Half-Elf NPCs [Level 3]
Half-Elf Battle Cleric [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +3; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 15, Reflex 12, Will 16
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 4 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
- +7 vs. AC; 1d10 + 4 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] Split the Sky (standard) ✦ Thunder, Weapon
- +7 vs. Fortitude; 1d10 + 4 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +7 vs. AC; 2d10 + 4 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.
- □ Bless (standard)
- The half-elf cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○○ 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 +6
Str 16 (+4); Dex 11 (+1); Wis 14 (+3);
Con 14 (+3); Int 10 (+1); Cha 15 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Devoted Cleric [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +4; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 14, Reflex 12, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +5 vs. Reflex; 1d8 + 4 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
- +7 vs. AC; 1d10 + 4 damage, and the half-elf cleric gains 3 temporary hit points.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +5 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the half-elf cleric can see gains combat advantage
against the target until the end of the half-elf cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +5 vs. Will; 3d8 + 4 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.
- □ Cure Light Wounds (standard) ✦ Healing
- The half-elf cleric or one creature touched by the half-elf cleric regains hit points as if spending a healing surge.
- ○○ 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 +9, Religion +6
Str 13 (+2); Dex 11 (+1); Wis 16 (+4);
Con 14 (+3); Int 10 (+1); Cha 16 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Greatweapon Fighter [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +2; low-light
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 19; Fortitude 17, Reflex 13, Will 13
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 3 damage.
- ○ [M] Viper’s Strike (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage (crit 16 + 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] Crushing Blow (standard) ✦ Weapon
- +7 vs. AC; 2d12 + 7 damage (crit 31 + 1d12).
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +7 vs. AC; 3d12 + 4 damage (crit 40 + 1d12). Miss: The power is not expended.
- □ Unstoppable (minor) ✦ Healing
- The half-elf fighter gains 2d6 + 3 temporary hit points.
- 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 +9, Intimidate +7
Str 16 (+4); Dex 13 (+2); Wis 12 (+2);
Con 16 (+4); Int 10 (+1); Cha 13 (+2)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Half-Elf Guardian Fighter [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +2; low-light
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 21; Fortitude 17, Reflex 16, Will 13
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+8 vs. AC; 1d8 + 4 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
- +8 vs. AC; 1d8 + 4 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] Dance of Steel (standard) ✦ Weapon
- +8 vs. AC; 2d8 + 4 damage, and the target is immobilized until the end of the half-elf fighter’s next turn.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +8 vs. AC; 2d8 + 4 damage, and the half-elf fighter can spend a healing surge. Miss: The power is not expended.
- ○ Get Over Here (move)
- The half-elf fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the half-elf fighter.
- 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 +7, Intimidate +7
Str 16 (+4); Dex 14 (+3); Wis 12 (+2);
Con 15 (+3); Int 10 (+1); Cha 13 (+2)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Avenging Paladin [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +2; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 20; Fortitude 16, Reflex 13, Will 16
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +8 vs. AC; 1d10 + 4 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
- +8 vs. AC; 1d10 + 4 damage. Miss: 3 damage.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +8 vs. AC against one or two targets; 1d10 + 4 damage, and the target is marked until the end of the half-elf paladin’s next
turn.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +8 vs. AC; 3d10 + 4 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the half-elf paladin and allies within
it a +1 power bonus to AC.
- ● 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 +9, Religion +6
Str 16 (+4); Dex 11 (+1); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 16 (+4)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Half-Elf Protecting Paladin [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +2; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 22; Fortitude 15, Reflex 15, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage, and the half-elf paladin gains 1 temporary hit points.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 5 psychic damage, and the half-elf paladin is invisible to the target until the start of the
half-elf paladin’s next turn.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +9 vs. Will; 2d8 + 5 damage. If the half-elf paladin is bloodied, the half-elf paladin regains 6 hit points. Bloodied allies
within 5 squares of the half-elf paladin also regain 6 hit points.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 3d8 + 5 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.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The half-elf paladin is hit by the attack instead.
Skills Intimidate +10, Religion +6
Str 14 (+3); Dex 11 (+1); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 18 (+5)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Archer Ranger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +4; Senses Perception +7; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 13
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +7 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +7/+7 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 1 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +7 vs. AC; 2d10 + 4 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.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the half-elf ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +7 vs. AC; 1d8 + 3 damage.
Longbow: Ranged 20/40; +7
vs. AC; 1d10 + 4 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the half-elf ranger with a melee attack.
The half-elf ranger can shift 1 square. The half-elf ranger gains a +2 power bonus to all defenses until the end of the half-elf
ranger’s next turn.
- 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 +7, Stealth +8
Str 14 (+3); Dex 16 (+4); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 13 (+2)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Half-Elf Two-Blade Ranger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +7; low-light
HP 51; Bloodied 25
Healing Surges (+12 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 13
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +8/+8 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 + 1 damage.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 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.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +8/+8 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 + 3 damage.
After the first or the second
attack, the half-elf ranger can shift 2 squares.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +8 vs. AC; 2d8 + 4 damage.
Longsword (off hand):
+8 vs. AC; 2d8 + 4 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.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the half-elf ranger with a melee attack.
The half-elf ranger slides the enemy into a square adjacent to the half-elf ranger and gain combat advantage against it until
the end of the half-elf ranger’s next turn.
- 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 +7, Perception +7
Str 16 (+4); Dex 14 (+3); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 13 (+2)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Half-Elf Brawny Rogue [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +4; Senses Perception +1; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 14, Reflex 17, Will 14
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 3 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +8 vs. Reflex; 1d6 + 4 damage.
- ○ [R] Nimble Strike (standard) ✦ Weapon
- The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +8 vs. AC; 1d6 + 4 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +8 vs. AC; 2d6 + 4 damage, and the target grants combat advantage to the half-elf rogue until the end of the half-elf rogue’s
next turn.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +8 vs. AC; 2d6 + 4 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.
- ○ Tumble (move)
- The half-elf rogue can shift a number of squares equal to one-half the half-elf rogue’s speed.
- 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 +9, Thievery +9
Str 14 (+3); Dex 16 (+4); Wis 11 (+1);
Con 14 (+3); Int 10 (+1); Cha 15 (+3)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Half-Elf Trickster Rogue [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +4; Senses Perception +6; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 14, Reflex 17, Will 15
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
The half-elf rogue can move 2 squares before the attack.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +5 vs. Will; 1d6 + 4 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] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. AC; 2d6 + 4 damage.
Hit: Add +3 to the half-elf rogue’s AC until the start of the half-elf rogue’s next turn.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. AC; 3d6 + 4 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.
- ● Fleeting Ghost (move)
- The half-elf rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- 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 +9, Thievery +9
Str 13 (+2); Dex 16 (+4); Wis 11 (+1);
Con 14 (+3); Int 10 (+1); Cha 16 (+4)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Half-Elf Fey-Pact Warlock [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +2; low-light
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 16; Fortitude 14, Reflex 15, Will 17
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 5 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; +4 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 1 square.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +6 vs. Fortitude; 1d8 + 5 damage, and the target is immobilized until the end of the half-elf warlock’s next
turn. Hit or Miss: The half-elf warlock teleports 7 squares.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 3d8 + 5 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The half-elf warlock can teleport 3 squares, and the half-elf warlock gains a +2 power bonus to all defenses until the end
of the half-elf warlock’s next turn.
- ● 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 +8, Bluff +10
Str 10 (+1); Dex 11 (+1); Wis 12 (+2);
Con 15 (+3); Int 14 (+3); Cha 18 (+5)
Equipment leather armor, spear
-1 Level / +1 Level
Half-Elf Infernal-Pact Warlock [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +1; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 16, Reflex 15, Will 15
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 1d6 + 5 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 + 5 fire damage.
- ○ [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +4 vs. Reflex; 1d6 + 3 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 3d10 + 5 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.
- □ Fiendish Resilience (minor)
- The half-elf warlock gains 7 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The half-elf warlock gains 3 temporary hit points.
Skills Arcana +8, Intimidate +8
Str 10 (+1); Dex 12 (+2); Wis 11 (+1);
Con 18 (+5); Int 14 (+3); Cha 15 (+3)
Equipment leather armor, mace
-1 Level / +1 Level
Half-Elf Star-Pact Warlock [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +1; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 15; Fortitude 16, Reflex 14, Will 16
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +4 vs. AC; 1d6 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +6 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the half-elf warlock on its next turn,
it takes an extra 1d6 + 5 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +6 vs. Fortitude; 2d8 + 5 cold damage, and the target grants combat advantage to the half-elf warlock and any allies
until the end of the half-elf warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end
of the half-elf warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +5 vs. Will; 3d6 + 4 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.
- ○ Ethereal Stride (move) ✦ Teleportation
- The half-elf warlock can teleport 3 squares, and the half-elf warlock gains a +2 power bonus to all defenses until the end
of the half-elf warlock’s next turn.
- ● 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 +7, Insight +8
Str 10 (+1); Dex 12 (+2); Wis 11 (+1);
Con 18 (+5); Int 13 (+2); Cha 16 (+4)
Equipment leather armor, sickle
-1 Level / +1 Level
Half-Elf Inspiring Warlord [Level 3 Soldier (Leader)]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +1; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 16, Reflex 13, Will 16
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +7 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
- +7 vs. AC; 1d10 + 4 damage. Miss: 3 damage.
- ○ [M] Warlord’s Strike (standard) ✦ Weapon
- +7 vs. AC; 2d10 + 4 damage, and all of the half-elf warlord’s allies gain a +4 bonus to damage rolls against the target until
the end of the half-elf warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +7 vs. AC; 3d10 + 4 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.
- ○ Shake It Off (minor)
- The half-elf warlord or one ally within 10 squares makes a saving throw with a +3 power bonus.
- 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 4 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 +6, History +7
Str 16 (+4); Dex 11 (+1); Wis 10 (+1);
Con 14 (+3); Int 13 (+2); Cha 16 (+4)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Half-Elf Tactical Warlord [Level 3 Soldier (Leader)]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +1; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 16, Reflex 15, Will 15
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 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
- +8 vs. AC; 1d8 + 4 damage, and an enemy adjacent to the half-elf warlord other than the target takes 3 damage.
- ○ [M] Steel Monsoon (standard) ✦ Weapon
- +8 vs. AC; 2d8 + 4 damage, and 2 allies within 5 squares of the half-elf warlord can shift 1 square.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +8 vs. AC; 3d8 + 4 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.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ 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 +6, History +8
Str 16 (+4); Dex 11 (+1); Wis 10 (+1);
Con 14 (+3); Int 14 (+3); Cha 15 (+3)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Control Wizard [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +3; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 15, Will 16
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +5 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the half-elf wizard’s next turn.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +5 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the half-elf wizard’s next turn.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +5 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.
- ○ Shield (immediate interrupt) ✦ Force
- When the half-elf wizard is hit by an attack.
The half-elf wizard gains a +4 power bonus to AC and Reflex defense until the end of the half-elf wizard’s next turn.
Skills Arcana +9, Insight +10
Str 10 (+1); Dex 13 (+2); Wis 14 (+3);
Con 14 (+3); Int 16 (+4); Cha 13 (+2)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Half-Elf War Wizard [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 15, Will 15
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +5 vs. Reflex; 1d6 + 4 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +5 vs. Reflex; 2d6 + 4 lightning damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +5 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +5 vs. Reflex; 1d8 + 4 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.
- ○ Shield (immediate interrupt) ✦ Force
- When the half-elf wizard is hit by an attack.
The half-elf wizard gains a +4 power bonus to AC and Reflex defense until the end of the half-elf wizard’s next turn.
Skills Arcana +9, History +9
Str 10 (+1); Dex 14 (+3); Wis 13 (+2);
Con 14 (+3); Int 16 (+4); Cha 13 (+2)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Half-Elf Isolating Avenger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +4; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 16
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 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; +5 vs. Reflex; 1d8 + 4 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] Halo of Fire (standard) ✦ Fire, Weapon
- +8 vs. AC; 2d10 + 4 fire damage, and until the end of the half-elf avenger’s next turn, any enemy that ends its turn adjacent
to the target takes 7 fire damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +8 vs. AC; 2d10 + 4 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.
- ○ Refocus Enmity (minor)
- Choose one creature the half-elf avenger can see within 10 squares. The target becomes the target of the half-elf avenger’s
oath of enmity, replacing the current target.
- ○ [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 +7, Religion +8
Str 13 (+2); Dex 11 (+1); Wis 16 (+4);
Con 14 (+3); Int 14 (+3); Cha 12 (+2)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Half-Elf Pursuing Avenger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +4; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 16
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +6 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 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; +5 vs. Reflex; 1d8 + 4 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] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +8 vs. AC; 2d10 + 4 damage, and the half-elf avenger teleports the target 3 squares. The half-elf avenger then teleports to
a space adjacent to the target.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +8 vs. AC; 2d10 + 4 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.
- ○ Distracting Flare (move)
- The half-elf avenger becomes invisible and moves the half-elf avenger’s speed. The half-elf avenger is invisible until the
end of the movement.
- ○ [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 +6, Stealth +8
Str 13 (+2); Dex 14 (+3); Wis 16 (+4);
Con 14 (+3); Int 11 (+1); Cha 12 (+2)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Half-Elf Rageblood Barbarian [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +6; low-light
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 17; Fortitude 17, Reflex 14, Will 14
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+7 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 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
- +7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and an enemy adjacent to the half-elf barbarian other than the target takes 3
damage.
- ○ [M] Blade Sweep (standard) ✦ Weapon
- +7 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and each enemy adjacent to the half-elf barbarian takes 3 damage.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +7 vs. AC; 3d12 + 4 damage (crit 40 + 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.
- □ Primal Vitality (minor)
- The half-elf barbarian gains 4 temporary hit points. If the half-elf barbarian is raging, the half-elf barbarian instead gains
7 temporary hit points.
- ○ 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 +8, Perception +6
Str 16 (+4); Dex 12 (+2); Wis 11 (+1);
Con 16 (+4); Int 10 (+1); Cha 15 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Thaneborn Barbarian [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +6; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 17, Reflex 14, Will 15
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+7 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 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
- +7 vs. AC; 1d12 + 4 damage (crit 16 + 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] Daring Charge (standard) ✦ Weapon
- +7 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). When charging, the half-elf barbarian can use this power in place of a melee
basic attack. If the half-elf barbarian charges, the half-elf barbarian gains a +2 bonus to the attack roll and the damage
roll for each opportunity attack made against the half-elf barbarian while the half-elf barbarian charges. The half-elf barbarian
gains a +3 bonus to AC against any opportunity attack the half-elf barbarian provokes during the half-elf barbarian’s charge.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +7 vs. Reflex; 1d12 + 4 damage (crit 16 + 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.
- ○ Combat Sprint (move)
- The half-elf barbarian moves the half-elf barbarian’s speed + 4. The half-elf barbarian gains a +4 bonus to all defenses against
any opportunity attack the half-elf barbarian provoke with this movement.
- ○ [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 +8, Perception +6
Str 16 (+4); Dex 12 (+2); Wis 11 (+1);
Con 15 (+3); Int 10 (+1); Cha 16 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Cunning Bard [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +6; low-light
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 14, Reflex 16, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 5 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; +6 vs. Will; 1d6 + 5 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf
bard’s next turn.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +9 vs. Reflex; 1d8 + 5 damage, and each ally within 5 squares of the half-elf bard gains a +3 bonus to damage rolls against
the target until the end of the half-elf bard’s next turn.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +6 vs. Will; 2d6 + 5 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.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the half-elf bard’s next turn. When
the half-elf bard moves, the zone moves with the half-elf bard, remaining centered on the half-elf bard. While within the
zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- 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 +8, Bluff +10
Str 12 (+2); Dex 11 (+1); Wis 10 (+1);
Con 15 (+3); Int 14 (+3); Cha 18 (+5)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Half-Elf Valorous Bard [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +6; low-light
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 19; Fortitude 15, Reflex 15, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 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; +6 vs. Will; 1d6 + 5 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf
bard’s next turn.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 5 damage, and each ally within 5 squares of the half-elf bard gains a +4 bonus to attack rolls while charging
until the end of the half-elf bard’s next turn.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 5 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.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the half-elf bard’s next turn.
When the half-elf bard moves, the zone moves with the half-elf bard, remaining centered on the half-elf bard. While within
the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- 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 +7, Athletics +6
Str 12 (+2); Dex 11 (+1); Wis 10 (+1);
Con 16 (+4); Int 13 (+2); Cha 18 (+5)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Half-Elf Guardian Druid [Level 3 Controller]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +4; low-light
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 18; Fortitude 15, Reflex 14, Will 16
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +5 vs. AC; 2d4 + 2 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +5 vs. Reflex; 1d8 + 4 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; +5 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +5 vs. Will; 1d6 + 4 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.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +5 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 3 squares and is knocked prone.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +5 vs. Reflex; 1d6 + 4 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.
- ○ Barkskin (minor)
- The half-elf druid or one ally with 5 squares gains a +3 power bonus to AC until the end of the half-elf druid’s next turn.
- 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 +9, Nature +9
Str 12 (+2); Dex 13 (+2); Wis 16 (+4);
Con 16 (+4); Int 11 (+1); Cha 12 (+2)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Predator Druid [Level 3 Controller]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +9; low-light
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 14, Reflex 15, Will 16
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +5 vs. AC; 2d4 + 2 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +5 vs. Reflex; 1d8 + 4 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; +5 vs. Reflex; 1d6 + 1 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; +5 vs. Will; 1d6 + 4 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] Predator’s Flurry (standard) ✦ Beast Form
- +5 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the half-elf druid’s next turn. Hit or
Miss: The half-elf druid shifts 2 squares and then make a secondary attack against one creature other than the primary
target. Secondary Attack: +5 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the half-elf
druid’s next turn.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d6 + 4 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.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the half-elf druid gains a +2 power bonus to the half-elf druid’s speed while the half-elf
druid is in beast form.
- 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 +9, Perception +9
Str 12 (+2); Dex 14 (+3); Wis 16 (+4);
Con 15 (+3); Int 11 (+1); Cha 12 (+2)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Preserving Invoker [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +4; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 16
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +5 vs. Reflex; 1d8 + 4 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; +5 vs. Reflex; 1d8 + 4 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] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the half-elf invoker or the half-elf invoker’s allies before the end of its next turn, the
target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the half-elf invoker or the half-elf
invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +5 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the half-elf invoker’s next turn.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ 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 +8, Religion +8
Str 10 (+1); Dex 12 (+2); Wis 16 (+4);
Con 15 (+3); Int 14 (+3); Cha 13 (+2)
Equipment hide armor, morningstar
-1 Level / +1 Level
Half-Elf Wrathful Invoker [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +4; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 18; Fortitude 16, Reflex 14, Will 16
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +5 vs. Fortitude; 1d10 + 4 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; +5 vs. Reflex; 1d8 + 4 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] Chains of Carceri (standard)
- Area burst 1 within 10; +5 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the half-elf invoker’s next
turn.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +5 vs. Reflex; 1d10 + 4 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.
- □ Shroud of Warning (no action)
- When the half-elf invoker and the half-elf invoker’s allies roll initiative at the beginning of an encounter.
The half-elf invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
- 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 +8, Religion +7
Str 10 (+1); Dex 12 (+2); Wis 16 (+4);
Con 16 (+4); Int 13 (+2); Cha 13 (+2)
Equipment chainmail, morningstar
-1 Level / +1 Level
Half-Elf Bear Shaman [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +9; low-light
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 15; Fortitude 16, Reflex 13, Will 16
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +4 vs. AC; 1d10 + 1 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +5 vs. Will; 1d8 + 4 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; +5 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +5 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the half-elf shaman’s spirit companion can spend
a healing surge and regains 3 additional hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +5 vs. Fortitude; 1d8 + 4 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.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● 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 11 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 6 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; +5 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 +9, Perception +9
Str 11 (+1); Dex 12 (+2); Wis 16 (+4);
Con 16 (+4); Int 13 (+2); Cha 12 (+2)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Panther Shaman [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +9; low-light
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 16; Fortitude 15, Reflex 14, Will 16
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +4 vs. AC; 1d10 + 1 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +5 vs. Fortitude; 1d10 + 4 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; +5 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ○ [R] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +5 vs. Reflex; 1d10 + 4 lightning damage, until the end of the half-elf shaman’s next turn, any ally adjacent to
the half-elf shaman’s spirit companion can shift as a minor action. In addition, until the end of the half-elf shaman’s next
turn, any ally ignores difficult terrain in the half-elf shaman’s spirit companion’s space and in squares adjacent to it.
- □ [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; +5 vs. Will; 3d6
+ 4 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 11 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 6 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.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the half-elf shaman’s allies gain a +1 bonus to attack rolls.
- ● [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; +5 vs. Reflex; 1d10 + 4 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 +9, Perception +9
Str 11 (+1); Dex 12 (+2); Wis 16 (+4);
Con 15 (+3); Int 14 (+3); Cha 12 (+2)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Chaos Sorcerer [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +1; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 14; Fortitude 14, Reflex 14, Will 18
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +7 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +6 vs. Will; 1d10 + 7 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:
+6 vs. Will; 1d6 + 3 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.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +6 vs. Fortitude; 1d8 + 7 force damage, and the target is immobilized until the end of the half-elf sorcerer’s
next turn. If the half-elf sorcerer rolled an even number on the attack roll, the half-elf sorcerer slides the target 2 squares.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +6 vs. Will; 6d6 + 7 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.
- ○ Stretch Spell (minor)
- Until the end of the half-elf sorcerer’s turn, add +2 to the range of the half-elf sorcerer’s ranged arcane powers.
- 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 +6, Bluff +10
Str 13 (+2); Dex 14 (+3); Wis 10 (+1);
Con 14 (+3); Int 11 (+1); Cha 18 (+5)
Equipment cloth armor, dagger
-1 Level / +1 Level
Half-Elf Dragon Sorcerer [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +1; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 14; Fortitude 14, Reflex 13, Will 18
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +6 vs. Reflex; 1d8 + 7 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] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +6 vs. Fortitude; 2d8 + 7 poison damage, and the target takes a –2 penalty to Fortitude until the end of the
half-elf sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +6 vs. Reflex; 3d8 + 7 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.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the half-elf sorcerer is hit by an attack.
Until the end of the half-elf sorcerer’s next turn, the half-elf sorcerer gains a +1 power bonus to all defenses, and any
creature that hits the half-elf sorcerer with a melee attack takes 1d6 + 3 fire damage.
- 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 +6, Athletics +8
Str 14 (+3); Dex 13 (+2); Wis 10 (+1);
Con 14 (+3); Int 11 (+1); Cha 18 (+5)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Half-Elf Earth Warden [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +7; low-light
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 20; Fortitude 16, Reflex 15, Will 14
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 4 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
- +7 vs. AC; 1d10 + 4 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] Earthgrasp Strike (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 4 damage, and the half-elf warden knocks the target prone. The target can’t stand up until the end of the
half-elf warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 4 damage.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The half-elf warden and the half-elf
warden’s allies have cover while within the zone.
- □ 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; +7 vs. AC;
1d10 + 4 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 +6, Perception +7
Str 16 (+4); Dex 12 (+2); Wis 13 (+2);
Con 16 (+4); Int 10 (+1); Cha 13 (+2)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Half-Elf Wild Warden [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +8; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 16, Reflex 13, Will 15
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the half-elf warden’s next turn.
- ○ [M] Cleave (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and an enemy adjacent to the half-elf warden other than the target takes 3 damage.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +7 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). If the target shifts before the start of the half-elf warden’s next turn, the
half-elf warden shifts 3 squares as an immediate reaction.
- ○ Eyes of the Hawk (minor)
- The half-elf warden makes a Perception check with a +10 power bonus.
- □ 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; +7 vs. Reflex; 2d12 + 4 damage (crit
28 + 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; +7 vs. Fortitude; 1d12 + 4 damage (crit 16 + 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 +8, Perception +8
Str 16 (+4); Dex 12 (+2); Wis 14 (+3);
Con 15 (+3); Int 10 (+1); Cha 13 (+2)
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.