Half-Elf NPCs [Level 6]
Half-Elf Battle Cleric [Level 6 Controller (Leader)]
Medium natural humanoid [XP 250]
Initiative +3; Senses Perception +5; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 18, Reflex 15, Will 19
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 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
- +10 vs. AC; 1d10 + 5 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
- +10 vs. Fortitude; 1d10 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ Cure Serious Wounds (standard) ✦ Healing
- The half-elf cleric or one creature touched by the half-elf cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The half-elf cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the half-elf cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal
an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon
wielder’s next turn.
- ○ 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 +10, Religion +8
Str 17 (+6); Dex 11 (+3); Wis 15 (+5);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Devoted Cleric [Level 6 Controller (Leader)]
Medium natural humanoid [XP 250]
Initiative +3; Senses Perception +6; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 15, Will 20
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +8 vs. Reflex; 1d8 + 5 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
- +10 vs. AC; 1d10 + 5 damage, and the half-elf cleric gains 3 temporary hit points.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 2d10 + 5 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] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +8 vs. AC; 1d10 + 5 damage. The half-elf cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The half-elf cleric’s allies gain combat advantage against the target. The half-elf cleric can move the
weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the half-elf cleric’s
next turn. Sustain Minor: Repeat the attack. The half-elf cleric’s allies continue to gain combat advantage against
the weapon’s target.
- □ Cure Serious Wounds (standard) ✦ Healing
- The half-elf cleric or one creature touched by the half-elf cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The half-elf cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- ○ 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 +11, Religion +8
Str 13 (+4); Dex 11 (+3); Wis 17 (+6);
Con 14 (+5); Int 10 (+3); Cha 17 (+6)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Greatweapon Fighter [Level 6 Soldier]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +4; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 22; Fortitude 20, Reflex 16, Will 16
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 3 damage.
- ○ [M] Viper’s Strike (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 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
- +10 vs. AC; 2d12 + 8 damage (crit 32 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +10 vs. AC; 3d12 + 5 damage (crit 41 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- □ Defensive Training (minor) ✦ Stance
- The half-elf fighter gains a +2 power bonus to the half-elf fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the half-elf fighter uses another stance power.
- 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 +11, Intimidate +9
Str 17 (+6); Dex 13 (+4); Wis 12 (+4);
Con 17 (+6); Int 10 (+3); Cha 13 (+4)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Half-Elf Guardian Fighter [Level 6 Soldier]
Medium natural humanoid [XP 250]
Initiative +5; Senses Perception +4; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 24; Fortitude 20, Reflex 19, Will 16
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+11 vs. AC; 1d8 + 5 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
- +11 vs. AC; 1d8 + 5 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
- +11 vs. AC; 2d8 + 5 damage, and the target is immobilized until the end of the half-elf fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +11 vs. AC; 2d8 + 5 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ Unbreakable (immediate reaction)
- When the half-elf fighter is hit by an attack.
Reduce the damage from the attack by 7.
- 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 +9, Intimidate +9
Str 17 (+6); Dex 15 (+5); Wis 12 (+4);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Avenging Paladin [Level 6 Soldier]
Medium natural humanoid [XP 250]
Initiative +3; Senses Perception +4; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 23; Fortitude 19, Reflex 16, Will 19
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +11 vs. AC; 1d10 + 5 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
- +11 vs. AC; 1d10 + 5 damage. Miss: 3 damage.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +11 vs. AC against one or two targets; 1d10 + 5 damage, and the target is marked until the end of the half-elf paladin’s next
turn.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The half-elf paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d10 + 5 radiant damage. Miss: Half damage.
- ● 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.
- □ Wrath of the Gods (minor)
- The half-elf paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
Skills Intimidate +11, Religion +8
Str 17 (+6); Dex 11 (+3); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 17 (+6)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Half-Elf Protecting Paladin [Level 6 Soldier]
Medium natural humanoid [XP 250]
Initiative +3; Senses Perception +4; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 25; Fortitude 18, Reflex 18, Will 20
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage, and the half-elf paladin gains 1 temporary hit points.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 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
- +12 vs. Will; 2d8 + 6 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.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +9 vs. Reflex; 2d6 + 6 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The half-elf paladin and the half-elf paladin’s allies gain a +1 power bonus to
all defenses while within the zone.
- ● 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The half-elf paladin takes half that ally’s damage until the end of the encounter or until
the half-elf paladin ends the effect as a free action. No power or effect can reduce the damage the half-elf paladin takes
from this power.
Skills Intimidate +12, Religion +8
Str 15 (+5); Dex 11 (+3); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 19 (+7)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Archer Ranger [Level 6 Skirmisher]
Medium natural humanoid [XP 250]
Initiative +6; Senses Perception +9; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 16
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +10/+10 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 2 damage.
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 3d10 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ○ 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: +10 vs. AC; 1d8 + 4 damage.
Longbow: Ranged 20/40;
+10 vs. AC; 1d10 + 5 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the half-elf ranger.
The half-elf ranger can shift 1 square.
- 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 +9, Stealth +10
Str 15 (+5); Dex 17 (+6); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Half-Elf Two-Blade Ranger [Level 6 Skirmisher]
Medium natural humanoid [XP 250]
Initiative +5; Senses Perception +9; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 20; Fortitude 19, Reflex 18, Will 16
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +9 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 2 damage.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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: +11/+11 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 4 damage.
After the first or the second
attack, the half-elf ranger can shift 2 squares.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The half-elf ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+11 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +11 vs. AC; 1d8 + 5 damage.
Hit or Miss: After
attacking the primary target, the half-elf ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +11 vs. AC; 1d8 + 5 damage (off-hand).
- ● 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the half-elf ranger can use this power to allow one ally
to avoid being surprised.
- 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 +9, Perception +9
Str 17 (+6); Dex 15 (+5); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Half-Elf Brawny Rogue [Level 6 Skirmisher]
Medium natural humanoid [XP 250]
Initiative +6; Senses Perception +3; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 17
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +11 vs. AC; 1d6 + 5 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +11 vs. Reflex; 1d6 + 5 damage.
- ○ [R] Nimble Strike (standard) ✦ Weapon
- The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +11 vs. AC; 1d6 + 5 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +11 vs. AC; 2d6 + 5 damage, and the target grants combat advantage to the half-elf rogue until the end of the half-elf rogue’s
next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +11 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the half-elf rogue is marked, end that condition. The half-elf rogue can shift a number of squares equal to 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 +11, Thievery +11
Str 15 (+5); Dex 17 (+6); Wis 11 (+3);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Half-Elf Trickster Rogue [Level 6 Skirmisher]
Medium natural humanoid [XP 250]
Initiative +6; Senses Perception +8; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 18
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
The half-elf rogue can move 2 squares before the attack.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 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: +11 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 2d6 + 5 damage.
Hit: Add +3 to the half-elf rogue’s AC until the start of the half-elf rogue’s next turn.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +11 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. Fortitude; 2d6 +
5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Chameleon (immediate interrupt)
- When the half-elf rogue is hidden and loses cover or concealment against an opponent.
The half-elf rogue makes a Stealth check. Until the end of the half-elf rogue’s next turn, the half-elf rogue remains hidden
from a creature with a clear line of sight to the half-elf rogue if that creature does not beat the half-elf rogue’s check
result with its Perception check. If at the end of the half-elf rogue’s next turn, the half-elf rogue is not behind cover
or concealment against a creature, that creature automatically notices the half-elf rogue.
- 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 +11, Thievery +11
Str 13 (+4); Dex 17 (+6); Wis 11 (+3);
Con 14 (+5); Int 10 (+3); Cha 17 (+6)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Half-Elf Fey-Pact Warlock [Level 6 Skirmisher]
Medium natural humanoid [XP 250]
Initiative +3; Senses Perception +4; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 19; Fortitude 17, Reflex 18, Will 20
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 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; +7 vs. Fortitude; 1d6 + 4 thunder damage, and the target is pushed 1 square.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +9 vs. Fortitude; 1d8 + 6 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] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 2d6 + 6 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the half-elf warlock’s choice (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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Skills Arcana +10, Bluff +12
Str 10 (+3); Dex 11 (+3); Wis 12 (+4);
Con 15 (+5); Int 15 (+5); Cha 19 (+7)
Equipment leather armor, spear
-1 Level / +1 Level
Half-Elf Infernal-Pact Warlock [Level 6 Skirmisher]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +3; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 19; Fortitude 19, Reflex 18, Will 18
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +9 vs. Reflex; 1d6 + 6 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 + 6 fire damage.
- ○ [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +7 vs. Reflex; 1d6 + 4 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +9 vs. Reflex; 3d6 + 6 fire damage, and creatures adjacent to the target take 1d6 + 8 fire damage.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +9 vs. Reflex; 2d10 + 6 fire damage. Hit or Miss: The targets take 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The half-elf warlock’s skin changes into living steel. The half-elf warlock gains a +2 power bonus to AC and Fortitude defense
but take a –2 penalty to speed until the end of the encounter. The half-elf warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The half-elf warlock gains 6 temporary hit points.
Skills Arcana +10, Intimidate +10
Str 10 (+3); Dex 12 (+4); Wis 11 (+3);
Con 19 (+7); Int 15 (+5); Cha 15 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Half-Elf Star-Pact Warlock [Level 6 Skirmisher]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +3; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 18; Fortitude 19, Reflex 17, Will 19
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +9 vs. Fortitude; 1d6 + 6 radiant damage. If the target moves nearer to the half-elf warlock on its next turn,
it takes an extra 1d6 + 6 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +9 vs. Fortitude; 2d8 + 6 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.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the half-elf warlock’s next turn, blocking line
of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +9 vs. Fortitude; 1d6 + 6 necrotic damage.
- ○ 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Skills Arcana +9, Insight +10
Str 10 (+3); Dex 12 (+4); Wis 11 (+3);
Con 19 (+7); Int 13 (+4); Cha 17 (+6)
Equipment leather armor, sickle
-1 Level / +1 Level
Half-Elf Inspiring Warlord [Level 6 Soldier (Leader)]
Medium natural humanoid [XP 250]
Initiative +5; Senses Perception +3; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 16, Will 19
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +10 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
- +10 vs. AC; 1d10 + 5 damage. Miss: 3 damage.
- ○ [M] Warlord’s Strike (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 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] Stand the Fallen (standard) ✦ Healing, Weapon
- +10 vs. AC; 3d10 + 5 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
3 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 2d6 hit points. This
power can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The half-elf warlord and each ally within 5 squares regain 13 hit points.
- 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 6 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 +8, History +9
Str 17 (+6); Dex 11 (+3); Wis 10 (+3);
Con 14 (+5); Int 13 (+4); Cha 17 (+6)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Half-Elf Tactical Warlord [Level 6 Soldier (Leader)]
Medium natural humanoid [XP 250]
Initiative +5; Senses Perception +3; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 18, Will 18
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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
- +11 vs. AC; 1d8 + 5 damage, and an enemy adjacent to the half-elf warlord other than the target takes 3 damage.
- ○ [M] Steel Monsoon (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage, and 2 allies within 5 squares of the half-elf warlord can shift 1 square.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +11 vs. Reflex; 3d8 + 5 damage. Hit or Miss: Until the end of the encounter, when the half-elf warlord is adjacent
to the target and it walks or runs, the half-elf warlord can cancel that movement as an immediate interrupt.
- ○○ Inspiring Word (minor) ✦ Healing
- The half-elf warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This
power can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +2 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +8, History +10
Str 17 (+6); Dex 11 (+3); Wis 10 (+3);
Con 14 (+5); Int 15 (+5); Cha 15 (+5)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Control Wizard [Level 6 Artillery]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +5; low-light
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 19
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 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; +8 vs. Will; 1d6 + 5 radiant damage, and the target is dazed until the end of the half-elf wizard’s next turn.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +8 vs. Fortitude; 1d10 + 5 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the half-elf wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 5 poison damage. As a move action, the half-elf wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- ○ 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.
- □ Invisibility (standard) ✦ Illusion
- The half-elf wizard or one creature with 5 squares becomes invisible until the end of the half-elf wizard’s next turn. If
the target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the half-elf wizard
can sustain the effect.
- ○ 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 +11, Insight +12
Str 10 (+3); Dex 13 (+4); Wis 15 (+5);
Con 14 (+5); Int 17 (+6); Cha 13 (+4)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Half-Elf War Wizard [Level 6 Artillery]
Medium natural humanoid [XP 250]
Initiative +5; Senses Perception +4; low-light
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 18
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 1d6 + 5 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +8 vs. Reflex; 2d6 + 5 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +8 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
- ○ 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.
- □ Dimension Door (move) ✦ Teleportation
- The half-elf wizard teleports 10 squares.
- ○ Wand of Accuracy (free)
- The half-elf wizard gains a +2 bonus to a single attack roll.
Skills Arcana +11, History +11
Str 10 (+3); Dex 15 (+5); Wis 13 (+4);
Con 14 (+5); Int 17 (+6); Cha 13 (+4)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Half-Elf Isolating Avenger [Level 6 Skirmisher]
Medium natural humanoid [XP 250]
Initiative +3; Senses Perception +6; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 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; +8 vs. Reflex; 1d8 + 5 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
- +11 vs. AC; 2d10 + 5 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] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +11 vs. AC; 2d10 + 5 damage, and the half-elf avenger is invisible to the target (save ends). Aftereffect: The half-elf
avenger is invisible to the target until the end of the half-elf avenger’s next turn. Miss: Half damage, and the half-elf
avenger is invisible to the target until the end of the half-elf avenger’s next turn.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the half-elf avenger.
If the half-elf avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical
hit’s damage.
- 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 +9, Religion +10
Str 13 (+4); Dex 11 (+3); Wis 17 (+6);
Con 14 (+5); Int 15 (+5); Cha 12 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Half-Elf Pursuing Avenger [Level 6 Skirmisher]
Medium natural humanoid [XP 250]
Initiative +5; Senses Perception +6; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 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; +8 vs. Reflex; 1d8 + 5 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
- +11 vs. AC; 2d10 + 5 damage, and the half-elf avenger teleports the target 3 squares. The half-elf avenger then teleports
to a space adjacent to the target.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the half-elf avenger hits the target with a divine power,
the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the half-elf avenger hits the target with
a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the half-elf avenger
hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Aspect of Agility (move)
- The half-elf avenger shifts 5 squares, and the half-elf avenger gains a +2 bonus to AC and Reflex until the end of the half-elf
avenger’s next turn.
- ○ [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 +8, Stealth +10
Str 13 (+4); Dex 15 (+5); Wis 17 (+6);
Con 14 (+5); Int 11 (+3); Cha 12 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Half-Elf Rageblood Barbarian [Level 6 Brute]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +8; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 17
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 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
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and an enemy adjacent to the half-elf barbarian other than the target takes
3 damage.
- ○ [M] Blade Sweep (standard) ✦ Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and each enemy adjacent to the half-elf barbarian takes 3 damage.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +10 vs. AC; 2d12 + 5 fire damage (crit 29 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The half-elf barbarian enters the rage of the silver phoenix. Until the rage ends, the half-elf barbarian gains
regeneration 3. In addition, the first time the half-elf barbarian drops to 0 hit points or fewer, the half-elf barbarian
can spend a healing surge as an immediate interrupt.
- ○ Swift Charge (free)
- When the half-elf barbarian’s attack reduces an enemy to 0 hit points.
The half-elf barbarian charges an enemy.
- □ Combat Surge (free)
- When the half-elf barbarian misses with an attack.
Must be raging.
The half-elf barbarian rerolls the attack.
- 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 +10, Perception +8
Str 17 (+6); Dex 12 (+4); Wis 11 (+3);
Con 17 (+6); Int 10 (+3); Cha 15 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Thaneborn Barbarian [Level 6 Brute]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +8; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 18
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 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
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 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
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 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.
- □ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the half-elf barbarian as a free action. If it does so,
the half-elf barbarian’s attack deals 1d12 damage extra cold damage.
+10 vs. AC; 3d12 + 5 cold damage (crit 41 + 1d12).
Miss: Half damage. Hit or Miss: The half-elf barbarian enters the rage of the frost wolf. Until the rage ends,
any enemy that hits the half-elf barbarian with a melee attack takes 6 cold damage.
- ○ [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.
- □ Instinctive Charge (no action)
- When the half-elf barbarian rolls initiative at the beginning of an encounter.
The half-elf barbarian gains a +5 power bonus to the half-elf barbarian’s initiative. The half-elf barbarian also gains a
+2 power bonus to the half-elf barbarian’s first attack roll during the encounter.
- 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 +10, Perception +8
Str 17 (+6); Dex 12 (+4); Wis 11 (+3);
Con 15 (+5); Int 10 (+3); Cha 17 (+6)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Cunning Bard [Level 6 Controller (Leader)]
Medium natural humanoid [XP 250]
Initiative +3; Senses Perception +8; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 20
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 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; +9 vs. Will; 1d6 + 6 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
- +12 vs. Reflex; 1d8 + 6 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] Song of Discord (standard) ✦ Charm
- Ranged 10; +9 vs. Will; the target is dominated until the end of the half-elf bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the half-elf bard’s choice as a free action.
- ○○ Majestic Word (minor) ✦ Healing
- The half-elf bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This
power can only be used once per round. The half-elf bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the half-elf bard.
Each ally within 10 squares missed by the triggering attack regains 5 hit points.
- 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 +10, Bluff +12
Str 12 (+4); Dex 11 (+3); Wis 10 (+3);
Con 15 (+5); Int 15 (+5); Cha 19 (+7)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Half-Elf Valorous Bard [Level 6 Controller (Leader)]
Medium natural humanoid [XP 250]
Initiative +3; Senses Perception +8; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 22; Fortitude 18, Reflex 18, Will 20
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 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; +9 vs. Will; 1d6 + 6 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
- +12 vs. AC; 2d8 + 6 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.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +9 vs. Will; 2d6 + 6 psychic damage, and the target is affected by the half-elf bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the half-elf bard
than where it started its turn, the target takes 1d6 + 6 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The half-elf bard pushes the target 3 squares.
- ○○ Majestic Word (minor) ✦ Healing
- The half-elf bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This
power can only be used once per round. The half-elf bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The half-elf bard transfers one effect on the target that a save can end to the half-elf
bard or to another ally with 5 squares. The new subject of the effect gains a +3 power bonus to saving throws against that
effect.
- 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 +9, Athletics +8
Str 12 (+4); Dex 11 (+3); Wis 10 (+3);
Con 17 (+6); Int 13 (+4); Cha 19 (+7)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Half-Elf Guardian Druid [Level 6 Controller]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +6; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 17, Will 19
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +8 vs. Will; 1d6 + 5 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; +8 vs. Fortitude; 2d6 + 5 cold damage, the target is pushed 3 squares and is knocked prone.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The half-elf druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high
and must be on a solid surface, and it lasts until the end of the half-elf druid’s next turn. The wall provides cover. A creature’s
line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs
3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 5
damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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.
- ○ Camouflage Cloak (minor)
- The half-elf druid or one ally within 5 squares becomes invisible until moving or 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 +11, Nature +11
Str 12 (+4); Dex 13 (+4); Wis 17 (+6);
Con 17 (+6); Int 11 (+3); Cha 12 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Predator Druid [Level 6 Controller]
Medium natural humanoid [XP 250]
Initiative +5; Senses Perception +11; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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; +8 vs. Will; 1d6 + 5 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
- +8 vs. Reflex; 1d6 + 5 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: +8 vs. Reflex; 1d6 + 5 damage, and the secondary target is dazed until the end of the half-elf
druid’s next turn.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Stalker’s Eyes (minor)
- The half-elf druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +11, Perception +11
Str 12 (+4); Dex 15 (+5); Wis 17 (+6);
Con 15 (+5); Int 11 (+3); Cha 12 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Preserving Invoker [Level 6 Artillery]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +6; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d8 + 5 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 + 5 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.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 5 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the half-elf invoker’s next turn. Miss: Half damage, and the target is blinded until the end
of the half-elf invoker’s next turn.
- □ Astral Step (move) ✦ Teleportation
- The half-elf invoker and each ally within 5 squares teleports 5 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 +10, Religion +10
Str 10 (+3); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 13 (+4)
Equipment hide armor, morningstar
-1 Level / +1 Level
Half-Elf Wrathful Invoker [Level 6 Artillery]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +6; low-light
HP 59; Bloodied 29
Healing Surges (+14 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 19
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Fortitude; 1d10 + 5 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; +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 2d8 + 5 damage, and the target is slowed until the end of the half-elf invoker’s next
turn.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is pushed 3 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ [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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the half-elf invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +10, Religion +9
Str 10 (+3); Dex 12 (+4); Wis 17 (+6);
Con 17 (+6); Int 13 (+4); Cha 13 (+4)
Equipment chainmail, morningstar
-1 Level / +1 Level
Half-Elf Bear Shaman [Level 6 Controller (Leader)]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +11; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 18; Fortitude 19, Reflex 16, Will 19
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +8 vs. Fortitude; 2d8 + 5 damage, and one ally adjacent to the half-elf shaman’s spirit companion can spend
a healing surge and regains 3 additional hit points.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +8 vs. Will; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
half-elf shaman and the half-elf shaman’s allies gain a +2 bonus to attack rolls against the target.
- ● 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 13 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the half-elf shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +8 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 +11, Perception +11
Str 11 (+3); Dex 12 (+4); Wis 17 (+6);
Con 17 (+6); Int 13 (+4); Cha 12 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Panther Shaman [Level 6 Controller (Leader)]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +11; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 19
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [R] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +8 vs. Reflex; 1d10 + 5 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] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +8 vs. Reflex; 2d6 + 5 damage, and the half-elf shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● 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 13 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +8 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 11 (+3); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 12 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Chaos Sorcerer [Level 6 Artillery]
Medium natural humanoid [XP 250]
Initiative +5; Senses Perception +3; low-light
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 17; Fortitude 17, Reflex 17, Will 21
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +9 vs. Will; 1d10 + 8 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:
+9 vs. Will; 1d6 + 4 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; +9 vs. Fortitude; 1d8 + 8 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] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +9 vs. Reflex; 3d10 + 8 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the half-elf sorcerer is hit by an area or a close attack.
The half-elf sorcerer teleports 4 squares.
- 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 +8, Bluff +12
Str 13 (+4); Dex 15 (+5); Wis 10 (+3);
Con 14 (+5); Int 11 (+3); Cha 19 (+7)
Equipment cloth armor, dagger
-1 Level / +1 Level
Half-Elf Dragon Sorcerer [Level 6 Skirmisher]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +3; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 21
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d8 + 8 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; +9 vs. Fortitude; 2d8 + 8 poison damage, and the target takes a –2 penalty to Fortitude until the end of the
half-elf sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +9 vs. Fortitude; 2d6 + 8 thunder damage. Hit or Miss: The half-elf sorcerer jumps a number of squares
equal to the half-elf sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +9 vs. Fortitude; 2d6 + 4 thunder damage, and the half-elf sorcerer
pushes the secondary target 1 square.
- ○ Sudden Scales (immediate interrupt)
- When the half-elf sorcerer is hit by an attack.
The half-elf sorcerer gains a +5 bonus to all defenses against the triggering attack.
- 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 +8, Athletics +10
Str 15 (+5); Dex 13 (+4); Wis 10 (+3);
Con 14 (+5); Int 11 (+3); Cha 19 (+7)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Half-Elf Earth Warden [Level 6 Brute]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +9; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 23; Fortitude 19, Reflex 18, Will 17
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 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
- +10 vs. AC; 1d10 + 5 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
- +10 vs. AC; 1d10 + 5 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 + 5 damage.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the half-elf warden teleports 5 squares. +10 vs. Reflex; 2d10 + 5 thunder damage, and the target is dazed
(save ends). Miss: Half damage, and the target is dazed until the end of the half-elf warden’s next turn.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the half-elf warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the half-elf warden uses another stance power.
- ● [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 +8, Perception +9
Str 17 (+6); Dex 12 (+4); Wis 13 (+4);
Con 17 (+6); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Half-Elf Wild Warden [Level 6 Brute]
Medium natural humanoid [XP 250]
Initiative +4; Senses Perception +10; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 20; Fortitude 19, Reflex 16, Will 18
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the half-elf warden’s next turn.
- ○ [M] Cleave (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and an enemy adjacent to the half-elf warden other than the target takes 3 damage.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 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.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the half-elf warden can see; +10 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 1d12), and
the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed
(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; +10 vs. Fortitude; 1d12 + 5 damage (crit 17 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the half-elf warden drops to 0 hit points or fewer.
The half-elf warden regains hit points as if the half-elf warden had spent a healing surge.
- 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 +10, Perception +10
Str 17 (+6); Dex 12 (+4); Wis 15 (+5);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
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.