Half-Elf NPCs [Level 24]
Half-Elf Battle Cleric [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +17; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 37, Reflex 32, Will 38
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and one ally within 5 squares gains a +6 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
- +29 vs. AC; 2d10 + 15 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] Haunting Strike (standard) ✦ Weapon
- +31 vs. AC; 4d10 + 15 damage. The next attack roll the half-elf cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +29 vs. AC; 3d10 + 15 damage. Miss: Half damage. Hit or Miss: The half-elf cleric and each ally within 5 squares
of the half-elf cleric regains hit points as if the half-elf cleric had each spent a healing surge.
- □ Purify (standard)
- Every effect that a save can end is removed from the half-elf cleric and each ally within 10 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The half-elf cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +22, Religion +18
Str 23 (+18); Dex 13 (+13); Wis 21 (+17);
Con 16 (+15); Int 12 (+13); Cha 17 (+15)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Devoted Cleric [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +18; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 34, Reflex 32, Will 39
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +27 vs. Reflex; 2d8 + 15 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
- +29 vs. AC; 2d10 + 15 damage, and the half-elf cleric gains 6 temporary hit points.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +27 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The half-elf cleric and
each ally in the burst gain a +6 power bonus to AC until the end of the half-elf cleric’s next turn and can spend a healing
surge. Add +6 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +27 vs. Reflex; 5d10 + 15 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the half-elf cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 15 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The half-elf cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains
hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it
can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the half-elf cleric within
5 squares of its previous location.
- ○○○ Healing Word (minor) ✦ Healing
- The half-elf cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +23, Religion +18
Str 15 (+14); Dex 13 (+13); Wis 23 (+18);
Con 16 (+15); Int 12 (+13); Cha 23 (+18)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Greatweapon Fighter [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +14; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 39, Reflex 33, Will 33
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
- ○ [M] Viper’s Strike (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). 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] Hack’n’ Slash (standard) ✦ Weapon
- +29 vs. AC; 4d12 + 21 damage (crit 69 + 3d12).
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +29 vs. AC; 3d12 + 15 damage (crit 51 + 3d12). Miss: Half damage. Hit or
Miss: Until the start of the half-elf fighter’s next turn, the half-elf fighter can make a secondary attack as a free
action against any enemy that starts its turn adjacent to the half-elf fighter. Secondary Attack: +29 vs. AC; 1d12
+ 15 damage (crit 27 + 3d12).
- □ No Surrender (no action) ✦ Healing
- When the half-elf fighter’s hit points drop to 0 or lower.
The half-elf fighter regains hit points up to one-half the half-elf fighter’s maximum hit points. However, the half-elf fighter
takes a –2 penalty to attack rolls until the end of the encounter.
- 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 +23, Intimidate +19
Str 23 (+18); Dex 15 (+14); Wis 14 (+14);
Con 23 (+18); Int 12 (+13); Cha 15 (+14)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Half-Elf Guardian Fighter [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +14; low-light
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 39, Reflex 38, Will 33
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+30 vs. AC; 2d8 + 15 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
- +30 vs. AC; 2d8 + 15 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] Fangs of Steel (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 20 damage, and make a secondary attack against one creature adjacent to the primary target and within the
half-elf fighter’s melee reach. Secondary Attack: +30 vs. AC; 2d8 + 20 damage.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +30 vs. AC; 4d8 + 15 damage. Hit or Miss: Until the end of the encounter, the half-elf fighter can make a melee basic
attack against the target as a free action if the half-elf fighter is adjacent to it and it either shifts or attacks one of
the half-elf fighter’s allies.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The half-elf fighter gains an action point that the half-elf fighter must spend during the half-elf fighter’s current turn.
- 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 +19, Intimidate +19
Str 23 (+18); Dex 21 (+17); Wis 14 (+14);
Con 17 (+15); Int 12 (+13); Cha 15 (+14)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Avenging Paladin [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +14; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 38, Reflex 33, Will 38
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +30 vs. AC; 2d10 + 15 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
- +30 vs. AC; 2d10 + 15 damage. Miss: 6 damage.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +30 vs. AC; 3d10 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the half-elf paladin other than the primary target. Secondary Attack: +30 vs. AC; 1d10 + 15 thunder damage, and
the target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 15 damage. Miss: Half damage. Hit or Miss: The half-elf paladin and allies adjacent to the
half-elf paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 15 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.
- □ Cleansing Burst (minor)
- The half-elf paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
Skills Intimidate +23, Religion +18
Str 23 (+18); Dex 13 (+13); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 23 (+18)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Half-Elf Protecting Paladin [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +14; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 41; Fortitude 37, Reflex 35, Will 39
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage, and the half-elf paladin gains 2 temporary hit points.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 2d6 + 16 psychic damage, and the half-elf paladin is invisible to the target until the start of the
half-elf paladin’s next turn.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +28 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +28 vs. Reflex; 3d10 + 16 fire damage, and the target grants combat advantage to
the half-elf paladin and the half-elf paladin’s allies until the end of the half-elf paladin’s next turn. Miss: Half
damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until
the end of the half-elf paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 9 fire damage
and grant combat advantage to the half-elf paladin and the half-elf paladin’s allies. Sustain Minor: The zone persists.
- ● 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 16 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.
- □ United in Faith (minor) ✦ Healing
- The half-elf paladin and each ally within 5 squares can spend a healing surge.
Skills Intimidate +24, Religion +18
Str 21 (+17); Dex 13 (+13); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 25 (+19)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Archer Ranger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +18; Senses Perception +19; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 37, Reflex 38, Will 33
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +29 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +29 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +29 vs. AC; 2d10 + 15 damage per attack. If the first attack hits, the half-elf
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
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 +1 bonus to damage against that target as a free action.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the half-elf ranger’s turn, enemies treat the half-elf ranger as invisible if the half-elf ranger has cover
or concealment from them. An enemy still knows the square occupied by the half-elf ranger if it saw the half-elf ranger in
that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 3d6 damage. This effect remains active until the end of the encounter or until
the half-elf ranger designates a different target as the quarry. The half-elf ranger can only designate one enemy as quarry
at a time.
- Archer Fighting Style
- The half-elf ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The half-elf ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +19, Stealth +22
Str 21 (+17); Dex 23 (+18); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Half-Elf Two-Blade Ranger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +19; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 38, Reflex 37, Will 33
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 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] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +30 vs. AC; 2d8 + 15 damage.
Longsword
(off hand): +30 vs. AC; 2d8 + 15 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the half-elf ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the half-elf ranger and misses before the start of the half-elf ranger’s
next turn, make a melee basic attack against it with both the half-elf ranger’s main weapon and the half-elf ranger’s off-hand
weapon as an immediate reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +32 vs. AC; 2d8 + 15 damage.
Longsword (second attack; off hand): +32 vs. AC; 2d8 + 15 damage.
Longsword (third attack; main):
+32 vs. AC; 1d8 + 15 damage.
A target hit once is dazed until the end of the half-elf ranger’s next turn. A target
hit twice is stunned until the end of the half-elf ranger’s next turn. A target hit three times is weakened and stunned until
the end of the half-elf ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or
weakened. Hit or Miss: After the first attack and after the second attack, the half-elf ranger can shift 1 square.
- ● 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the half-elf ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +15 hit points.
Skills Nature +19, Perception +19
Str 23 (+18); Dex 21 (+17); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Half-Elf Brawny Rogue [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +18; Senses Perception +13; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 34
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +30 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +30 vs. Reflex; 2d6 + 15 damage.
- ○ [R] Nimble Strike (standard) ✦ Weapon
- The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +30 vs. AC; 2d6 + 15 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +30 vs. Fortitude; 4d6 + 15 damage, and the half-elf rogue slides the target 5 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The half-elf rogue slides the target 5 squares, and no damage from obstacles.
- ○ Dazzling Acrobatics (move)
- The half-elf rogue can shift twice the half-elf rogue’s speed. The half-elf rogue can climb at full speed as part of this
move. If an enemy attacks the half-elf rogue while the half-elf rogue shifts, the half-elf rogue gains a +4 bonus to AC against
that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the half-elf rogue.
Targets the creature the half-elf rogue’s ally damaged; +30 vs. AC; 2d6 + 15 damage.
- 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 5d6 damage.
Skills Acrobatics +23, Thievery +23
Str 21 (+17); Dex 23 (+18); Wis 13 (+13);
Con 16 (+15); Int 12 (+13); Cha 17 (+15)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Half-Elf Trickster Rogue [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +18; Senses Perception +18; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 34, Reflex 39, Will 37
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
The half-elf rogue can move 2 squares before the attack.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 15 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] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 15 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the half-elf
rogue. The half-elf rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +30 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. Will; 5d6 + 15 damage.
Hit or Miss: Until the end of the half-elf rogue’s next turn, all of the target’s defenses against the half-elf
rogue’s attacks take a -6 penalty. Sustain Minor: Sustain the penalty for another round.
- □ Hide from the Light (minor)
- The half-elf rogue must already be hidden to use this power. The half-elf rogue is invisible until the end of the encounter
or until the half-elf rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic
attack or an at-will attack.
- 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 5d6 damage.
Skills Stealth +23, Thievery +23
Str 15 (+14); Dex 23 (+18); Wis 13 (+13);
Con 16 (+15); Int 12 (+13); Cha 23 (+18)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Half-Elf Fey-Pact Warlock [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +14; low-light
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 38; Fortitude 34, Reflex 37, Will 39
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 2d6 + 16 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; +26 vs. Fortitude; 2d6 + 14 thunder damage, and the target is pushed 2 squares.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +28 vs. Fortitude; 3d8 + 16 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the half-elf warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +28 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the half-elf warlock since the half-elf warlock’s last turn. If no one attacked the half-elf warlock since the half-elf
warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When
the half-elf warlock sustains this power, the half-elf warlock can repeat the attack against the target. If the half-elf warlock
misses, the half-elf warlock can no longer sustain the power.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The half-elf warlock becomes invisible until the start of the half-elf warlock’s next turn and teleports 20 squares. The half-elf
warlock leaves behind an illusory image of the half-elf warlock that persists as long as the half-elf warlock is invisible.
This image stands in place, takes no actions, and uses the half-elf warlock’s defenses if it is attacked. If the illusion
is touched or takes any damage, it dissolves into a pile of dead leaves. If the half-elf warlock makes an attack, the half-elf
warlock becomes visible. Sustain Standard: The half-elf warlock remains invisible as long as the half-elf warlock doesn’t
make an attack.
- ● 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 3d6 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 +22, Bluff +24
Str 12 (+13); Dex 13 (+13); Wis 14 (+14);
Con 17 (+15); Int 21 (+17); Cha 25 (+19)
Equipment leather armor, spear
-1 Level / +1 Level
Half-Elf Infernal-Pact Warlock [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +13; low-light
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 38; Fortitude 38, Reflex 37, Will 35
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +28 vs. Reflex; 2d6 + 16 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 2d6 + 16 fire damage.
- ○ [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +26 vs. Reflex; 2d6 + 14 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +28 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The half-elf warlock conjures flames in the shape of diabolic imps that appear at the half-elf warlock’s feet. The half-elf
warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the half-elf warlock takes 2d10 fire damage
and is pushed 3 squares. This effect applies once per creature per round. It ends when the half-elf warlock has no temporary
hit points remaining.
- ● 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 3d6 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The half-elf warlock grows wings and gains a fly speed equal to the half-elf warlock’s speed until the end of the encounter
or for 5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The half-elf warlock gains 24 temporary hit points.
Skills Arcana +22, Intimidate +20
Str 12 (+13); Dex 14 (+14); Wis 13 (+13);
Con 25 (+19); Int 21 (+17); Cha 17 (+15)
Equipment leather armor, mace
-1 Level / +1 Level
Half-Elf Star-Pact Warlock [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +13; low-light
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 35; Fortitude 38, Reflex 34, Will 38
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +24 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +28 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the half-elf warlock on its next turn,
it takes an extra 2d6 + 16 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +27 vs. Will; 4d10 + 15 damage, and the half-elf warlock can swap places with the target. After swapping places
with the target, the half-elf warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +27 vs. Reflex; 4d10 + 15 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 9 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ○ 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 3d6 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.
- ○ Entropic Ward (minor)
- Until the end of the half-elf warlock’s next turn, anyone who attacks the half-elf warlock must roll two dice and take the
lower result. Each time an attack misses due to this effect, the half-elf warlock gains a cumulative +1 power bonus to the
half-elf warlock’s next attack roll.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The half-elf warlock gains a +1 bonus to a single d20 roll the half-elf warlock makes during the half-elf warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Skills Arcana +19, Insight +20
Str 12 (+13); Dex 14 (+14); Wis 13 (+13);
Con 25 (+19); Int 15 (+14); Cha 23 (+18)
Equipment leather armor, sickle
-1 Level / +1 Level
Half-Elf Inspiring Warlord [Level 24 Soldier (Leader)]
Medium natural humanoid [XP 6050]
Initiative +15; Senses Perception +13; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 38, Reflex 33, Will 38
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +29 vs. Fortitude; 6 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 +6 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
- +29 vs. AC; 2d10 + 15 damage. Miss: 6 damage.
- ○ [M] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +29 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the half-elf warlord’s next turn. Until the end
of the encounter, the half-elf warlord’s allies gain a +6 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage. Until the start of the half-elf warlord’s next turn, every ally within 10 squares of the half-elf
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the half-elf
warlord’s next turn, one ally of the half-elf warlord’s choice within 10 squares of the half-elf warlord can follow up a standard
action with a basic attack made as a free action. Sustain Minor: Until the start of the half-elf warlord’s next turn,
one ally of the half-elf warlord’s choice within 10 squares of the half-elf warlord can follow up a standard action with a
basic attack made as a free action.
- □ Heart of the Titan (standard)
- The half-elf warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 6.
Until the target loses as many temporary hit points as he or she gained from this power, the target adds +6 to damage rolls
and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ Inspiring Word (minor) ✦ Healing
- The half-elf warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 18 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 +18, History +19
Str 23 (+18); Dex 13 (+13); Wis 12 (+13);
Con 16 (+15); Int 15 (+14); Cha 23 (+18)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Half-Elf Tactical Warlord [Level 24 Soldier (Leader)]
Medium natural humanoid [XP 6050]
Initiative +15; Senses Perception +13; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 38, Reflex 37, Will 35
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 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
- +30 vs. AC; 2d8 + 15 damage, and an enemy adjacent to the half-elf warlord other than the target takes 6 damage.
- ○ [M] Sudden Assault (standard) ✦ Weapon
- +30 vs. AC; 1d8 + 15 damage, and an ally of the half-elf warlord’s choice within 5 squares of the half-elf warlord takes a
standard action. The half-elf warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the half-elf
warlord for attacks made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +30 vs. AC; 4d8 + 15 damage. Hit or Miss: If the target attacks before the end of the half-elf warlord’s next turn,
the half-elf warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If
the half-elf warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The effect continues
until the end of the half-elf warlord’s next turn.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the half-elf warlord slides each target 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The half-elf warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- Tactical Presence
- When an ally the half-elf warlord can see spends an action point to make an extra attack, the ally gains a +5 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 +18, History +22
Str 23 (+18); Dex 13 (+13); Wis 12 (+13);
Con 16 (+15); Int 21 (+17); Cha 17 (+15)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Control Wizard [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +17; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 38
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +27 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the half-elf wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +27 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the half-elf wizard’s next turn, or the half-elf wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +27 vs. Reflex; 2d10 + 15 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the half-elf wizard’s next turn. Sustain Minor:
When the half-elf wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 9 necrotic damage to creatures that are immobilized.
- ○ 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 +6 bonus to damage against that target as a free action.
- □ Time Stop (minor)
- The half-elf wizard gains two extra standard actions, which the half-elf wizard can’t use to attack other creatures.
- ○ 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 -5 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 +23, Insight +24
Str 12 (+13); Dex 15 (+14); Wis 21 (+17);
Con 16 (+15); Int 23 (+18); Cha 15 (+14)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Half-Elf War Wizard [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +14; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 35
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +27 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +27 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +27
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +27 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +27 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (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 +6 bonus to damage against that target as a free action.
- □ Mass Fly (standard)
- The half-elf wizard and each ally within 5 squares gain a speed of fly 8 until the end of the half-elf wizard’s next turn.
Sustain Minor: The half-elf wizard can sustain this power until the end of the encounter or for 5 minutes. If the half-elf
wizard does not sustain this power, all targets float to the ground without taking falling damage.
- ○ Wand of Accuracy (free)
- The half-elf wizard gains a +5 bonus to a single attack roll.
Skills Arcana +23, History +23
Str 12 (+13); Dex 21 (+17); Wis 15 (+14);
Con 16 (+15); Int 23 (+18); Cha 15 (+14)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Half-Elf Isolating Avenger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +18; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 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; +27 vs. Reflex; 2d8 + 15 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] Phase Duel (standard) ✦ Weapon
- +30 vs. AC; 3d10 + 15 damage, and until the end of the half-elf avenger’s next turn, the half-elf avenger and the target are
immobilized. In addition, no other creature has line of sight or line of effect to either the target or the half-elf avenger,
both of whom have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends
on either the target or the half-elf avenger before the end of the half-elf avenger’s next turn. Hit or Miss: Until
the end of the half-elf avenger’s next turn, the half-elf avenger gains a +5 bonus to all defenses against the target’s attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +27 vs. Will; 4d8 + 15 psychic damage, and the target is pulled 3 squares. At
the start of each of the half-elf avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and
the target is pulled 2 squares. At the start of the half-elf avenger’s next turn, the target is pulled 3 squares.
- ○ [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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the half-elf avenger to 0 hit points or fewer and doesn’t kill you.
The half-elf avenger is dying but doesn’t fall unconscious. Until the end of the half-elf avenger’s next turn, the half-elf
avenger doesn’t take any damage after the triggering attack, and the half-elf avenger gains a +4 bonus to attack rolls. At
the end of the half-elf avenger’s next turn, the half-elf avenger falls unconscious if the half-elf avenger is still dying.
- 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 +5 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 +19, Religion +22
Str 15 (+14); Dex 13 (+13); Wis 23 (+18);
Con 16 (+15); Int 21 (+17); Cha 14 (+14)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Half-Elf Pursuing Avenger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +18; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 damage, and if the target doesn’t end its next turn adjacent to the half-elf avenger, the half-elf avenger
can shift 6 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; +27 vs. Reflex; 2d8 + 15 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] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +30 vs. AC; 4d10 + 15 radiant damage, and if the target is not adjacent to the half-elf avenger at the start of the half-elf
avenger’s next turn, the half-elf avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that
turn, the half-elf avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage to the
target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +30 vs. AC; 5d10 + 15 damage. Miss: Half damage. The half-elf avenger gains a +5 power bonus to the half-elf avenger’s
next damage roll against the target before the end of the encounter, unless the half-elf avenger attacks another creature
first.
- ○ [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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the half-elf avenger gains phasing, and the half-elf avenger takes half damage from opportunity
attacks.
- ○ [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 +11 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 +18, Stealth +22
Str 15 (+14); Dex 21 (+17); Wis 23 (+18);
Con 16 (+15); Int 13 (+13); Cha 14 (+14)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Half-Elf Rageblood Barbarian [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18; low-light
HP 273; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 39; Fortitude 39, Reflex 36, Will 34
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d8 + 15 damage (crit 63 + 3d12). 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
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and an enemy adjacent to the half-elf barbarian other than the target takes
6 damage.
- ○ [M] Fatal Strike (standard) ✦ Weapon
- +29 vs. AC; 4d12 + 21 damage (crit 69 + 3d12), and the target cannot regain hit points until the start of the half-elf barbarian’s
next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +29 vs. AC; 4d12 + 15 damage (crit 63 + 3d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The half-elf barbarian enters the rage of the hydra. Until the rage ends, once per round when the half-elf barbarian makes
an attack that misses, the half-elf barbarian can make a melee basic attack as a free action.
- ○ Swift Charge (free)
- When the half-elf barbarian’s attack reduces an enemy to 0 hit points.
The half-elf barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the half-elf barbarian is hit by an attack.
Until the end of the half-elf barbarian’s next turn, the half-elf barbarian gains resist 18 to all damage.
- Rageblood Vigor
- Whenever the half-elf barbarian’s attack reduces an enemy to 0 hit points, the half-elf barbarian gains 16 temporary hit points.
- Barbarian Agility
- While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +22, Perception +18
Str 23 (+18); Dex 14 (+14); Wis 13 (+13);
Con 23 (+18); Int 12 (+13); Cha 17 (+15)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Thaneborn Barbarian [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18; low-light
HP 267; Bloodied 133
Healing Surges (+66 hp) ○○○
AC 39; Fortitude 39, Reflex 36, Will 37
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d6 + 15 damage (crit 57 + 3d12). 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
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +29 vs. AC; 5d12 + 15 damage (crit 75 + 3d12), and each enemy adjacent to the half-elf barbarian takes a –6 penalty to attack
rolls until the end of the half-elf barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +29 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The half-elf barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn
next to the half-elf barbarian grants combat advantage to the half-elf barbarian and the half-elf barbarian’s allies until
the end of its next turn.
- □ Untouched (minor)
- The half-elf barbarian makes a saving throw against each effect on the half-elf barbarian that a save can end. The half-elf
barbarian gains a +3 bonus to each saving throw.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the half-elf barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the half-elf barbarian’s next turn.
- Thaneborn Triumph
- Whenever the half-elf barbarian bloodies an enemy, the next attack by the half-elf barbarian or an ally against that enemy
gains a +6 bonus to the attack roll.
- Barbarian Agility
- While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +22, Perception +18
Str 23 (+18); Dex 14 (+14); Wis 13 (+13);
Con 17 (+15); Int 12 (+13); Cha 23 (+18)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Cunning Bard [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +18; low-light
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 39
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 2d6 + 16 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; +28 vs. Will; 2d6 + 16 psychic damage, and the half-elf bard is invisible to the target until the start of the
half-elf bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +28 vs. Reflex; 3d8 + 16 force damage. Each ally within 10 squares of the half-elf bard, as the last action of
his or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of
the half-elf bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +28 vs. Reflex; 3d8 + 16 radiant damage. Miss: Half damage. Hit or Miss:
The half-elf bard and each ally within 10 squares of the half-elf bard can shift 5 squares as a free action.
- ○○○ Majestic Word (minor) ✦ Healing
- The half-elf bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 hit points. This
power can only be used once per round. The half-elf bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 10 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 +22, Bluff +24
Str 14 (+14); Dex 13 (+13); Wis 12 (+13);
Con 17 (+15); Int 21 (+17); Cha 25 (+19)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Half-Elf Valorous Bard [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +18; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 37, Reflex 35, Will 39
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 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; +28 vs. Will; 2d6 + 16 psychic damage, and the half-elf bard is invisible to the target until the start of the
half-elf bard’s next turn.
- ○ [M] Weal and Woe (standard) ✦ Weapon
- +31 vs. AC; 3d8 + 16 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +6
power bonus to his or her next attack roll against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○○○ Majestic Word (minor) ✦ Healing
- The half-elf bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 hit points. This
power can only be used once per round. The half-elf bard can also slide the target 1 square.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the half-elf bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 11 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 +19, Athletics +18
Str 14 (+14); Dex 13 (+13); Wis 12 (+13);
Con 23 (+18); Int 15 (+14); Cha 25 (+19)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Half-Elf Guardian Druid [Level 24 Controller]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 37, Reflex 34, Will 38
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +27 vs. Reflex; 2d8 + 15 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; +27 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +27 vs. Will; 2d6 + 15 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.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +27 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the half-elf
druid’s next turn. Hit or Miss: Until the end of the half-elf druid’s next turn, any creature that enters the area
of the burst or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +27 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the half-elf druid’s next turn.
- □ Unyielding Roots (standard) ✦ Healing
- The half-elf druid and each ally with 5 squares grows revitalizing roots. Until the end of the half-elf druid’s next turn,
each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn,
he or she regains 6 hit points. Sustain Minor: The effect 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.
- 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 +23, Nature +23
Str 14 (+14); Dex 15 (+14); Wis 23 (+18);
Con 23 (+18); Int 13 (+13); Cha 14 (+14)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Predator Druid [Level 24 Controller]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +23; low-light
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 38
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +27 vs. Reflex; 2d8 + 15 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; +27 vs. Reflex; 2d6 + 9 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 6 fire damage.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +27 vs. Will; 2d6 + 15 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] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +27 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the half-elf druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +27 vs. Fortitude; 3d10 + 15 damage, and the half-elf druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the half-elf druid’s turn. Miss: Half damage, and the half-elf druid grabs the target. Hit or Miss:
Until the end of the encounter, while the half-elf druid is in beast form, the half-elf druid gains a +2 bonus to AC and Fortitude.
- ● 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the half-elf druid uses wild shape to change into beast form, the half-elf druid
becomes insubstantial and gain phasing until the end of the half-elf druid’s turn.
- 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 +23, Perception +23
Str 14 (+14); Dex 21 (+17); Wis 23 (+18);
Con 17 (+15); Int 13 (+13); Cha 14 (+14)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Preserving Invoker [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +27 vs. Reflex; 2d8 + 15 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; +27 vs. Reflex; 2d8 + 15 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] Word of Rebuke (standard)
- Ranged 10; +27 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the half-elf invoker’s next turn. Until
the end of the half-elf invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +27 vs. Will; 5d6 + 15 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- □ Covenant of Vengeance (minor)
- Choose either the half-elf invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the half-elf invoker and the half-elf invoker’s allies
gain a +4 power bonus to attack rolls against that creature until the end of the half-elf invoker’s next turn.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the half-elf invoker hits the half-elf invoker’s ally.
The half-elf invoker gains a +5 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 +22, Religion +22
Str 12 (+13); Dex 14 (+14); Wis 23 (+18);
Con 17 (+15); Int 21 (+17); Cha 15 (+14)
Equipment hide armor, morningstar
-1 Level / +1 Level
Half-Elf Wrathful Invoker [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 37; Fortitude 38, Reflex 34, Will 38
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +27 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 radiant damage. The half-elf invoker can use this power as a ranged basic attack.
- ○ [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +27 vs. Reflex; 2d8 + 15 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] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +27 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the half-elf invoker’s
next turn, it takes 16 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +27 vs. Fortitude; 7d6 + 15 damage, and the half-elf invoker slides the target 5 squares and knock
it prone. Miss: Half damage, and the half-elf invoker slides the target 3 squares and knock it prone.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 2d6+6 radiant damage and is pushed 2 squares.
- Covenant of Wrath
- When the half-elf invoker uses a divine encounter or daily attack power on the half-elf invoker’s turn, the half-elf invoker
gains a bonus to the damage roll equal to 1 for each enemy the half-elf invoker attacks with the power.
Skills Endurance +22, Religion +19
Str 12 (+13); Dex 14 (+14); Wis 23 (+18);
Con 23 (+18); Int 15 (+14); Cha 15 (+14)
Equipment chainmail, morningstar
-1 Level / +1 Level
Half-Elf Bear Shaman [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +23; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 35; Fortitude 38, Reflex 33, Will 38
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Will; 2d8 + 15 damage, and each ally adjacent to the half-elf shaman’s spirit companion gains 6 temporary
hit points.
- ○ [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +27 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Reflex; 2d10 + 15 damage. Until the end of the half-elf shaman’s next turn, any ally takes half damage
from any source while adjacent to the half-elf shaman’s spirit companion. Each ally adjacent to the half-elf shaman’s spirit
companion gains 7 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +27 vs. Fortitude; 2d10 + 15 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The half-elf shaman conjures a bear spirit in an unoccupied square
adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move
through its space, but allies can. As a move action, the half-elf shaman can move the spirit 5 squares.
The spirit
can flank enemies with the half-elf shaman and the half-elf shaman’s allies, and it can make opportunity attacks against the
half-elf shaman’s enemies: +27 vs. Reflex; 2d10 + 15 damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The half-elf shaman conjures the half-elf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the half-elf shaman falls unconscious or until the half-elf shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the half-elf shaman takes a move action, the half-elf
shaman can also move the spirit a number of squares equal to the half-elf shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 22 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 17 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 5d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the half-elf shaman and the half-elf shaman’s allies are insubstantial.
- ● [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; +27 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the half-elf shaman’s
spirit companion regains 6 hit points.
- Protector Spirit
- Any ally adjacent to the half-elf shaman’s spirit companion regains 6 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 +23, Perception +23
Str 13 (+13); Dex 14 (+14); Wis 23 (+18);
Con 23 (+18); Int 15 (+14); Cha 14 (+14)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Panther Shaman [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +23; low-light
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 38; Fortitude 35, Reflex 36, Will 38
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Fortitude; 2d10 + 15 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 +2 bonus to the attack roll.
- ○ [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +27 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [M] Call to the Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Fortitude; 4d6 + 15 damage. Until the end of the half-elf shaman’s next turn, when any ally adjacent
to the half-elf shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5
damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +27 vs. Reflex; 4d8 + 15 damage. Miss: Half damage. Hit or Miss: Until the end of the half-elf shaman’s
next turn, the half-elf shaman and the half-elf shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls
against the target. As a free action before the half-elf shaman’s next turn, each ally within 20 squares of the target can
make a saving throw and shift 3 squares as the first action of his or her turn.
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 22 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 17 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 5d6 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; +27 vs. Reflex; 2d10 + 15 damage.
- Stalker Spirit
- Any ally adjacent to the half-elf shaman’s spirit companion gains a +5 bonus to damage rolls against bloodied enemies.
Skills Nature +23, Perception +23
Str 13 (+13); Dex 14 (+14); Wis 23 (+18);
Con 17 (+15); Int 21 (+17); Cha 14 (+14)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Chaos Sorcerer [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +13; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 34, Reflex 36, Will 40
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +28 vs. Will; 2d10 + 25 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:
+28 vs. Will; 1d6 + 18 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +28 vs. Fortitude; 4d6 + 25 cold damage, and the target is weakened until the end of the half-elf sorcerer’s next
turn. If the half-elf sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 +
18 cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +28 vs. Reflex; 6d6 + 25 lightning damage. If the half-elf sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the half-elf sorcerer rolled an odd number on the attack
roll, the target is dazed (save ends). Miss: Half damage.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the half-elf sorcerer’s next turn, the half-elf sorcerer becomes insubstantial, the half-elf sorcerer gains
a fly speed equal to the half-elf sorcerer’s speed, and the half-elf sorcerer can hover.
- Chaos Power
- The half-elf sorcerer gains a +9 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 +18, Bluff +24
Str 15 (+14); Dex 21 (+17); Wis 12 (+13);
Con 16 (+15); Int 13 (+13); Cha 25 (+19)
Equipment cloth armor, dagger
-1 Level / +1 Level
Half-Elf Dragon Sorcerer [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +13; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 36; Fortitude 36, Reflex 33, Will 40
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +28 vs. Reflex; 2d8 + 25 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 5 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +28 vs. Reflex; 5d6 + 25 acid damage. Until the end of the half-elf sorcerer’s next turn, the target doesn’t
have line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +28 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the half-elf sorcerer
slides the target 5 squares.
- □ Platinum Scales (immediate interrupt)
- When the half-elf sorcerer is hit by an attack.
Until the end of the encounter, the half-elf sorcerer gains a +5 power bonus to all defenses.
- Draconic Power
- The half-elf sorcerer gains a +9 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 +18, Athletics +22
Str 21 (+17); Dex 15 (+14); Wis 12 (+13);
Con 16 (+15); Int 13 (+13); Cha 25 (+19)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Half-Elf Earth Warden [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +19; low-light
HP 273; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 42; Fortitude 38, Reflex 35, Will 34
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 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
- +29 vs. AC; 2d10 + 15 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.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +29 vs. Reflex; the half-elf warden pulls the target 2 squares to a space that
must be adjacent to the half-elf warden. Make a secondary attack against the target. Secondary Attack: +31 vs. AC;
3d10 + 15 damage. Special: If either attack hits, the target is also slowed until the start of the half-elf warden’s
next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +29 vs. AC; 4d10 + 15 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the half-elf warden’s next turn. Hit or Miss: Each enemy within
3 squares of the half-elf warden, other than the target, is slowed until the end of the half-elf warden’s next turn.
- □ Panacea (minor)
- The half-elf warden makes a saving throw with a +4 power bonus. The half-elf warden also gains a +4 power bonus to saving
throws until the end of the encounter.
- ● [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 +6 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 +20, Perception +19
Str 23 (+18); Dex 14 (+14); Wis 15 (+14);
Con 23 (+18); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Half-Elf Wild Warden [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +22; low-light
HP 267; Bloodied 133
Healing Surges (+66 hp) ○○○
AC 39; Fortitude 38, Reflex 33, Will 37
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is slowed until the end of the half-elf warden’s next turn.
- ○ [M] Cleave (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and an enemy adjacent to the half-elf warden other than the target takes 6
damage.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +29 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the target is dazed until the end of the half-elf warden’s next turn. Until
the end of the half-elf warden’s next turn, the half-elf warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the half-elf warden shifts 1 square. +29 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ Renewal (minor) ✦ Healing
- The half-elf warden spends a healing surge. In addition, the half-elf warden regains the use of an encounter attack power
the half-elf warden has already used during this encounter.
- ● [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; +29 vs. Fortitude; 2d12 + 15 damage (crit 39 + 3d12), 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
-5 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 +22, Perception +22
Str 23 (+18); Dex 14 (+14); Wis 21 (+17);
Con 17 (+15); Int 12 (+13); Cha 15 (+14)
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.