Half-Elf NPCs [Level 11]
Half-Elf Battle Cleric [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +8; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 25; Fortitude 23, Reflex 20, Will 24
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage, and one ally within 5 squares gains a +4 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
- +15 vs. AC; 1d10 + 8 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] Awe Strike (standard) ✦ Fear, Weapon
- +15 vs. Will; 1d10 + 8 damage, and the target is immobilized until the end of the half-elf cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +15 vs. Fortitude; 2d10 + 8 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the half-elf cleric gains regeneration 5, and the half-elf cleric and each ally
within the burst gain a +2 power bonus to AC.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The half-elf cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+3 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The half-elf cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 hit points. This
power can only be used once per round.
- ○ 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 +13, Religion +10
Str 19 (+9); Dex 12 (+6); Wis 17 (+8);
Con 15 (+7); Int 11 (+5); Cha 16 (+8)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Devoted Cleric [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +9; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 25; Fortitude 21, Reflex 20, Will 25
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +13 vs. Reflex; 1d8 + 8 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
- +15 vs. AC; 1d10 + 8 damage, and the half-elf cleric gains 4 temporary hit points.
- ○ [R] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +13 vs. Will; 2d8 + 8 radiant damage, and the target takes a -4 penalty to attack rolls until the end of the half-elf
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +13 vs. Reflex; 2d10 + 8 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The half-elf cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+4 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The half-elf cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 hit points. This
power can only be used once per round.
- ○ 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 +14, Religion +10
Str 14 (+7); Dex 12 (+6); Wis 19 (+9);
Con 15 (+7); Int 11 (+5); Cha 19 (+9)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Greatweapon Fighter [Level 11 Soldier]
Medium natural humanoid [XP 600]
Initiative +7; Senses Perception +6; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 26; Fortitude 25, Reflex 21, Will 21
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12). Miss: 4 damage.
- ○ [M] Viper’s Strike (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12). 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.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the half-elf fighter. A target
that cannot end adjacent to the half-elf fighter is not pulled. The half-elf fighter then makes a close attack targeting each
adjacent enemy: +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +15 vs. AC; 2d12 + 8 damage (crit 32 + 2d12), and the half-elf fighter slides the
target 1 square. Miss: Half damage.
- ○ Into the Fray (minor)
- The half-elf fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- 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 +14, Intimidate +12
Str 19 (+9); Dex 14 (+7); Wis 13 (+6);
Con 19 (+9); Int 11 (+5); Cha 14 (+7)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Half-Elf Guardian Fighter [Level 11 Soldier]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +6; low-light
HP 112; Bloodied 56
Healing Surges (+28 hp) ○○
AC 28; Fortitude 25, Reflex 24, Will 21
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 1d8 + 8 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] Iron Bulwark (standard) ✦ Weapon
- +16 vs. AC; 2d8 + 8 damage. Hit or Miss: The half-elf fighter gains a +2 power bonus to AC until the end of the half-elf
fighter’s next turn.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +16 vs. AC; 3d8 + 8 damage, and the target is slowed (save ends). Miss: The power is not expended.
- □ Stalwart Guard (minor) ✦ Stance
- Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the half-elf fighter. 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 Heal +11, Intimidate +12
Str 19 (+9); Dex 17 (+8); Wis 13 (+6);
Con 16 (+8); Int 11 (+5); Cha 14 (+7)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Avenging Paladin [Level 11 Soldier]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +7; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 27; Fortitude 24, Reflex 21, Will 24
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +16 vs. AC; 1d10 + 8 radiant damage. If the half-elf paladin has marked the target, the half-elf paladin gains a +2 bonus
to the damage roll.
- ○ [M] Reaping Strike (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage. Miss: 4 damage.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +16 vs. AC; 2d10 + 8 thunder damage, and the target is knocked prone. If the target is marked by the half-elf paladin, the
attack can score a critical hit on a roll of 19–20.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +13 vs. Will; 2d8 + 8 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ● 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 10 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.
- ○ Cleansing Spirit (minor)
- The half-elf paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
- □□ 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 +14, Religion +10
Str 19 (+9); Dex 12 (+6); Wis 14 (+7);
Con 15 (+7); Int 11 (+5); Cha 19 (+9)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Half-Elf Protecting Paladin [Level 11 Soldier]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +7; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 29; Fortitude 23, Reflex 23, Will 25
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage, and the half-elf paladin gains 2 temporary hit points.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 1d6 + 9 psychic damage, and the half-elf paladin is invisible to the target until the start of the
half-elf paladin’s next turn.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +14 vs. Will; 2d10 + 9 damage, and the target is pulled 2 squares.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +14 vs. Fortitude; 1d10 + 9 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +14 vs. Fortitude; 1d10 + 9 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- □ Turn the Tide (standard)
- The half-elf paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
- ● 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 11 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 +15, Religion +10
Str 17 (+8); Dex 12 (+6); Wis 14 (+7);
Con 15 (+7); Int 11 (+5); Cha 21 (+10)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Archer Ranger [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +9; Senses Perception +12; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 26; Fortitude 23, Reflex 24, Will 21
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +15 vs. AC; 1d10 + 8 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +15/+15 vs. AC; 1d8 + 4 damage (main)/1d6 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +15 vs. AC (twice); 1d10 + 4 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +15 vs. AC; 2d10 + 8 damage (first shot) and 1d10 + 8 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The half-elf ranger can move at full speed. At any point during the move, the half-elf ranger can make two attacks.
Longsword: +15 vs. AC; 3d8 + 7 damage.
Longbow: Ranged 20/40; +15 vs. AC; 3d10 + 8 damage.
Miss:
Half damage per attack.
- ○ 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 2d6 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.
- □ Open the Range (immediate interrupt)
- When an enemy moves adjacent to the half-elf ranger.
The half-elf ranger can shift 1 square and then move 3 squares. The half-elf ranger cannot end the move adjacent to the triggering
enemy.
- 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 +12, Stealth +13
Str 17 (+8); Dex 19 (+9); Wis 14 (+7);
Con 15 (+7); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Half-Elf Two-Blade Ranger [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +12; low-light
HP 121; Bloodied 60
Healing Surges (+30 hp) ○○
AC 25; Fortitude 24, Reflex 23, Will 21
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +14 vs. AC; 1d10 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +16/+16 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 4 damage.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +16 vs. AC; 2d8 + 8 damage.
Longsword (off
hand): +16 vs. AC; 1d8 + 8 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +16 vs. AC; 2d8 + 8 damage. Miss: Half damage.
- ● 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 2d6 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.
- ○ Expeditious Stride (minor)
- Until the end of the half-elf ranger’s next turn, the half-elf ranger’s speed increases by 4, and the half-elf ranger can
shift 1 additional square when shifting.
- 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 +10 hit points.
Skills Nature +12, Perception +12
Str 19 (+9); Dex 17 (+8); Wis 14 (+7);
Con 15 (+7); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Half-Elf Brawny Rogue [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +9; Senses Perception +6; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 25; Fortitude 22, Reflex 25, Will 22
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 7 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +16 vs. AC; 1d6 + 8 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +16 vs. Reflex; 1d6 + 8 damage.
- ○ [R] Nimble Strike (standard) ✦ Weapon
- The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +16 vs. AC; 1d6 + 8 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +16 vs. Fortitude; 1d6 + 8 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the half-elf
rogue’s next turn.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +16 vs. Fortitude; 2d6 + 8 damage, and the target takes ongoing 8 damage and grants combat advantage to the half-elf rogue
(save ends both). Miss: Half damage, and no ongoing damage.
- □ Certain Freedom (move)
- The half-elf rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
- 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 3d6 damage.
Skills Acrobatics +14, Thievery +14
Str 17 (+8); Dex 19 (+9); Wis 12 (+6);
Con 15 (+7); Int 11 (+5); Cha 16 (+8)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Half-Elf Trickster Rogue [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +9; Senses Perception +11; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 25; Fortitude 21, Reflex 25, Will 23
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
The half-elf rogue can move 2 squares before the attack.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +13 vs. Will; 1d6 + 8 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] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +16 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +16 vs. Fortitude; 2d6 + 8 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the half-elf rogue’s
next turn.
- ● Shadow Stride (move)
- The half-elf rogue must be hidden to use this power. The half-elf rogue can move at full speed and must end the movement in
a space where the half-elf rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check
is successful, the half-elf rogue remains during the movement, even if the half-elf rogue has no cover or concealment during
it.
- 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 3d6 damage.
Skills Stealth +14, Thievery +14
Str 14 (+7); Dex 19 (+9); Wis 12 (+6);
Con 15 (+7); Int 11 (+5); Cha 19 (+9)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Half-Elf Fey-Pact Warlock [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +6; low-light
HP 112; Bloodied 56
Healing Surges (+28 hp) ○○
AC 24; Fortitude 22, Reflex 23, Will 25
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +14 vs. Reflex; 1d10 + 9 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 1d6 + 9 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; +12 vs. Fortitude; 1d6 + 7 thunder damage, and the target is pushed 1 square.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +14 vs. Will; 1d10 + 9 psychic damage, and the half-elf warlock and all allies in range are invisible to the target
until the end of the half-elf warlock’s next turn. Hit or Miss: The half-elf warlock gains a +3 power bonus to Stealth
checks until the end of the encounter.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +14 vs. Reflex; 2d8 + 9 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 4 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 4 cold damage. If the target saves, the half-elf warlock
can no longer sustain this power.
- □ Warlock’s Leap (move) ✦ Teleportation
- The half-elf warlock can teleport 6 squares, even without a line of sight to the destination. If the half-elf warlock attempts
to teleport to a space the half-elf warlock can’t occupy, the power fails.
- ● 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The 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 +13, Bluff +15
Str 11 (+5); Dex 12 (+6); Wis 13 (+6);
Con 16 (+8); Int 17 (+8); Cha 21 (+10)
Equipment leather armor, spear
-1 Level / +1 Level
Half-Elf Infernal-Pact Warlock [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +6; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 24; Fortitude 24, Reflex 23, Will 23
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +14 vs. Reflex; 1d10 + 9 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +14 vs. Reflex; 1d6 + 9 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 + 9 fire damage.
- ○ [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +12 vs. Reflex; 1d6 + 7 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +14 vs. Fortitude; 2d6 + 9 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +14 vs. Reflex; 3d10 + 9 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ● Warlock’s Curse (minor)
- The 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The half-elf warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The half-elf warlock gains 11 temporary hit points.
- □ Shielding Shades (immediate reaction)
- When the half-elf warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Skills Arcana +13, Intimidate +13
Str 11 (+5); Dex 13 (+6); Wis 12 (+6);
Con 21 (+10); Int 17 (+8); Cha 16 (+8)
Equipment leather armor, mace
-1 Level / +1 Level
Half-Elf Star-Pact Warlock [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +6; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 23; Fortitude 24, Reflex 22, Will 24
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +14 vs. Reflex; 1d10 + 9 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +14 vs. Fortitude; 1d6 + 9 radiant damage. If the target moves nearer to the half-elf warlock on its next turn,
it takes an extra 1d6 + 9 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +13 vs. Will; 2d6 + 8 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -2 penalty to both rolls.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +14 vs. Will; 2d10 + 9 psychic damage, and the half-elf warlock teleports the target to an unoccupied square within
3 squares of the half-elf warlock. Sustain Minor: Make a +14 vs. Will attack against the target. On a hit, the half-elf
warlock teleports the target to an unoccupied square within 3 squares of the half-elf warlock. On a miss, the effect 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 +2 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The 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.
- □ Shielding Shades (immediate reaction)
- When the half-elf warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Skills Arcana +12, Insight +13
Str 11 (+5); Dex 13 (+6); Wis 12 (+6);
Con 21 (+10); Int 14 (+7); Cha 19 (+9)
Equipment leather armor, sickle
-1 Level / +1 Level
Half-Elf Inspiring Warlord [Level 11 Soldier (Leader)]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +5; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 25; Fortitude 24, Reflex 21, Will 24
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +15 vs. Fortitude; 4 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 +4 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Reaping Strike (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage. Miss: 4 damage.
- ○ [M] Sunder Armor (standard) ✦ Weapon
- +15 vs. AC; 2d10 + 8 damage. Until the end of the half-elf warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] White Raven Strike (standard) ✦ Weapon
- +15 vs. AC; 3d10 + 8 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
half-elf warlord dropped the target to 0 hit points or fewer with this attack, add +4 to the temporary hit points the half-elf
warlord’s allies gain.
- □ Defensive Rally (standard) ✦ Healing
- Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end.
In addition, all targets gain a +2 power bonus to all defenses until the end of the half-elf warlord’s next turn.
- ○○ Inspiring Word (minor) ✦ Healing
- The half-elf warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 hit points. This
power can only be used once per round.
- 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 9 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 +10, History +12
Str 19 (+9); Dex 12 (+6); Wis 11 (+5);
Con 15 (+7); Int 14 (+7); Cha 19 (+9)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Half-Elf Tactical Warlord [Level 11 Soldier (Leader)]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +5; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 26; Fortitude 24, Reflex 23, Will 23
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 1d8 + 8 damage, and an enemy adjacent to the half-elf warlord other than the target takes 4 damage.
- ○ [M] Surprise Attack (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage, and an ally within 5 squares of the half-elf warlord makes a basic attack with combat advantage
as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Knock Them Down (standard) ✦ Weapon
- +16 vs. AC; 3d8 + 8 damage, and the target is knocked prone. Every ally within 10 squares of the half-elf warlord can move
3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage
but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ○○ Inspiring Word (minor) ✦ Healing
- The half-elf warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 hit points. This
power can only be used once per round.
- □ Tactical Shift (immediate interrupt)
- When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
- Tactical Presence
- When an ally the half-elf warlord can see spends an action point to make an extra attack, the ally gains a +3 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 +10, History +13
Str 19 (+9); Dex 12 (+6); Wis 11 (+5);
Con 15 (+7); Int 17 (+8); Cha 16 (+8)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Control Wizard [Level 11 Artillery]
Medium natural humanoid [XP 600]
Initiative +7; Senses Perception +8; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○○
AC 23; Fortitude 21, Reflex 23, Will 24
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 cold damage, and the target is slowed until the end of the half-elf wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +13 vs. Fortitude; 2d10 + 8 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +13 vs. Reflex; 2d12 + 8 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends
both). Miss: Half damage, and the target is slowed (save ends).
- ○ 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 +4 bonus to damage against that target as a free action.
- □ Mirror Image (minor) ✦ Illusion
- Three duplicate images appear in the half-elf wizard’s space, and the half-elf wizard gains a +6 power bonus to AC. Each time
an attack misses the half-elf wizard, one of the duplicate images disappears and the bonus granted by this power decreases
by 2. When the bonus reaches 0, all the half-elf wizard’s images are gone and the power ends. Otherwise, the effect lasts
for 1 hour.
- ○ 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 -3 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 +14, Insight +15
Str 11 (+5); Dex 14 (+7); Wis 17 (+8);
Con 15 (+7); Int 19 (+9); Cha 14 (+7)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Half-Elf War Wizard [Level 11 Artillery]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +7; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○○
AC 23; Fortitude 21, Reflex 23, Will 23
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +13 vs. Reflex; 1d6 + 8 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +13 vs. Reflex; 2d6 + 8 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +13 vs. Reflex; 1d6 + 8 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +13 vs. Fortitude; 2d8 + 8 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- ○ 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 +4 bonus to damage against that target as a free action.
- □ Blur (minor) ✦ Illusion
- Until the end of the encounter, the half-elf wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares
away from the half-elf wizard cannot see the half-elf wizard.
- ○ Wand of Accuracy (free)
- The half-elf wizard gains a +3 bonus to a single attack roll.
Skills Arcana +14, History +14
Str 11 (+5); Dex 17 (+8); Wis 14 (+7);
Con 15 (+7); Int 19 (+9); Cha 14 (+7)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Half-Elf Isolating Avenger [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +9; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 25; Fortitude 22, Reflex 23, Will 24
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 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; +13 vs. Reflex; 1d8 + 8 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] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +16 vs. AC; 1d10 + 8 damage, and the half-elf avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +16 vs. AC; 3d10 + 8 damage, and the half-elf avenger makes a saving throw with a +5 bonus. Miss: Half damage, and
the half-elf avenger makes a saving throw.
- ○ [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.
- □ River of Life (minor) ✦ Healing
- The half-elf avenger gains regeneration 5 until the end of the encounter.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the 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 +3 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 +12, Religion +13
Str 14 (+7); Dex 12 (+6); Wis 19 (+9);
Con 15 (+7); Int 17 (+8); Cha 13 (+6)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Half-Elf Pursuing Avenger [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +9; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 25; Fortitude 22, Reflex 23, Will 24
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 6 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +14 vs. AC; 1d8 + 7 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage, and if the target doesn’t end its next turn adjacent to the half-elf avenger, the half-elf avenger
can shift 4 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; +13 vs. Reflex; 1d8 + 8 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] Inexorable Pursuit (standard) ✦ Weapon
- +16 vs. AC; 2d10 + 8 damage. Before the attack, the half-elf avenger gains phasing until the end of the half-elf avenger’s
turn, and the half-elf avenger shifts 5 squares.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +16 vs. AC; 2d10 + 8 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the half-elf avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The half-elf
avenger must end this movement closer to the target.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the half-elf avenger can see in within 10 squares. When the half-elf avenger makes a melee attack against
the target and the target is the only enemy adjacent to the half-elf avenger, the half-elf avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the half-elf avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the half-elf avenger makes an attack roll against the half-elf avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- □ Avenger’s Readiness (no action)
- When the half-elf avenger rolls initiative at the beginning of an encounter.
The half-elf avenger gains a +5 power bonus to the initiative check. The half-elf avenger shifts 3 squares as a free action
when the first creature in the initiative order starts its turn, even if the half-elf avenger is surprised.
- 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 +7 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 +11, Stealth +13
Str 14 (+7); Dex 17 (+8); Wis 19 (+9);
Con 15 (+7); Int 12 (+6); Cha 13 (+6)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Half-Elf Rageblood Barbarian [Level 11 Brute]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +11; low-light
HP 139; Bloodied 69
Healing Surges (+34 hp) ○○
AC 25; Fortitude 25, Reflex 22, Will 22
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 2d8 + 8 damage (crit 36 + 2d12). 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
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12), and an enemy adjacent to the half-elf barbarian other than the target takes
4 damage.
- ○ [M] Tide of Blood (standard) ✦ Weapon
- +15 vs. AC; 2d12 + 8 damage (crit 32 + 2d12). The attack deals 1 extra damage for each enemy within 4 squares of the half-elf
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +15 vs. AC; 3d12 + 8 damage (crit 44 + 2d12), and the target is knocked prone. Miss: Half damage. Hit or Miss:
The half-elf barbarian enters the rage of the oak hammer. Until the rage ends, whenever the half-elf barbarian hits a target
with a melee attack, the half-elf barbarian knocks that target prone. If that target is already prone, the attack instead
deals an extra +4 damage.
- ○ Swift Charge (free)
- When the half-elf barbarian’s attack reduces an enemy to 0 hit points.
The half-elf barbarian charges an enemy.
- □ Deny Death (immediate interrupt)
- When the half-elf barbarian drops to 0 hit points or fewer and doesn’t die.
The half-elf barbarian is dying but don’t fall unconscious because of that condition. At the end of the half-elf barbarian’s
next turn, the half-elf barbarian falls unconscious if the half-elf barbarian is still dying.
- Rageblood Vigor
- Whenever the half-elf barbarian’s attack reduces an enemy to 0 hit points, the half-elf barbarian gains 9 temporary hit points.
- Barbarian Agility
- While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +13, Perception +11
Str 19 (+9); Dex 13 (+6); Wis 12 (+6);
Con 19 (+9); Int 11 (+5); Cha 16 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Thaneborn Barbarian [Level 11 Brute]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +11; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 25; Fortitude 25, Reflex 22, Will 23
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 2d6 + 8 damage (crit 32 + 2d12). 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
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12). 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +15 vs. AC; 2d12 + 8 acid damage (crit 32 + 2d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit
or Miss: The half-elf barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the
half-elf barbarian’s turns, each enemy adjacent to the half-elf barbarian is blinded until the end of the half-elf barbarian’s
turn.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the half-elf barbarian hits or misses the half-elf barbarian.
Targets the triggering enemy; +19 vs. AC; 3d12 + 8 damage (crit 44 + 2d12).
- □ Mountain Roots (immediate interrupt) ✦ Stance
- When the half-elf barbarian is pulled, pushed, or slid.
The half-elf barbarian negates the forced movement. Until the stance ends, the half-elf barbarian can negate forced movement
against the half-elf barbarian. Stance: This power lasts until the end of the encounter or until the half-elf barbarian uses another stance power.
- 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 +4 bonus to the attack roll.
- Barbarian Agility
- While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +13, Perception +11
Str 19 (+9); Dex 13 (+6); Wis 12 (+6);
Con 16 (+8); Int 11 (+5); Cha 19 (+9)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Cunning Bard [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +10; low-light
HP 112; Bloodied 56
Healing Surges (+28 hp) ○○
AC 26; Fortitude 22, Reflex 24, Will 25
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 1d6 + 9 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; +14 vs. Will; 1d6 + 9 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +14 vs. Will; 2d8 + 9 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the half-elf bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 3d8 + 9 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions until the end of the half-elf bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The half-elf bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 5 hit points. This
power can only be used once per round. The half-elf bard can also slide the target 1 square.
- ○ Illusory Erasure (minor) ✦ Illusion
- One ally within 10 squares becomes invisible until the end of the half-elf bard’s next turn, and the half-elf bard slides
the target 2 squares.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 8 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 +13, Bluff +15
Str 13 (+6); Dex 12 (+6); Wis 11 (+5);
Con 16 (+8); Int 17 (+8); Cha 21 (+10)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Half-Elf Valorous Bard [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +10; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 26; Fortitude 23, Reflex 23, Will 25
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 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; +14 vs. Will; 1d6 + 9 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf
bard’s next turn.
- ○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
- +17 vs. AC; 2d8 + 9 damage, and the half-elf bard slides an ally who is adjacent to the target to another space adjacent to
it. Until the end of the half-elf bard’s next turn, the ally also gains a +4 power bonus to AC.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +17 vs. AC; 3d8 + 9 thunder damage, and the half-elf bard slides the target 2 squares. Hit or Miss: Until the end of
the encounter, whenever the half-elf bard hits a target with an at-will attack power, the half-elf bard slides the target
2 squares to a space that must be adjacent to at least one of the half-elf bard’s allies.
- ○○ Majestic Word (minor) ✦ Healing
- The half-elf bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 5 hit points. This
power can only be used once per round. The half-elf bard can also slide the target 1 square.
- □ Word of Life (immediate reaction) ✦ Healing
- When an enemy attack reduces an ally within 20 squares of the half-elf bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the
half-elf bard’s next turn.
- 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 7 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 +12, Athletics +10
Str 13 (+6); Dex 12 (+6); Wis 11 (+5);
Con 19 (+9); Int 14 (+7); Cha 21 (+10)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Half-Elf Guardian Druid [Level 11 Controller]
Medium natural humanoid [XP 600]
Initiative +7; Senses Perception +9; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 26; Fortitude 23, Reflex 22, Will 24
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +12 vs. AC; 2d4 + 5 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +13 vs. Reflex; 1d8 + 8 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; +13 vs. Fortitude; 1d6 + 4 cold damage, and the target slides 1 square.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +13 vs. Will; 1d6 + 8 psychic damage, and until the end of the half-elf druid’s next turn, the target grants combat
advantage to an ally of the half-elf druid’s choice.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage, and the half-elf druid pulls each creature within 3 squares of the target 1 square.
If the half-elf druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 4 damage.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +13 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 8 radiant
damage. Miss: 1d10 + 8 radiant damage.
- ○ Feywild Sojourn (move) ✦ Teleportation
- The half-elf druid teleports to a safe place in the Feywild. While the half-elf druid is there, the half-elf druid can’t take
any actions other than using the half-elf druid’s second wind and wild shape. At the end of the half-elf druid’s next turn
or as a move action before then, the half-elf druid reappears in an unoccupied space within 10 squares of the space the half-elf
druid left.
- ● Wild Shape (minor) ✦ Polymorph
- The half-elf druid changes from the half-elf druid’s humanoid form to beast form or vice versa. When the half-elf druid changes
from beast form back to the half-elf druid’s humanoid form, the half-elf druid shifts 1 square. While the half-elf druid is
in beast form, the half-elf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
half-elf druid can sustain such powers. The half-elf druid can use this power once per round.
- Primal Guardian
- While the half-elf druid is not wearing heavy armor, the half-elf druid can use the half-elf druid’s Constitution modifier
in place of the half-elf druid’s Dexterity or Intelligence modifier to determine the half-elf druid’s AC.
Skills Heal +14, Nature +14
Str 13 (+6); Dex 14 (+7); Wis 19 (+9);
Con 19 (+9); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Predator Druid [Level 11 Controller]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +14; low-light
HP 112; Bloodied 56
Healing Surges (+28 hp) ○○
AC 25; Fortitude 22, Reflex 23, Will 24
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +12 vs. AC; 2d4 + 5 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +13 vs. Reflex; 1d8 + 8 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; +13 vs. Reflex; 1d6 + 4 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 4 fire damage.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +13 vs. Will; 1d6 + 8 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] Latch On (standard) ✦ Beast Form
- +13 vs. Reflex; 2d10 + 8 damage, and the half-elf druid grabs the target. The target takes a -3 penalty to checks to escape
the grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +13 vs. Reflex; 2d8 + 8 damage, the half-elf druid knocks the target prone, and it can’t stand up (save ends). Miss:
Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the half-elf druid gains
a +2 bonus to attack rolls against prone targets. In addition, whenever the half-elf druid hits an enemy with a melee attack
while the half-elf druid is in beast form, the half-elf druid can knock that enemy prone.
- ● 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.
- □ Armor of the Wild (minor) ✦ Beast Form
- Until the end of the encounter, while the half-elf druid is in beast form, the half-elf druid gains resist 3 to all damage.
- 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 +14, Perception +14
Str 13 (+6); Dex 17 (+8); Wis 19 (+9);
Con 16 (+8); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Preserving Invoker [Level 11 Artillery]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +9; low-light
HP 88; Bloodied 44
Healing Surges (+22 hp) ○○
AC 25; Fortitude 23, Reflex 23, Will 24
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Reflex; 1d8 + 8 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] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +13 vs. Fortitude; 2d8 + 8 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +13 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the half-elf invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the half-elf invoker takes 5 psychic damage.
- ○ 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 +3 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the half-elf invoker makes an attack roll against the half-elf invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +13, Religion +13
Str 11 (+5); Dex 13 (+6); Wis 19 (+9);
Con 16 (+8); Int 17 (+8); Cha 14 (+7)
Equipment hide armor, morningstar
-1 Level / +1 Level
Half-Elf Wrathful Invoker [Level 11 Artillery]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +9; low-light
HP 91; Bloodied 45
Healing Surges (+22 hp) ○○
AC 25; Fortitude 24, Reflex 22, Will 24
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +13 vs. Fortitude; 1d10 + 8 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+4 radiant damage. The half-elf invoker can use this power as a ranged basic attack.
- ○ [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +13 vs. Reflex; 1d8 + 8 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] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +18 vs. Will; 2d6 + 8 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 4 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +13 vs. Reflex; 3d6 + 8 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the half-elf invoker’s next turn. Any creature that starts its turn within
the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the half-elf invoker hits the half-elf invoker.
The triggering enemy takes 1d6+4 radiant damage and is pushed 2 squares.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the half-elf invoker makes an attack roll against the half-elf invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- Covenant of Wrath
- When the half-elf invoker uses a divine encounter or daily attack power on the half-elf invoker’s turn, the half-elf invoker
gains a bonus to the damage roll equal to 1 for each enemy the half-elf invoker attacks with the power.
Skills Endurance +13, Religion +12
Str 11 (+5); Dex 13 (+6); Wis 19 (+9);
Con 19 (+9); Int 14 (+7); Cha 14 (+7)
Equipment chainmail, morningstar
-1 Level / +1 Level
Half-Elf Bear Shaman [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +14; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 23; Fortitude 24, Reflex 21, Will 24
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +12 vs. AC; 1d10 + 5 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +13 vs. Will; 1d8 + 8 damage, and each ally adjacent to the half-elf shaman’s spirit companion gains 4 temporary
hit points.
- ○ [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +13 vs. Fortitude; 1d6 + 4 cold damage, and the target slides 1 square.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +13 vs. Fortitude; 1d10 + 8 cold damage, and before the end of the half-elf shaman’s next turn, as an immediate
interrupt, the half-elf shaman can grant an ally adjacent to the half-elf shaman’s spirit companion a +7 bonus to AC against
an attack that hits.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +13 vs. Will; 2d8 + 8 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ● Call Spirit Companion (minor) ✦ Conjuration
- The 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 15 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 10 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 3d6 hit points. This power can only be used once per round.
- □ Rock Shield Spirits (minor) ✦ Zone
- Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While
within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the half-elf shaman can move the zone
5 squares.
- ● [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; +13 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the half-elf shaman’s
spirit companion regains 4 hit points.
- Protector Spirit
- Any ally adjacent to the half-elf shaman’s spirit companion regains 4 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 +14, Perception +14
Str 12 (+6); Dex 13 (+6); Wis 19 (+9);
Con 19 (+9); Int 14 (+7); Cha 13 (+6)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Panther Shaman [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +14; low-light
HP 112; Bloodied 56
Healing Surges (+28 hp) ○○
AC 24; Fortitude 23, Reflex 22, Will 24
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +12 vs. AC; 1d10 + 5 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +13 vs. Fortitude; 1d10 + 8 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; +13 vs. Fortitude; 1d6 + 4 cold damage, and the target slides 1 square.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +13 vs. Will; 2d10 + 8 damage, and until the end of the half-elf shaman’s next turn, any ally adjacent to
the half-elf shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +13 vs. Fortitude; 3d6 + 8 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The half-elf shaman and each
ally within 10 squares of the half-elf shaman regains 5 hit points.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The half-elf shaman conjures the half-elf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the half-elf shaman falls unconscious or until the half-elf shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the half-elf shaman takes a move action, the half-elf
shaman can also move the spirit a number of squares equal to the half-elf shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 15 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 10 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 3d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the half-elf shaman’s spirit companion without shifting.
Targets triggering enemy; +13 vs. Reflex; 1d10 + 8 damage.
- □ Spirit Summons (free)
- Until the end of the encounter, the half-elf shaman can use the half-elf shaman’s call spirit companion power to conjure a
second spirit companion. When the half-elf shaman attacks with a spirit power, the half-elf shaman chooses which spirit companion
to use for the attack. When an effect applies to creatures adjacent to the half-elf shaman’s spirit companion, that effect
applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
- Stalker Spirit
- Any ally adjacent to the half-elf shaman’s spirit companion gains a +3 bonus to damage rolls against bloodied enemies.
Skills Nature +14, Perception +14
Str 12 (+6); Dex 13 (+6); Wis 19 (+9);
Con 16 (+8); Int 17 (+8); Cha 13 (+6)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Chaos Sorcerer [Level 11 Artillery]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +5; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○○
AC 22; Fortitude 21, Reflex 22, Will 26
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +15 vs. AC; 1d4 + 7 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +14 vs. Will; 1d10 + 14 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:
+14 vs. Will; 1d6 + 9 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +14 vs. Reflex; 2d6 + 14 lightning damage. Hit or Miss: The half-elf sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +14 vs. Fortitude; 2d10 + 14 poison damage. Hit or Miss: The half-elf sorcerer slides the target 5 squares.
The target is poisonous to the half-elf sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts
its turn adjacent to the target takes 1d10 + 9 poison damage. If the half-elf sorcerer rolled an even number on the attack
roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 9 poison damage.
- □ Chaos Link (immediate reaction)
- When the half-elf sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
- Chaos Power
- The half-elf sorcerer gains a +5 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 +11, Bluff +15
Str 14 (+7); Dex 17 (+8); Wis 11 (+5);
Con 15 (+7); Int 12 (+6); Cha 21 (+10)
Equipment cloth armor, dagger
-1 Level / +1 Level
Half-Elf Dragon Sorcerer [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +7; Senses Perception +5; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 22; Fortitude 22, Reflex 21, Will 26
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +14 vs. Reflex; 1d8 + 14 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 3 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +14 vs. Fortitude; 2d8 + 14 cold damage, and the half-elf sorcerer knocks the target prone.
The target also takes a –2 penalty to Fortitude until the end of the half-elf sorcerer’s next turn.
- □ [C] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +14 vs. Fortitude; 2d6 + 14 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The half-elf sorcerer gains a +3 power bonus to AC until the end of the
encounter.
- □ Invert Resistance (minor)
- Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance
against (save ends both).
- Draconic Power
- The half-elf sorcerer gains a +5 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 +11, Athletics +13
Str 17 (+8); Dex 14 (+7); Wis 11 (+5);
Con 15 (+7); Int 12 (+6); Cha 21 (+10)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Half-Elf Earth Warden [Level 11 Brute]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +12; low-light
HP 139; Bloodied 69
Healing Surges (+34 hp) ○○
AC 28; Fortitude 24, Reflex 22, Will 22
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 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
- +15 vs. AC; 1d10 + 8 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] Mountain Hammer (standard) ✦ Weapon
- +15 vs. Fortitude; 2d10 + 8 damage, and the target takes a –5 penalty to melee attack rolls until the end of the half-elf
warden’s next turn.
- □ Shield of Stone (minor)
- The half-elf warden slides one ally within 5 squares by 5 squares. Until the end of the half-elf warden’s next turn, that
ally gains resist 5 to all damage and a +2 power bonus to all defenses.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The half-elf warden assumes the guardian form of the oak sentinel until the end of the encounter. While the half-elf warden
is in this form, the half-elf warden’s melee reach increases by 1. In addition, any enemy that hits the half-elf warden with
a melee attack takes 4 damage. 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 within the half-elf warden’s reach makes a melee attack against
the half-elf warden’s ally.
Secondary Attack: targets the triggering enemy; +15 vs. AC; 2d10 + 8 damage. Miss:
Half damage. Hit or Miss: The half-elf warden becomes the target of the triggering attack, even if the half-elf warden
is not within that attack’s range.
- ● [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 +4 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 +11, Perception +12
Str 19 (+9); Dex 13 (+6); Wis 14 (+7);
Con 19 (+9); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Half-Elf Wild Warden [Level 11 Brute]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +13; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 25; Fortitude 24, Reflex 20, Will 23
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12), and the target is slowed until the end of the half-elf warden’s next turn.
- ○ [M] Cleave (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12), and an enemy adjacent to the half-elf warden other than the target takes 4 damage.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +15 vs. AC; 2d12 + 8 damage (crit 32 + 2d12), and the half-elf warden slides the target 1 square. The half-elf warden can
slide the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second
creature take 3 psychic damage.
- □ Returning Strength (minor) ✦ Healing
- The half-elf warden spends a healing surge and regains +4 additional hit points.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The half-elf warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the half-elf
warden is in this form, the half-elf warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking
ongoing damage. In addition, the half-elf warden can use the half-elf warden’s second wind as a minor 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: +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12), 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; +15 vs. Fortitude; 1d12 + 8 damage (crit 20 + 2d12), 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
-3 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 +13, Perception +13
Str 19 (+9); Dex 13 (+6); Wis 17 (+8);
Con 16 (+8); Int 11 (+5); Cha 14 (+7)
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.