Half-Elf NPCs [Level 1]
Half-Elf Battle Cleric [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +0; Senses Perception +2; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 10, Will 14
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the half-elf cleric’s next turn.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage. Before the half-elf cleric attacks, one ally adjacent to either the half-elf cleric or the target
may shift 1 square as a free action.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d10 + 3 thunder damage, and the target is dazed until the end of the half-elf cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +5 vs. AC; 2d10 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- ○○ Healing Word (minor) ✦ Healing
- The half-elf cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The half-elf cleric gains a +1 bonus to the half-elf cleric’s next attack roll or saving throw before the end of the half-elf
cleric’s next turn.
Skills Heal +7, Religion +5
Str 16 (+3); Dex 11 (+0); Wis 14 (+2);
Con 14 (+2); Int 10 (+0); Cha 15 (+2)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Devoted Cleric [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +0; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 10, Will 15
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the half-elf cleric can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [M] Bolstering Strike (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and the half-elf cleric gains 3 temporary hit points.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +3 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the half-elf cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the half-elf cleric’s attacks
(save ends). Miss: Half damage, and the target gains no vulnerability.
- ○○ Healing Word (minor) ✦ Healing
- The half-elf cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The half-elf cleric gains a +1 bonus to the half-elf cleric’s next attack roll or saving throw before the end of the half-elf
cleric’s next turn.
Skills Heal +8, Religion +5
Str 13 (+1); Dex 11 (+0); Wis 16 (+3);
Con 14 (+2); Int 10 (+0); Cha 16 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Greatweapon Fighter [Level 1 Soldier]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +1; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 15, Reflex 11, Will 11
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). Miss: 3 damage.
- ○ [M] Viper’s Strike (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). If the target shifts before the start of the half-elf fighter’s next turn, it
provokes an opportunity attack from an ally of the half-elf fighter’s choice.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +5 vs. AC; 2d12 + 3 damage (crit 27 + 1d12), and the target is slowed and cannot shift until end of the half-elf fighter’s
next turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +5 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: The power is not expended.
- Combat Challenge
- Every time the half-elf fighter attacks an enemy, the half-elf fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the half-elf fighter’s next turn. If the marked creature makes an attack that doesn’t include
the half-elf fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the half-elf fighter and shifts or makes an attack that does not include the half-elf fighter, the half-elf fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +8, Intimidate +6
Str 16 (+3); Dex 13 (+1); Wis 12 (+1);
Con 16 (+3); Int 10 (+0); Cha 13 (+1)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Half-Elf Guardian Fighter [Level 1 Soldier]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +1; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 19; Fortitude 15, Reflex 14, Will 11
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+6 vs. AC; 1d8 + 3 damage, and the target is pushed 1 square if it is the half-elf fighter’s size, smaller than the half-elf
fighter, or one size category larger. The half-elf fighter can shift into the space that the target occupied.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage. Before the half-elf fighter attacks, one ally adjacent to either the half-elf fighter or the target
may shift 1 square as a free action.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +6 vs. AC; 2d8 + 3 damage, and the half-elf fighter can spend a healing surge. Miss: The power is not expended.
- Combat Challenge
- Every time the half-elf fighter attacks an enemy, the half-elf fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the half-elf fighter’s next turn. If the marked creature makes an attack that doesn’t include
the half-elf fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the half-elf fighter and shifts or makes an attack that does not include the half-elf fighter, the half-elf fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +6, Intimidate +6
Str 16 (+3); Dex 14 (+2); Wis 12 (+1);
Con 15 (+2); Int 10 (+0); Cha 13 (+1)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Avenging Paladin [Level 1 Soldier]
Medium natural humanoid [XP 100]
Initiative +0; Senses Perception +1; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 18; Fortitude 14, Reflex 11, Will 14
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d10 + 3 radiant damage. If the half-elf paladin has marked the target, the half-elf paladin gains a +1 bonus to
the damage roll.
- ○ [M] Reaping Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage. Miss: 3 damage.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +6 vs. AC; 2d10 + 4 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +6 vs. AC; 3d10 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- ● Divine Challenge (minor) ✦ Radiant
- The half-elf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
half-elf paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 6 radiant damage. The half-elf 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 half-elf paladin challenges another target. Divine Challenge can only be
used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The half-elf paladin spends a healing surge but regains no hit points. Instead, one creature touched by the half-elf paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
Skills Intimidate +8, Religion +5
Str 16 (+3); Dex 11 (+0); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 16 (+3)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Half-Elf Protecting Paladin [Level 1 Soldier]
Medium natural humanoid [XP 100]
Initiative +0; Senses Perception +1; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 20; Fortitude 13, Reflex 13, Will 15
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage, and the half-elf paladin gains 1 temporary hit points.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 4 psychic damage, and the half-elf paladin is invisible to the target until the start of the
half-elf paladin’s next turn.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 4 damage. Hit or Miss: Until the end of the half-elf paladin’s next turn, one ally within 5 squares
of the half-elf paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 3d8 + 4 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the half-elf paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The half-elf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
half-elf paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 7 radiant damage. The half-elf 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 half-elf paladin challenges another target. Divine Challenge can only be
used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The half-elf paladin spends a healing surge but regains no hit points. Instead, one creature touched by the half-elf paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
Skills Intimidate +9, Religion +5
Str 14 (+2); Dex 11 (+0); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 18 (+4)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Archer Ranger [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +6; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 11
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +5 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +5/+5 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +5 vs. AC (twice); 1d10 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The half-elf ranger can shift 2 squares either before or after the attack.
Longsword: +5 vs. AC; 2d8 + 2 damage.
Longbow: Ranged 20/40; +5 vs. AC; 2d10 + 3 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +5 vs. AC; 2d10 + 3 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ○ Commander’s Strike (standard) ✦ Weapon
- Choose a target that the half-elf ranger could attack with a melee attack. One of the half-elf ranger’s ally can make a melee
basic attack with a +0 bonus to damage against that target as a free action.
- ● Hunter’s Quarry (minor)
- The half-elf ranger can designate the nearest visible enemy as the half-elf ranger’s quarry. Once per round when hitting this
quarry, the half-elf ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the half-elf ranger designates a different target as the quarry. The half-elf ranger can only designate one enemy as quarry
at a time.
- Archer Fighting Style
- The half-elf ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The half-elf ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +6, Stealth +7
Str 14 (+2); Dex 16 (+3); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Half-Elf Two-Blade Ranger [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +6; low-light
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 15; Fortitude 14, Reflex 13, Will 11
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +4 vs. AC; 1d10 + 2 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +6/+6 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +4 vs. AC (twice); 1d10 damage.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage. Before the half-elf ranger attacks, one ally adjacent to either the half-elf ranger or the target
may shift 1 square as a free action.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +6 vs. AC; 1d8 + 3 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +6 vs. AC; 2d8 + 3 damage.
Longsword (off hand):
+6 vs. AC; 2d8 + 3 damage.
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The half-elf ranger can designate the nearest visible enemy as the half-elf ranger’s quarry. Once per round when hitting this
quarry, the half-elf ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the half-elf ranger designates a different target as the quarry. The half-elf ranger can only designate one enemy as quarry
at a time.
- Two-Blade Fighting Style
- The half-elf ranger can wield a one-handed weapon in the half-elf ranger’s off hand as if it were an off-hand weapon. In addition,
the half-elf ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The half-elf ranger gains an additional +5 hit points.
Skills Nature +6, Perception +6
Str 16 (+3); Dex 14 (+2); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Half-Elf Brawny Rogue [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +0; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 12
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +6 vs. Reflex; 1d6 + 3 damage.
- ○ [R] Nimble Strike (standard) ✦ Weapon
- The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +6 vs. AC; 1d6 + 3 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +6 vs. AC; 2d6 + 3 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +6 vs. AC; 2d6 + 3 damage.
Shuriken: Ranged 6/12; +6 vs. AC; 2d6 + 3 damage.
Hit:
The target is slowed and grants combat advantage to the half-elf rogue (save ends both). Miss: Half damage, and the
target grants combat advantage to the half-elf rogue until the end of the half-elf rogue’s next turn.
- First Strike
- At the start of an encounter, the half-elf rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the half-elf rogue’s weapon damage die increases by one size. When wielding a dagger, the half-elf
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the half-elf rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the half-elf rogue deals an extra 2d6 damage.
Skills Acrobatics +8, Thievery +8
Str 14 (+2); Dex 16 (+3); Wis 11 (+0);
Con 14 (+2); Int 10 (+0); Cha 15 (+2)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Half-Elf Trickster Rogue [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +5; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 13
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +4 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +6 vs. AC; 1d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
The half-elf rogue can move 2 squares before the attack.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the half-elf rogue is invisible to the target until the start of the half-elf
rogue’s next turn.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +6 vs. Reflex; 2d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +5 vs. Reflex; 2d6 + 3 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +6 vs. AC; 3d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +5 vs. AC; 3d6 + 3 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the half-elf rogue hits
the target the half-elf rogue slides it 1 square.
- First Strike
- At the start of an encounter, the half-elf rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the half-elf rogue’s weapon damage die increases by one size. When wielding a dagger, the half-elf
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the half-elf rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the half-elf rogue deals an extra 2d6 damage.
Skills Stealth +8, Thievery +8
Str 13 (+1); Dex 16 (+3); Wis 11 (+0);
Con 14 (+2); Int 10 (+0); Cha 16 (+3)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Half-Elf Fey-Pact Warlock [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +0; Senses Perception +1; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 12, Reflex 13, Will 15
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 4 psychic damage, and the half-elf warlock is invisible to the target until the start of the
half-elf warlock’s next turn.
- ○ [C] Thunderwave (standard) ✦ Thunder
- Close blast 3; +2 vs. Fortitude; 1d6 + 2 thunder damage, and the target is pushed 1 square.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 2d6 + 4 fire damage, and the target takes a –4 penalty to attack rolls until the end of the half-elf
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 3d8 + 4 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ● Warlock’s Curse (minor)
- The half-elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
half-elf warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The half-elf warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The half-elf warlock can immediately teleport 3 squares.
Skills Arcana +7, Bluff +9
Str 10 (+0); Dex 11 (+0); Wis 12 (+1);
Con 15 (+2); Int 14 (+2); Cha 18 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Half-Elf Infernal-Pact Warlock [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +0; low-light
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 14; Fortitude 14, Reflex 13, Will 13
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d6 + 4 fire damage. If the half-elf warlock takes damage before the end of the half-elf warlock’s
next turn, the target takes an extra 1d6 + 4 fire damage.
- ○ [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +2 vs. Reflex; 1d6 + 2 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +4 vs. Will; 2d8 + 4 necrotic damage, and the half-elf warlock gains 7 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 3d10 + 4 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The half-elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
half-elf warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The half-elf 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 half-elf warlock gains 1 temporary hit points.
Skills Arcana +7, Intimidate +7
Str 10 (+0); Dex 12 (+1); Wis 11 (+0);
Con 18 (+4); Int 14 (+2); Cha 15 (+2)
Equipment leather armor, mace
-1 Level / +1 Level
Half-Elf Star-Pact Warlock [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +0; low-light
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 13; Fortitude 14, Reflex 12, Will 14
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +2 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the half-elf warlock on its next turn,
it takes an extra 1d6 + 4 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +3 vs. Will; 2d8 + 3 psychic damage, and the target takes a –2 penalty to Will defense until the end of the half-elf
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Will; 3d6 + 3 radiant damage, and the target is immobilized until the end of the half-elf warlock’s next
turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Commander’s Strike (standard) ✦ Weapon
- Choose a target that the half-elf warlock could attack with a melee attack. One of the half-elf warlock’s ally can make a
melee basic attack with a +1 bonus to damage against that target as a free action.
- ● Warlock’s Curse (minor)
- The half-elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
half-elf warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The half-elf 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 half-elf warlock gains a +1 bonus to a single d20 roll the half-elf warlock makes during the half-elf warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Skills Arcana +6, Insight +7
Str 10 (+0); Dex 12 (+1); Wis 11 (+0);
Con 18 (+4); Int 13 (+1); Cha 16 (+3)
Equipment leather armor, sickle
-1 Level / +1 Level
Half-Elf Inspiring Warlord [Level 1 Soldier (Leader)]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +0; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 11, Will 14
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +5 vs. Fortitude; 3 damage, and choose one ally adjacent to either the half-elf warlord or the target. On his or her next
attack against the target, this ally gains a +3 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Reaping Strike (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage. Miss: 3 damage.
- ○ [M] Guarding Attack (standard) ✦ Weapon
- +5 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the half-elf warlord or the target gains a +4 power bonus to AC
against the target’s attacks until the end of the half-elf warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +5 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the half-elf warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the half-elf warlord gains 8 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The half-elf warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- Inspiring Presence
- When an ally who can see the half-elf warlord spends an action point to take an extra action, that ally also regains 3 lost
hit points.
- Combat Leader
- The half-elf warlord and each ally within 10 squares who can see and hear the half-elf warlord gains a +2 power bonus to initiative.
Skills Heal +5, History +6
Str 16 (+3); Dex 11 (+0); Wis 10 (+0);
Con 14 (+2); Int 13 (+1); Cha 16 (+3)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Half-Elf Tactical Warlord [Level 1 Soldier (Leader)]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +0; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 13, Will 13
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage. Before the half-elf warlord attacks, one ally adjacent to either the half-elf warlord or the target
may shift 1 square as a free action.
- ○ [M] Cleave (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and an enemy adjacent to the half-elf warlord other than the target takes 3 damage.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and one ally within 5 squares gains a +3 power bonus to attack rolls against the target until the
end of the half-elf warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +6 vs. AC; 3d8 + 3 damage, and the half-elf warlord and allies within 5 squares gain a +3 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○○ Inspiring Word (minor) ✦ Healing
- The half-elf warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- Tactical Presence
- When an ally the half-elf warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the
attack roll.
- Combat Leader
- The half-elf warlord and each ally within 10 squares who can see and hear the half-elf warlord gains a +2 power bonus to initiative.
Skills Heal +5, History +7
Str 16 (+3); Dex 11 (+0); Wis 10 (+0);
Con 14 (+2); Int 14 (+2); Cha 15 (+2)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Control Wizard [Level 1 Artillery]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +2; low-light
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 14
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the half-elf wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the half-elf wizard’s next turn. The half-elf wizard can end this effect as a minor
action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +3 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Commander’s Strike (standard) ✦ Weapon
- Choose a target that the half-elf wizard could attack with a melee attack. One of the half-elf wizard’s ally can make a melee
basic attack with a +3 bonus to damage against that target as a free action.
- ○ Orb of Imposition (free)
- The half-elf wizard can choose one creature suffering from one of the half-elf wizard’s wizard spells whose effect ends on
a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the half-elf wizard
can extend the duration a wizard at-will spell whose effect is ending at the end of the half-elf wizard’s current turn, so
that it lasts instead until the end of the half-elf wizard’s next turn.
Skills Arcana +8, Insight +9
Str 10 (+0); Dex 13 (+1); Wis 14 (+2);
Con 14 (+2); Int 16 (+3); Cha 13 (+1)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Half-Elf War Wizard [Level 1 Artillery]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +1; low-light
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 13
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +3 vs. Reflex; 2d6 + 3 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +3 vs. Reflex; 2d8 + 3 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +3 vs. Reflex; 1d8 + 3 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Commander’s Strike (standard) ✦ Weapon
- Choose a target that the half-elf wizard could attack with a melee attack. One of the half-elf wizard’s ally can make a melee
basic attack with a +3 bonus to damage against that target as a free action.
- ○ Wand of Accuracy (free)
- The half-elf wizard gains a +2 bonus to a single attack roll.
Skills Arcana +8, History +8
Str 10 (+0); Dex 14 (+2); Wis 13 (+1);
Con 14 (+2); Int 16 (+3); Cha 13 (+1)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Half-Elf Isolating Avenger [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +0; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and the half-elf avenger shifts 1 square, sliding the target 1 square into the space the half-elf
avenger occupied.
- ○ [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the half-elf avenger can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d10 + 3 damage, and until the end of the half-elf avenger’s next turn, any enemy that ends its turn adjacent to
the half-elf avenger or that hits or misses the half-elf avenger takes 7 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +6 vs. AC; 2d10 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the half-elf avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the half-elf avenger can see in within 10 squares. When the half-elf avenger makes a melee attack against
the target and the target is the only enemy adjacent to the half-elf avenger, the half-elf 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 half-elf avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the half-elf avenger makes an attack roll against the half-elf avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Censure of Retribution
- When any enemy other than the half-elf avenger’s oath of enmity target hits the half-elf avenger, the half-elf avenger gains
a +2 bonus to damage rolls against the half-elf avenger’s oath of enmity target until the end of the half-elf avenger’s next
turn. This bonus is cumulative.
- Armor of Faith
- The favor of the half-elf avenger’s deity wards the half-elf avenger from harm. While the half-elf avenger is neither wearing
heavy armor nor using a shield, the half-elf avenger gains a +3 bonus to AC.
Skills Athletics +6, Religion +7
Str 13 (+1); Dex 11 (+0); Wis 16 (+3);
Con 14 (+2); Int 14 (+2); Cha 12 (+1)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Half-Elf Pursuing Avenger [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +4 vs. AC; 1d8 + 2 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and if the target doesn’t end its next turn adjacent to the half-elf avenger, the half-elf avenger
can shift 3 squares as a free action. The half-elf avenger must end that shift closer to the target.
- ○ [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the half-elf avenger can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage. Before the attack, the half-elf avenger shifts 3 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +6 vs. AC; 2d10 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the half-elf avenger at the start of the half-elf avenger’s turn, the half-elf avenger can teleport
to a space within 3 squares of it as a minor action. This effect ends if the half-elf avenger ends the half-elf avenger’s
turn more than 3 squares away from the target.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the half-elf avenger can see in within 10 squares. When the half-elf avenger makes a melee attack against
the target and the target is the only enemy adjacent to the half-elf avenger, the half-elf 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 half-elf avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the half-elf avenger makes an attack roll against the half-elf avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Censure of Pursuit
- If the half-elf avenger’s oath of enmity target moves away from the half-elf avenger willingly, the half-elf avenger gains
a +4 bonus to damage rolls against the target until the end of the half-elf avenger’s next turn.
- Armor of Faith
- The favor of the half-elf avenger’s deity wards the half-elf avenger from harm. While the half-elf avenger is neither wearing
heavy armor nor using a shield, the half-elf avenger gains a +3 bonus to AC.
Skills Religion +5, Stealth +7
Str 13 (+1); Dex 14 (+2); Wis 16 (+3);
Con 14 (+2); Int 11 (+0); Cha 12 (+1)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Half-Elf Rageblood Barbarian [Level 1 Brute]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +5; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 15; Fortitude 15, Reflex 12, Will 12
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d12 + 1d8 + 3 damage (crit 23 + 1d12). Hit or Miss: Until the start of the half-elf barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the half-elf barbarian. If the half-elf barbarian is raging, attackers
do not gain this bonus.
- ○ [M] Cleave (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and an enemy adjacent to the half-elf barbarian other than the target takes 3
damage.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +5 vs. AC; 3d12 + 6 damage (crit 42 + 1d12). Hit or Miss: Until the start of the half-elf barbarian’s next turn, any
attacker gains a +4 bonus to attack rolls against the half-elf barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +5 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: Half damage. Hit or Miss: The half-elf barbarian enters the
rage of the bloodhunt. Until the rage ends, the half-elf barbarian gains a +3 bonus to melee damage rolls if either the half-elf
barbarian or the half-elf barbarian’s target is bloodied.
- ○ Swift Charge (free)
- When the half-elf barbarian’s attack reduces an enemy to 0 hit points.
The half-elf barbarian charges an enemy.
- Rageblood Vigor
- Whenever the half-elf barbarian’s attack reduces an enemy to 0 hit points, the half-elf barbarian gains 3 temporary hit points.
- Barbarian Agility
- While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 12 (+1); Wis 11 (+0);
Con 16 (+3); Int 10 (+0); Cha 15 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Thaneborn Barbarian [Level 1 Brute]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +5; low-light
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 15; Fortitude 15, Reflex 12, Will 13
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). When charging, the half-elf barbarian can use this power in place of a
melee basic attack. If the half-elf barbarian is raging, the half-elf barbarian can move 2 extra squares as part of the charge.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). Before the half-elf barbarian attacks, one ally adjacent to either the half-elf
barbarian or the target may shift 1 square as a free action.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +5 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). If the half-elf barbarian targets two creatures,
the half-elf barbarian can shift 3 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d12 + 3 damage (crit 15 + 1d12), and the half-elf barbarian knocks
the target prone. Miss: Half damage. Hit or Miss: The half-elf barbarian enters the rage of the macetail behemoth.
Until the rage ends, whenever the half-elf barbarian hits, the half-elf barbarian gains 3 temporary hit points.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the half-elf 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 half-elf barbarian’s next turn.
- Thaneborn Triumph
- Whenever the half-elf barbarian bloodies an enemy, the next attack by the half-elf barbarian or an ally against that enemy
gains a +3 bonus to the attack roll.
- Barbarian Agility
- While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 12 (+1); Wis 11 (+0);
Con 15 (+2); Int 10 (+0); Cha 16 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Cunning Bard [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +0; Senses Perception +5; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 15
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the half-elf
bard’s next turn.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 4 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +4 vs. Will; 1d6 + 4 damage, and the half-elf bard slides the target 3 squares. During the slide, the half-elf bard
or one of the half-elf bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus
to the attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +4 vs. Will; 2d6 + 4 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 4 hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The half-elf bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The half-elf bard can also slide the target 1 square.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the half-elf bard, the half-elf bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The half-elf bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Bluff +9
Str 12 (+1); Dex 11 (+0); Wis 10 (+0);
Con 15 (+2); Int 14 (+2); Cha 18 (+4)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Half-Elf Valorous Bard [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +0; Senses Perception +5; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 13, Reflex 13, Will 15
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage, and the target takes a –2 penalty to the defense of the half-elf bard’s choice until the end of
the half-elf bard’s next turn.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 4 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf
bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +4 vs. Fortitude; 1d6 + 4 thunder damage, and the target is pushed 3 squares. Hit or Miss:
The half-elf bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 4 damage, and the target grants combat advantage to the half-elf bard and the half-elf bard’s allies (save
ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the half-elf bard hits an enemy,
that enemy grants combat advantage to the half-elf bard and the half-elf bard’s allies until the end of the half-elf bard’s
next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The half-elf bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The half-elf bard can also slide the target 1 square.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the half-elf bard reduces an enemy to 0 hit points or bloodies an enemy,
the half-elf bard can grant 4 temporary hit points to that ally as a free action.
- Skill Versatility
- The half-elf bard gains a +1 bonus to untrained skill checks.
Skills Arcana +6, Athletics +5
Str 12 (+1); Dex 11 (+0); Wis 10 (+0);
Con 16 (+3); Int 13 (+1); Cha 18 (+4)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Half-Elf Guardian Druid [Level 1 Controller]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +3; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 13, Reflex 12, Will 14
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +3 vs. AC; 2d4 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the half-elf druid’s next turn. This power can be
used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +3 vs. Will; 1d6 + 3 psychic damage, and until the end of the half-elf druid’s next turn, the target grants combat
advantage to an ally of the half-elf druid’s choice.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 6 cold damage, and the target is immobilized until the end of the half-elf druid’s next
turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the half-elf druid’s choice within
5 squares of the target regains 8 hit points. Aftereffect: One creature of the half-elf druid’s choice within 5 squares
of the target regains 3 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The half-elf druid changes from the half-elf druid’s humanoid form to beast form or vice versa. When the half-elf druid changes
from beast form back to the half-elf druid’s humanoid form, the half-elf druid shifts 1 square. While the half-elf druid is
in beast form, the half-elf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
half-elf druid can sustain such powers. The half-elf druid can use this power once per round.
- Primal Guardian
- While the half-elf druid is not wearing heavy armor, the half-elf druid can use the half-elf druid’s Constitution modifier
in place of the half-elf druid’s Dexterity or Intelligence modifier to determine the half-elf druid’s AC.
Skills Heal +8, Nature +8
Str 12 (+1); Dex 13 (+1); Wis 16 (+3);
Con 16 (+3); Int 11 (+0); Cha 12 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Predator Druid [Level 1 Controller]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +8; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 14
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +3 vs. AC; 2d4 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +3 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the half-elf druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +3 vs. Will; 1d6 + 3 psychic damage, and until the end of the half-elf druid’s next turn, the target grants combat
advantage to an ally of the half-elf druid’s choice.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +3 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the half-elf druid can
shift 2 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +3 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the half-elf druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The half-elf druid changes from the half-elf druid’s humanoid form to beast form or vice versa. When the half-elf druid changes
from beast form back to the half-elf druid’s humanoid form, the half-elf druid shifts 1 square. While the half-elf druid is
in beast form, the half-elf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
half-elf druid can sustain such powers. The half-elf druid can use this power once per round.
- Primal Predator
- While the half-elf druid is not wearing heavy armor, the half-elf druid gains a +1 bonus to the half-elf druid’s speed.
Skills Nature +8, Perception +8
Str 12 (+1); Dex 14 (+2); Wis 16 (+3);
Con 15 (+2); Int 11 (+0); Cha 12 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Preserving Invoker [Level 1 Artillery]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +3; low-light
HP 27; Bloodied 13
Healing Surges (+6 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +2 vs. AC; 1d10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +3 vs. Reflex; 1d8 + 3 radiant damage, and the half-elf invoker slides the target 1 square. The half-elf invoker
can use this power as a ranged basic attack.
- ○ [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the half-elf invoker can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst
gains a +3 power bonus to AC until the end of the half-elf invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +3 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the half-elf invoker’s next turn.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the half-elf invoker hits the half-elf invoker’s ally.
The half-elf invoker gains a +2 bonus to the half-elf invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the half-elf invoker’s next turn.
- Covenant of Preservation
- When the half-elf invoker uses a divine encounter or daily attack power on the half-elf invoker’s turn, the half-elf invoker
can slide an ally within 10 squares of the half-elf invoker 1 square.
Skills Arcana +7, Religion +7
Str 10 (+0); Dex 12 (+1); Wis 16 (+3);
Con 15 (+2); Int 14 (+2); Cha 13 (+1)
Equipment hide armor, morningstar
-1 Level / +1 Level
Half-Elf Wrathful Invoker [Level 1 Artillery]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +3; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 12, Will 14
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +2 vs. AC; 1d10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The half-elf invoker can use this power as a ranged basic attack.
- ○ [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the half-elf invoker can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +3 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
half-elf invoker targets only one creature. In addition, the target is dazed until the end of the half-elf invoker’s next
turn and is pushed 3 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the half-elf invoker hits the half-elf invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
- Covenant of Wrath
- When the half-elf invoker uses a divine encounter or daily attack power on the half-elf invoker’s turn, the half-elf invoker
gains a bonus to the damage roll equal to 1 for each enemy the half-elf invoker attacks with the power.
Skills Endurance +7, Religion +6
Str 10 (+0); Dex 12 (+1); Wis 16 (+3);
Con 16 (+3); Int 13 (+1); Cha 13 (+1)
Equipment chainmail, morningstar
-1 Level / +1 Level
Half-Elf Bear Shaman [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +8; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 13; Fortitude 14, Reflex 11, Will 14
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +2 vs. AC; 1d10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Will; 1d8 + 3 damage, and each ally adjacent to the half-elf shaman’s spirit companion gains 3 temporary
hit points.
- ○ [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +3 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the half-elf shaman’s next turn, the half-elf shaman
and the half-elf shaman’s allies gain 3 resistance to all damage while adjacent to the half-elf shaman’s spirit companion.
In addition, the half-elf shaman or one ally within 5 squares of the half-elf shaman gains 3 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +3 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the half-elf shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action,
a character can end this effect on himself or herself to regain 10 hit points.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The half-elf shaman conjures the half-elf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the half-elf shaman falls unconscious or until the half-elf shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the half-elf shaman takes a move action, the half-elf
shaman can also move the spirit a number of squares equal to the half-elf 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 10 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The half-elf shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
half-elf shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the half-elf shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the half-elf shaman’s
spirit companion regains 3 hit points.
- Protector Spirit
- Any ally adjacent to the half-elf shaman’s spirit companion regains 3 additional hit points when he or she uses second wind
or when the half-elf shaman uses a healing power on him or her.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 12 (+1); Wis 16 (+3);
Con 16 (+3); Int 13 (+1); Cha 12 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Panther Shaman [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +8; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 13, Reflex 12, Will 14
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +2 vs. AC; 1d10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Fortitude; 1d10 + 3 damage, and until the end of the half-elf shaman’s next turn, the half-elf shaman’s
spirit companion can flank with the half-elf shaman and the half-elf shaman’s allies. If the target is bloodied, the half-elf
shaman gains a +1 bonus to the attack roll.
- ○ [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +3 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the half-elf
shaman gains a +2 bonus to the attack roll. Hit: Until the end of the half-elf shaman’s next turn, the half-elf shaman
and the half-elf shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the half-elf
shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the half-elf shaman’s spirit companion; +3 vs. Will; 3d6
+ 3 psychic damage, and the half-elf shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The half-elf shaman conjures the half-elf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the half-elf shaman falls unconscious or until the half-elf shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the half-elf shaman takes a move action, the half-elf
shaman can also move the spirit a number of squares equal to the half-elf 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 10 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The half-elf shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
half-elf shaman’s spirit companion, other than the target, regains 1d6 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 half-elf shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 1d10 + 3 damage.
- Stalker Spirit
- Any ally adjacent to the half-elf shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 12 (+1); Wis 16 (+3);
Con 15 (+2); Int 14 (+2); Cha 12 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Chaos Sorcerer [Level 1 Artillery]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +0; low-light
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 12; Fortitude 12, Reflex 12, Will 16
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d4 + 2 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +4 vs. Will; 1d10 + 6 psychic damage and if the half-elf 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:
+4 vs. Will; 1d6 + 2 psychic damage. If the half-elf sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The half-elf sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +4 vs. Will; 1d10 + 6 psychic damage, and the target is pushed 2 squares. If
the half-elf sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 6d6 + 6 radiant damage and if the half-elf sorcerer rolled an even number on the attack roll, the
target takes a -2 penalty to attack rolls against the half-elf sorcerer (save ends). Miss: Half damage.
- Chaos Power
- The half-elf sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the half-elf sorcerer rolls a natural 20 on an attack roll for an arcane power, the half-elf sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the half-elf sorcerer rolls a natural 1 on an
attack roll for an arcane power, the half-elf sorcerer must push each creature within 5 squares of the half-elf sorcerer 1
square.
Skills Arcana +5, Bluff +9
Str 13 (+1); Dex 14 (+2); Wis 10 (+0);
Con 14 (+2); Int 11 (+0); Cha 18 (+4)
Equipment cloth armor, dagger
-1 Level / +1 Level
Half-Elf Dragon Sorcerer [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +0; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 12; Fortitude 12, Reflex 11, Will 16
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +4 vs. Reflex; 1d8 + 6 fire damage. The next enemy that hits the half-elf sorcerer with a melee attack before
the end of the half-elf sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +4 vs. Reflex; 2d6 + 6 acid damage, and the target can’t gain combat advantage against any creature until the
end of the half-elf sorcerer’s next turn. The half-elf sorcerer gains concealment until the end of the half-elf sorcerer’s
next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +4 vs. Reflex; 3d8 + 6 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
half-elf sorcerer’s next turn, whenever an enemy hits the half-elf sorcerer with a melee attack, the half-elf sorcerer pushes
that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- Draconic Power
- The half-elf sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the half-elf sorcerer is not wearing heavy armor, the half-elf sorcerer can use the half-elf sorcerer’s Strength modifier
in place of the half-elf sorcerer’s Dexterity or Intelligence modifier to determine the half-elf sorcerer’s AC.
Skills Arcana +5, Athletics +7
Str 14 (+2); Dex 13 (+1); Wis 10 (+0);
Con 14 (+2); Int 11 (+0); Cha 18 (+4)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Half-Elf Earth Warden [Level 1 Brute]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +6; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 14, Reflex 13, Will 12
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and the half-elf warden gains a +1 power bonus to AC until the end of the half-elf warden’s next
turn.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage. Before the half-elf warden attacks, one ally adjacent to either the half-elf warden or the target
may shift 1 square as a free action.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d10 + 3 thunder damage, and the half-elf warden pushes the target 3 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +5 vs. Fortitude; 1d6 thunder damage, and the half-elf warden pushes the secondary target 1 square.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The half-elf warden assumes the guardian form of the willow sentinel until the end of the encounter. While the half-elf warden
is in this form, the half-elf warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus
to Fortitude while adjacent to the half-elf warden. Once during this encounter, the half-elf warden can make the following
attack while the half-elf warden is in this form as an immediate interrupt when an enemy adjacent to the half-elf warden makes
an attack roll against the half-elf warden’s ally.
Secondary Attack: Targets the triggering enemy; +5 vs. AC;
1d10 + 3 damage, and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target
takes a –2 penalty to the triggering attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the half-elf warden that is within 5 squares of the half-elf warden makes an attack that does not
include the half-elf warden as a target.
Targets the triggering enemy; The half-elf warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- Earthstrength
- When the half-elf warden uses the half-elf warden’s second wind, the half-elf warden gains an additional +3 bonus to AC. The
bonus lasts until the end of the half-elf warden’s next turn.
- Font of Life
- At the start of the half-elf warden’s turn, the half-elf 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 half-elf warden on the half-elf warden’s current
turn. If the half-elf warden fails the saving throw, the half-elf warden still makes a saving throw against the effect at
the end of the half-elf warden’s turn.
- Nature’s Wrath
- Once during each of the half-elf warden’s turns, the half-elf warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the half-elf warden’s next turn.
Skills Athletics +5, Perception +6
Str 16 (+3); Dex 12 (+1); Wis 13 (+1);
Con 16 (+3); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Half-Elf Wild Warden [Level 1 Brute]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +7; low-light
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 15; Fortitude 14, Reflex 11, Will 13
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and the target is slowed until the end of the half-elf warden’s next turn.
- ○ [M] Cleave (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and an enemy adjacent to the half-elf warden other than the target takes 3 damage.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +5 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The half-elf warden assumes the guardian form of the relentless panther until the end of the encounter. While the half-elf
warden is in this form, the half-elf warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked
by the half-elf warden. In addition, the half-elf warden can shift 2 squares as a move action. Once during this encounter,
the half-elf warden can make the following attack while the half-elf warden is in this form as a standard action.
Secondary
Attack: Before the attack, the half-elf warden shifts the half-elf warden’s speed; +5 vs. Reflex; 2d12 + 3 damage (crit
27 + 1d12), 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 half-elf warden makes an attack that does not include the half-elf warden as a target.
Targets the triggering enemy; +5 vs. Fortitude; 1d12 + 3 damage (crit 15 + 1d12), and the target grants combat advantage to
the half-elf warden and the half-elf warden’s allies until the end of the half-elf warden’s next turn.
- Wildblood
- When the half-elf warden uses the half-elf warden’s second wind, each enemy marked by the half-elf warden takes an additional
-2 penalty to attack rolls for attacks that don’t include the half-elf warden as a target, until the end of the half-elf warden’s
next turn.
- Font of Life
- At the start of the half-elf warden’s turn, the half-elf 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 half-elf warden on the half-elf warden’s current
turn. If the half-elf warden fails the saving throw, the half-elf warden still makes a saving throw against the effect at
the end of the half-elf warden’s turn.
- Nature’s Wrath
- Once during each of the half-elf warden’s turns, the half-elf warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the half-elf warden’s next turn.
Skills Athletics +7, Perception +7
Str 16 (+3); Dex 12 (+1); Wis 14 (+2);
Con 15 (+2); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, greataxe, 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.