: The target
is immobilized until the start of the gnome ranger’s next turn.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 15/30; three attacks against one, two, or three creatures; +21 vs. AC; 1d8 + 11 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d8 damage. Miss: The target is dazed (save ends).
- □ Momentary Respite (standard)
- The gnome ranger shifts 2 squares and makes a saving throw. The gnome ranger is no longer marked by any enemy.
- ● 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.
- 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 +15, Stealth +19
Str 18 (+12); Dex 20 (+13); Wis 14 (+10);
Con 13 (+9); Int 13 (+9); Cha 14 (+10)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Gnome Two-Blade Ranger [Level 16 Skirmisher]
Small fey humanoid [XP 1400]
Initiative +12; Senses Perception +15; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 31; Fortitude 30, Reflex 29, Will 26
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +20 vs. AC; 1d8 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +21/+21 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d8
+ 6 damage (crit 14 + 2d8) (off-hand).
Shortbow: Ranged 15/30; +20 vs. AC (twice); 1d8 + 6 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar (main): +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
Scimitar
(off hand): +21 vs. AC; 1d8 + 11 damage (crit 19 + 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.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Scimitar (main): +21 vs. AC; 2d8 + 11 damage (crit 27 + 2d8).
Scimitar
(off hand): +21 vs. AC; 2d8 + 11 damage (crit 27 + 2d8).
Alternate main and off-hand weapon attacks until the gnome
ranger misses or until the gnome ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the gnome ranger with a melee attack.
Shift 1 square away from the 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.
- 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 +15, Perception +15
Str 20 (+13); Dex 18 (+12); Wis 14 (+10);
Con 13 (+9); Int 13 (+9); Cha 14 (+10)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Gnome Brawny Rogue [Level 16 Skirmisher]
Small fey humanoid [XP 1400]
Initiative +13; Senses Perception +9; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 31, Will 27
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +22 vs. Reflex; 1d6 + 11 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +22 vs. AC; 3d6 + 11 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 +4 bonus
to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The gnome rogue can use this power as a minor action if the gnome rogue has already grabbed a creature. Doing so requires
no attack roll. +22 vs. Reflex; 2d6 + 11 damage, and the gnome rogue grabs the target. Until the target escapes, the gnome
rogue has cover, and any melee attack or ranged attack that misses the gnome rogue hits the target instead. Sustain Minor:
Sustain the grab for another round. The third time the gnome rogue sustains the grab after using this power, the target falls
unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- ○ 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.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the gnome rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- 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 +18, Thievery +18
Str 18 (+12); Dex 20 (+13); Wis 12 (+9);
Con 13 (+9); Int 13 (+9); Cha 16 (+11)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnome Trickster Rogue [Level 16 Skirmisher]
Small fey humanoid [XP 1400]
Initiative +13; Senses Perception +14; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 26, Reflex 31, Will 29
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 8 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +22 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 1d6 + 11 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: +22 vs. AC; 2d6 + 11 damage.
Hand
Crossbow: Ranged 10/20; +21 vs. AC; 2d6 + 11 damage.
Hit: The target slides 2 squares. Hit or Miss:
The gnome rogue can move 3 squares after making the attack.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +22 vs. AC; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 3d6 + 11 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 13 damage (short sword) or
5d6 + 13 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ○ Hide in Plain Sight (minor)
- The gnome rogue must already be hidden to use this power. The gnome rogue is invisible until the gnome rogue leaves the gnome
rogue’s current square. No other action that the gnome rogue performs makes the gnome rogue visible.
- ○ 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 +20, Thievery +18
Str 14 (+10); Dex 20 (+13); Wis 12 (+9);
Con 13 (+9); Int 13 (+9); Cha 20 (+13)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnome Fey-Pact Warlock [Level 16 Skirmisher]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +9; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 26, Reflex 30, Will 31
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 1d6 + 12 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; +20 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 +5 power bonus to these
attack rolls.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +20 vs. Will; The target loses its next standard action. Sustain Standard: Make a +20 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The gnome warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the gnome warlock’s
next turn.
- ● Warlock’s Curse (minor)
- The gnome warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the gnome
warlock can deal an extra 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 +20, Bluff +19
Str 11 (+8); Dex 12 (+9); Wis 13 (+9);
Con 14 (+10); Int 20 (+13); Cha 22 (+14)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Infernal-Pact Warlock [Level 16 Skirmisher]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +9; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 29, Reflex 30, Will 28
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +19 vs. Reflex; 1d6 + 11 fire damage. If the gnome warlock takes damage before the end of the gnome warlock’s next
turn, the target takes an extra 1d6 + 11 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +19 vs. Will; 2d8 + 16 necrotic damage, and the target is weakened until the end of the gnome warlock’s next turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +19 vs. Reflex; 4d10 + 11 fire and poison damage. Sustain Standard: Make a +19 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 11 fire and poison damage. On a miss, the gnome
warlock deals half damage and the power ends.
- ○ Cloak of Shadow (move)
- The gnome warlock can fly a number of squares equal to the gnome warlock’s speed + 2. If the gnome warlock doesn’t land at
the end of this move, the gnome warlock falls. Until the end of the gnome warlock’s next turn, the gnome warlock is insubstantial,
and the gnome warlock cannot affect, attack, or use powers on creatures or objects.
- ● 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 16 temporary hit points.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome warlock takes damage.
The gnome warlock is invisible until the gnome warlock attacks or until the end of the gnome warlock’s next turn.
- Reactive Stealth
- If the gnome warlock has any cover or concealment when the gnome warlock makes an initiative check, the gnome warlock can
make a Stealth check.
Skills Arcana +20, Intimidate +16
Str 11 (+8); Dex 13 (+9); Wis 12 (+9);
Con 20 (+13); Int 20 (+13); Cha 16 (+11)
Equipment leather armor, mace
-1 Level / +1 Level
Gnome Star-Pact Warlock [Level 16 Skirmisher]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +9; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 29; Fortitude 29, Reflex 28, Will 30
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +19 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the gnome warlock on its next turn, it
takes an extra 1d6 + 11 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +19 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +19 vs. Reflex; 1d10 + 14 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +19 vs. Fortitude; 4d10 + 11 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the gnome warlock’s next turn. Sustain Minor: Make
a +19 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 11 cold damage and is immobilized
(save ends).
- ● Warlock’s Curse (minor)
- The gnome warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the gnome
warlock can deal an extra 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.
- □ Eye of the Warlock (minor)
- Ranged 10; the gnome warlock sees through the target’s eyes. The target is not aware that the gnome warlock is doing so. The
gnome warlock has line of sight and line of effect from the target for the gnome warlock’s attacks. The gnome warlock’s warlock
powers can originate in the target’s square. Each time the gnome warlock uses a power through this link, a mystical third
eye briefly appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnome warlock gains a +1 bonus to a single d20 roll the gnome warlock makes during the gnome warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome warlock takes damage.
The gnome warlock is invisible until the gnome warlock attacks or until the end of the gnome warlock’s next turn.
- Reactive Stealth
- If the gnome warlock has any cover or concealment when the gnome warlock makes an initiative check, the gnome warlock can
make a Stealth check.
Skills Arcana +18, Insight +14
Str 11 (+8); Dex 13 (+9); Wis 12 (+9);
Con 20 (+13); Int 16 (+11); Cha 20 (+13)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnome Inspiring Warlord [Level 16 Soldier (Leader)]
Small fey humanoid [XP 1400]
Initiative +11; Senses Perception +8; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 27, Will 30
Speed 4
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +21 vs. Fortitude; 5 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 +5 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
- +21 vs. AC; 3d10 + 11 damage, and the gnome warlord grants 15 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +21 vs. AC; 3d10 + 11 damage, and each ally who has line of sight to the gnome warlord regains hit points as if he or she
had spent a healing surge, regaining an additional +5 extra hit points. Miss: Each ally who has line of sight to the
gnome warlord regains 15 hit points.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the gnome warlord’s next turn, each target gains a
+2 power bonus to attack rolls.
- ○○○ Inspiring Word (minor) ✦ Healing
- The gnome warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 13 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 +13, History +16
Str 20 (+13); Dex 12 (+9); Wis 11 (+8);
Con 13 (+9); Int 16 (+11); Cha 20 (+13)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Gnome Tactical Warlord [Level 16 Soldier (Leader)]
Small fey humanoid [XP 1400]
Initiative +11; Senses Perception +8; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 33; Fortitude 30, Reflex 30, Will 28
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 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
- +21 vs. Fortitude; 2d8 + 11 damage (crit 27 + 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 +5 power bonus to these attack rolls.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +21 vs. AC; 3d8 + 11 damage (crit 35 + 2d8), and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter,
when the gnome warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○○○ Inspiring Word (minor) ✦ Healing
- The gnome warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power
can only be used once per round.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome warlord takes damage.
The gnome warlord is invisible until the gnome warlord attacks or until the end of the gnome warlord’s next turn.
- Reactive Stealth
- If the gnome warlord has any cover or concealment when the gnome warlord makes an initiative check, the gnome warlord can
make a Stealth check.
- Tactical Presence
- When an ally the gnome warlord can see spends an action point to make an extra attack, the ally gains a +5 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 +13, History +18
Str 20 (+13); Dex 12 (+9); Wis 11 (+8);
Con 13 (+9); Int 20 (+13); Cha 16 (+11)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Gnome Control Wizard [Level 16 Artillery]
Small fey humanoid [XP 1400]
Initiative +10; Senses Perception +12; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 30; Fortitude 25, Reflex 30, Will 30
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +19 vs. AC; 1d4 + 8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +20 vs. Fortitude; 1d6 + 12 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; +20 vs. Will; 2d6 + 12 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.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +20 vs. Fortitude, Reflex, Will. The gnome wizard makes only one attack per target, but compare
that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 12 poison
damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 12 fire damage, and ongoing
5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any,
all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each
ongoing effect separately.
- ○ 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 -4 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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the gnome wizard or one ally within 5 squares.
The attacker must reroll the 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 +21, Insight +17
Str 11 (+8); Dex 14 (+10); Wis 18 (+12);
Con 13 (+9); Int 22 (+14); Cha 14 (+10)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Gnome War Wizard [Level 16 Artillery]
Small fey humanoid [XP 1400]
Initiative +12; Senses Perception +10; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 30; Fortitude 25, Reflex 30, Will 28
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d4 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +20 vs. Reflex; 1d6 + 12 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +20 vs. Reflex; 4d6 + 12 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +20 vs. Reflex; 6d6 + 12 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- □ Stoneskin (standard)
- The gnome wizard or one ally touched by the gnome wizard gains resist 10 to all damage until the end of the encounter or for
5 minutes.
- ○ 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 +4 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 +21, History +19
Str 11 (+8); Dex 18 (+12); Wis 14 (+10);
Con 13 (+9); Int 22 (+14); Cha 14 (+10)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Gnome Isolating Avenger [Level 16 Skirmisher]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 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
- +22 vs. Will; 2d8 + 11 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] Aspect of Fury (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the gnome avenger or that hits or misses the gnome avenger with a melee attack takes 5 damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the gnome avenger can see in within 10 squares. When the gnome avenger makes a melee attack against the target
and the target is the only enemy adjacent to the gnome avenger, the gnome avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the gnome avenger
regains the use of this power.
- ○ [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.
- ○ Bulwark of Defiance (no action)
- When the gnome avenger fails a saving throw other than a death saving throw.
Until the end of the gnome avenger’s next turn, the effect the gnome avenger failed the saving throw against doesn’t affect
the gnome avenger, but the gnome avenger makes saving throws against it as normal.
- 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 +5 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 +15, Religion +18
Str 14 (+10); Dex 12 (+9); Wis 20 (+13);
Con 13 (+9); Int 20 (+13); Cha 13 (+9)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Gnome Pursuing Avenger [Level 16 Skirmisher]
Small fey humanoid [XP 1400]
Initiative +12; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 8 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +20 vs. AC; 1d8 + 10 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage, and if the target doesn’t end its next turn adjacent to the gnome avenger, the gnome avenger
can shift 5 squares as a free action. The gnome avenger must end that shift closer to the target.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +19 vs. Will; 2d8 + 11 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 4 thunder damage.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +19 vs. Fortitude; 2d10 + 11 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the gnome avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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.
- ○ Astral Cloak (minor) ✦ Illusion
- The gnome avenger becomes invisible until the end of the gnome avenger’s turn.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the gnome avenger makes an attack roll against the gnome avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome avenger takes damage.
The gnome avenger is invisible until the gnome avenger attacks or until the end of the gnome avenger’s next turn.
- Reactive Stealth
- If the gnome avenger has any cover or concealment when the gnome avenger makes an initiative check, the gnome avenger can
make a Stealth check.
- Censure of Pursuit
- If the gnome avenger’s oath of enmity target moves away from the gnome avenger willingly, the gnome avenger gains a +8 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 +15, Stealth +19
Str 14 (+10); Dex 18 (+12); Wis 20 (+13);
Con 13 (+9); Int 14 (+10); Cha 13 (+9)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Gnome Rageblood Barbarian [Level 16 Brute]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +14; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 30; Fortitude 31, Reflex 27, Will 27
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+21 vs. AC; 1d10 + 2d8 + 11 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; +21 vs. AC; 2d10 + 11 damage and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +21 vs. AC; 4d10 + 11 damage. Miss: Half damage. Hit or Miss: The gnome barbarian enters the rage of the hunting
lion. Until the rage ends, the gnome barbarian gains a +2 power bonus to attack rolls against any target that is granting
combat advantage to the gnome barbarian.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the gnome barbarian gains resist 10 against a damage type of the gnome barbarian’s choice: acid, cold,
fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the gnome barbarian uses another stance power.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome barbarian takes damage.
The gnome barbarian is invisible until the gnome barbarian attacks or until the end of the gnome barbarian’s next turn.
- ○ Swift Charge (free)
- When the gnome barbarian’s attack reduces an enemy to 0 hit points.
The gnome barbarian charges an enemy.
- Reactive Stealth
- If the gnome barbarian has any cover or concealment when the gnome barbarian makes an initiative check, the gnome barbarian
can make a Stealth check.
- Rageblood Vigor
- Whenever the gnome barbarian’s attack reduces an enemy to 0 hit points, the gnome barbarian gains 9 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 +17, Perception +14
Str 20 (+13); Dex 13 (+9); Wis 12 (+9);
Con 18 (+12); Int 13 (+9); Cha 16 (+11)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Gnome Thaneborn Barbarian [Level 16 Brute]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +14; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 30; Fortitude 31, Reflex 27, Will 29
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+21 vs. AC; 1d10 + 2d6 + 11 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
- +21 vs. Fortitude; 3d10 + 11 damage. Make a secondary attack against each adjacent enemy. Secondary Attack: +21 vs.
Will; the secondary target moves 2 squares away from the gnome barbarian as a free action and takes a –5 penalty to attack
rolls until the end of the gnome barbarian’s next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +21 vs. AC; 3d10 + 11 damage, and the gnome barbarian knocks the target prone. Miss: Half damage. Hit or Miss:
The gnome barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the gnome barbarian
hits or misses the gnome barbarian, the gnome barbarian can make a melee basic attack against that enemy as an immediate reaction.
- ○ [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.
- □ Spur the Cycle (free)
- When the gnome barbarian reducees an enemy to 0 hit points during the gnome barbarian’s turn.
The gnome barbarian takes a standard action.
- 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 +5 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 +17, Perception +14
Str 20 (+13); Dex 13 (+9); Wis 12 (+9);
Con 14 (+10); Int 13 (+9); Cha 20 (+13)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Gnome Cunning Bard [Level 16 Controller (Leader)]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 26, Reflex 31, Will 31
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage (crit 15 + 2d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 1d6 + 12 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; +20 vs. Will; 1d10 + 12 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 -5 penalty to attack rolls.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 3d6 + 12 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the gnome bard’s choice as a free action (save ends). Miss: Half damage. As the
first action of the target’s next turn, the target makes a melee basic attack against a creature of the gnome bard’s choice
as a free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the gnome bard’s next turn.
While within the zone, the gnome bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a
move action. Sustain Minor: The zone persists.
- ○○○ Majestic Word (minor) ✦ Healing
- The gnome bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 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.
- 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 10 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 +20, Bluff +19
Str 13 (+9); Dex 12 (+9); Wis 11 (+8);
Con 14 (+10); Int 20 (+13); Cha 22 (+14)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Gnome Valorous Bard [Level 16 Controller (Leader)]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 31
Speed 4
- ● [m] Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage (crit 15 + 2d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 12 damage (crit 20 + 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
- +22 vs. AC; 2d8 + 12 damage (crit 28 + 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 +4 bonus
to damage rolls.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 12 damage (crit 36 + 2d8), and until the end of the gnome bard’s next turn, the target is marked by an ally
within 10 squares of the gnome bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
an enemy that is adjacent to any of the gnome bard’s allies shifts, those allies can each shift 1 square as an opportunity
action.
- ○○○ Majestic Word (minor) ✦ Healing
- The gnome bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This power
can only be used once per round. The gnome bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the gnome bard’s next turn. When the gnome
bard moves, the zone moves with the gnome bard, remaining centered on the gnome bard. Any ally who starts his or her turn
within the zone can make a saving throw. Sustain Minor: The zone persists.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome bard takes damage.
The gnome bard is invisible until the gnome bard attacks or until the end of the gnome bard’s next turn.
- Reactive Stealth
- If the gnome bard has any cover or concealment when the gnome bard makes an initiative check, the gnome bard can make a Stealth
check.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the gnome bard reduces an enemy to 0 hit points or bloodies an enemy, the
gnome bard can grant 7 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 +18, Athletics +13
Str 13 (+9); Dex 12 (+9); Wis 11 (+8);
Con 18 (+12); Int 16 (+11); Cha 22 (+14)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Gnome Guardian Druid [Level 16 Controller]
Small fey humanoid [XP 1400]
Initiative +10; Senses Perception +13; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 27, Will 30
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +19 vs. Fortitude; 2d6 + 11 damage, and the gnome druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +19 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the gnome druid’s next turn. Any creature that enters the zone or starts its turn there
is slowed until the end of the gnome druid’s next turn. As a move action, the gnome druid can move the zone 5 squares. Sustain
Minor: The zone persists, and each creature within it takes 5 lightning damage.
- ● Wild Shape (minor) ✦ Polymorph
- The gnome druid changes from the gnome druid’s humanoid form to beast form or vice versa. When the gnome druid changes from
beast form back to the gnome druid’s humanoid form, the gnome druid shifts 1 square. While the gnome druid is in beast form,
the gnome druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the gnome druid can sustain
such powers. The gnome druid can use this power once per round.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The gnome druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- ○ 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 +18, Nature +18
Str 13 (+9); Dex 14 (+10); Wis 20 (+13);
Con 18 (+12); Int 14 (+10); Cha 13 (+9)
Equipment hide armor, spear
-1 Level / +1 Level
Gnome Predator Druid [Level 16 Controller]
Small fey humanoid [XP 1400]
Initiative +12; Senses Perception +18; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 26, Reflex 29, Will 30
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d6 + 6 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 5 fire damage.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +19 vs. Reflex; 2d6 + 11 damage, and until the end of the gnome druid’s next turn, the gnome druid can make a melee basic
attack with a +4 attack bonus as an opportunity action against any enemy adjacent to the gnome druid that hits or misses with
an attack.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +19 vs. Reflex; 3d8 + 11 damage, and remove from the gnome druid every effect that a save can end. Miss: Half damage,
and the gnome druid makes a saving throw against each effect that a save can end.
- ● 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.
- □ Insect Plague (free)
- Until the end of the encounter, the gnome druid can use wild shape to assume the form of a cloud of insects. In this form,
the gnome druid gains a fly speed equal to the gnome druid’s speed, and the gnome druid can hover. The gnome druid also becomes
insubstantial. When the gnome druid squeezes, the gnome druid can move at full speed instead of half speed and can fit through
any opening large enough to accommodate even a single insect. The gnome druid can’t attack, pick up anything, or manipulate
objects. Until this power ends, the gnome druid can use wild shape to change among this form, another beast form, and the
gnome druid’s humanoid form.
- 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 +18, Perception +18
Str 13 (+9); Dex 18 (+12); Wis 20 (+13);
Con 14 (+10); Int 14 (+10); Cha 13 (+9)
Equipment hide armor, spear
-1 Level / +1 Level
Gnome Preserving Invoker [Level 16 Artillery]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 116; Bloodied 58
Healing Surges (+29 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 3d6 + 11 damage, and the gnome invoker either slides the target
6 squares or the gnome invoker slides the target 1 square and knocks it prone.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +19 vs. Will; 4d6 + 11 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the gnome invoker
can teleport a creature within the zone 5 squares.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome invoker takes damage.
The gnome invoker is invisible until the gnome invoker attacks or until the end of the gnome invoker’s next turn.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the gnome invoker hits the gnome invoker’s ally.
The gnome invoker gains a +5 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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the gnome invoker makes an attack roll against the gnome invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the gnome invoker’s next turn, any
attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- 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 +20, Religion +18
Str 11 (+8); Dex 13 (+9); Wis 20 (+13);
Con 14 (+10); Int 20 (+13); Cha 14 (+10)
Equipment hide armor, mace
-1 Level / +1 Level
Gnome Wrathful Invoker [Level 16 Artillery]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 30; Fortitude 29, Reflex 28, Will 30
Speed 4
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +19 vs. Fortitude; 1d10 + 11 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +4 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; +19 vs. Will; 2d8 + 11 damage, or 3d8 + 11 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] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the gnome invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can
be up to 4 squares high, and it lasts until the end of the gnome invoker’s next turn. The wall provides cover to the gnome
invoker and the gnome invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 11 radiant
damage. While the gnome invoker is within 5 squares of the wall, the gnome invoker can make the following attack as a standard
action. Secondary Attack: Ranged 10; +19 vs. Reflex; 2d10 + 11 radiant damage. Before the attack, remove a square of
the wall. Sustain Minor: The wall persists.
- □ Walk Between Worlds (minor)
- The gnome invoker or one ally within 10 squares gains phasing until the end of the gnome invoker’s next turn. Sustain Minor:
The effect 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+4 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.
- 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 +16, Religion +16
Str 11 (+8); Dex 13 (+9); Wis 20 (+13);
Con 18 (+12); Int 16 (+11); Cha 14 (+10)
Equipment chainmail, mace
-1 Level / +1 Level
Gnome Bear Shaman [Level 16 Controller (Leader)]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +18; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 29; Fortitude 29, Reflex 27, Will 30
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Will; 1d8 + 11 damage, and each ally adjacent to the gnome shaman’s spirit companion gains 4 temporary
hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Fortitude; 2d6 + 11 damage. Until the end of the gnome shaman’s next turn, the gnome shaman and the
gnome shaman’s allies gain resist 8 to all damage while adjacent to the gnome shaman’s spirit companion.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +19 vs. Reflex; 3d10 + 11 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 18 damage to the spirit, the spirit disappears,
and the gnome shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the gnome shaman’s next turn or until it attacks.
- ● [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; +19 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the gnome shaman’s spirit
companion regains 5 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 4 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 +18, Perception +18
Str 12 (+9); Dex 13 (+9); Wis 20 (+13);
Con 18 (+12); Int 16 (+11); Cha 13 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Panther Shaman [Level 16 Controller (Leader)]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +18; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Fortitude; 1d10 + 11 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; +19 vs. Reflex; 2d10 + 11 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 +5 bonus to the attack roll.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +19 vs. Fortitude; 4d6 + 11 fire damage. Miss: Half damage. Hit or Miss: The
gnome shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 18 damage to the spirit, the spirit disappears,
and the gnome shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the gnome shaman
or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action,
the gnome shaman can move the zone 5 squares.
- ● [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; +19 vs. Reflex; 1d10 + 11 damage.
- ○ Fade Away (immediate reaction) ✦ Illusion
- When the gnome shaman takes damage.
The gnome shaman is invisible until the gnome shaman attacks or until the end of the gnome shaman’s next turn.
- Reactive Stealth
- If the gnome shaman has any cover or concealment when the gnome shaman makes an initiative check, the gnome shaman can make
a Stealth check.
- Stalker Spirit
- Any ally adjacent to the gnome shaman’s spirit companion gains a +5 bonus to damage rolls against bloodied enemies.
Skills Nature +18, Perception +18
Str 12 (+9); Dex 13 (+9); Wis 20 (+13);
Con 14 (+10); Int 20 (+13); Cha 13 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Gnome Chaos Sorcerer [Level 16 Artillery]
Small fey humanoid [XP 1400]
Initiative +12; Senses Perception +8; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 28; Fortitude 26, Reflex 28, Will 32
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d4 + 10 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +20 vs. Will; 1d10 + 18 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:
+20 vs. Will; 1d6 + 12 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; +20 vs. Will; 2d10 + 18 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 4 squares.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 5d6 + 18 psychic damage, and as a free action, the target charges the gnome sorcerer’s enemy nearest
to it that it can charge and makes a melee basic attack. If the gnome sorcerer rolled an even number on the attack roll, the
gnome sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack
that they provoke (save ends). Miss: Half 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 Echoes (immediate reaction)
- When the gnome sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- Reactive Stealth
- If the gnome sorcerer has any cover or concealment when the gnome sorcerer makes an initiative check, the gnome sorcerer can
make a Stealth check.
- Chaos Power
- The gnome sorcerer gains a +6 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 +17, Bluff +19
Str 14 (+10); Dex 18 (+12); Wis 11 (+8);
Con 13 (+9); Int 14 (+10); Cha 22 (+14)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnome Dragon Sorcerer [Level 16 Skirmisher]
Small fey humanoid [XP 1400]
Initiative +10; Senses Perception +8; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 26, Will 32
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +20 vs. Reflex; 1d8 + 18 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 4 fire damage.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +20 vs. Fortitude; 2d6 + 18 thunder damage, and the target is dazed and slowed until the end of the gnome sorcerer’s
next turn.
- □ [C] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +20 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the gnome sorcerer takes 6 fire damage.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the gnome sorcerer’s next turn. When the gnome
sorcerer moves, the zone moves with the gnome sorcerer, remaining centered on the gnome sorcerer. The zone is difficult terrain
for the gnome sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
- ○ 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 +6 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 +17, Athletics +17
Str 18 (+12); Dex 14 (+10); Wis 11 (+8);
Con 13 (+9); Int 14 (+10); Cha 22 (+14)
Equipment cloth armor, mace
-1 Level / +1 Level
Gnome Earth Warden [Level 16 Brute]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +15; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 33; Fortitude 30, Reflex 27, Will 27
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 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
- +21 vs. AC; 3d8 + 11 damage (crit 35 + 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.
- □ Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The gnome warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the gnome warden is
in this form, the gnome warden gains resist 10 lightning, and the gnome warden’s melee reach increases by 1. In addition,
if any enemy starts its turn within 3 squares of the gnome warden and the gnome warden is able to take actions, that enemy
is marked until the end of the gnome warden’s next turn. 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: +21 vs. AC; 2d8 + 11 lightning
damage (crit 27 + 2d8), and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage,
and the target is dazed until the end of the gnome warden’s next turn.
- ● [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.
- ○ Cleansing Earth (immediate reaction)
- When the gnome warden is subjected to an effect that a save can end.
The gnome warden makes a saving throw against the triggering effect, with a +5 power bonus.
- 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 +4 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 +15, Perception +15
Str 20 (+13); Dex 13 (+9); Wis 14 (+10);
Con 18 (+12); Int 13 (+9); Cha 14 (+10)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Gnome Wild Warden [Level 16 Brute]
Small fey humanoid [XP 1400]
Initiative +9; Senses Perception +17; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 31; Fortitude 30, Reflex 25, Will 29
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage, and the target is slowed until the end of the gnome warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +21 vs. AC; 1d10 + 11 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.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The gnome warden assumes the guardian form of the charging boar until the end of the encounter. While the gnome warden is
in this form, the gnome warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during this encounter,
the gnome warden can make the following attack while the gnome warden is in this form as a standard action.
Secondary
Attack: Before the attack, the gnome warden moves the gnome warden’s speed; +21 vs. Reflex; 3d10 + 11 damage, and the
gnome warden slides the target 2 squares. Miss: Half damage, and the gnome warden slides the target 1 square.
- □ Verdant Life (minor) ✦ Healing
- The gnome warden can spend two healing surges.
- ● [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; +21 vs. Fortitude; 1d10 + 11 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 -4 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 +17, Perception +17
Str 20 (+13); Dex 13 (+9); Wis 18 (+12);
Con 14 (+10); Int 13 (+9); Cha 14 (+10)
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.