Half-Elf NPCs [Level 30]
Half-Elf Battle Cleric [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +21; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 43, Reflex 37, Will 44
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage, and one ally within 5 squares gains a +7 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
- +35 vs. AC; 2d10 + 18 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] Punishing Strike (standard) ✦ Weapon
- +39 vs. AC; 4d10 + 18 damage.
- □ [M] Godstrike (standard) ✦ Radiant, Weapon
- +35 vs. AC; 7d10 + 18 radiant damage. Miss: Half damage.
- □ 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 6d6 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 +26, Religion +21
Str 24 (+22); Dex 13 (+16); Wis 22 (+21);
Con 16 (+18); Int 12 (+16); Cha 17 (+18)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Devoted Cleric [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +22; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 39, Reflex 37, Will 45
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +33 vs. Reflex; 2d8 + 18 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
- +35 vs. AC; 2d10 + 18 damage, and the half-elf cleric gains 7 temporary hit points.
- ○ [A] Sunburst (standard) ✦ Healing, Radiant
- Area burst 2 within 10; targets enemies; +33 vs. Will; 3d8 + 18 radiant damage. Hit or Miss: The half-elf cleric and
each ally in the burst regain 17 hit points and make a saving throw.
- □ [A] Astral Storm (standard) ✦ Cold, Fire, Lightning, Thunder, Zone
- Area burst 5 within 20; targets enemies; +33 vs. Reflex; 6d10 + 18 cold, fire, lightning, and thunder damage. Resistance doesn’t
reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target
that has vulnerability to any one of the four damage types is subject to that vulnerability. Miss: Half damage. Hit
or Miss: The burst creates a stormy zone until the end of the half-elf cleric’s next turn. Sustain Minor: When
the half-elf cleric sustains this power, make a +33 vs. Reflex attack against every enemy within the zone, dealing 2d10 +
18 lightning damage if the half-elf cleric hits and half damage if the half-elf cleric misses.
- □ 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 6d6 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 +27, Religion +21
Str 15 (+17); Dex 13 (+16); Wis 24 (+22);
Con 16 (+18); Int 12 (+16); Cha 24 (+22)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Greatweapon Fighter [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +17; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 45, Reflex 38, Will 38
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12). Miss: 7 damage.
- ○ [M] Viper’s Strike (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 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] Adamantine Strike (standard) ✦ Weapon
- +35 vs. Reflex; 4d12 + 18 damage (crit 66 + 3d12), and the target takes a –2 penalty to AC until the end of the half-elf fighter’s
next turn.
- □ [M] No Mercy (standard) ✦ Reliable, Weapon
- +35 vs. AC; 7d12 + 18 damage (crit 102 + 3d12). Miss: The power is not expended.
- □ 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 +27, Intimidate +22
Str 24 (+22); Dex 15 (+17); Wis 14 (+17);
Con 24 (+22); Int 12 (+16); Cha 15 (+17)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Half-Elf Guardian Fighter [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +17; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 45, Reflex 44, Will 38
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+36 vs. AC; 2d8 + 18 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
- +36 vs. AC; 2d8 + 18 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] Diamond Shield Defense (standard) ✦ Weapon
- Must be using a shield.
+36 vs. AC; 4d8 + 18 damage, and the half-elf fighter takes half damage from the target’s attacks until the end of the half-elf
fighter’s next turn. 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.
- □ [M] Storm of Destruction (standard) ✦ Weapon
- Targets one or two creatures, one attack per target; +36 vs. AC; 5d8 + 18 damage. Miss: Half damage.
- □ 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 +22, Intimidate +22
Str 24 (+22); Dex 22 (+21); Wis 14 (+17);
Con 17 (+18); Int 12 (+16); Cha 15 (+17)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Avenging Paladin [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +17; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 44, Reflex 38, Will 44
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +36 vs. AC; 2d10 + 18 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
- +36 vs. AC; 2d10 + 18 damage. Miss: 7 damage.
- ○ [M] Stunning Smite (standard) ✦ Weapon
- +36 vs. Will; 2d10 + 18 damage, the target is stunned until the end of the half-elf paladin’s next turn, and make a secondary
attack against each enemy other than the primary target adjacent to the half-elf paladin. Secondary Attack: +36 vs.
Will; 1d10 + 18 damage, and the target is stunned until the end of the half-elf paladin’s next turn.
- □ [M] Powerful Faith (standard) ✦ Weapon
- +36 vs. AC; 7d10 + 18 damage and make a secondary attack against each enemy within 10 squares of the half-elf paladin. Miss:
Half damage, and no secondary attack. Secondary Attack: +36 vs. Fortitude; The target is blinded until the end of the
half-elf paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The half-elf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
half-elf paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 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.
- □ 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 +27, Religion +21
Str 24 (+22); Dex 13 (+16); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 24 (+22)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Half-Elf Protecting Paladin [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +17; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 43, Reflex 40, Will 45
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 17 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 damage, and the half-elf paladin gains 2 temporary hit points.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +34 vs. Will; 2d6 + 19 psychic damage, and the half-elf paladin is invisible to the target until the start of the
half-elf paladin’s next turn.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +34 vs. Will; 4d8 + 19 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack
whether it hits or misses.
- □ [R] Even Hand of Justice (standard)
- Ranged 5; +34 vs. Will; 5d10 + 19 damage. Whenever the target makes an attack, its attack works as usual, but it takes the
full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. Many creatures
have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target
does not gain the benefit of any immunities or resistances. Miss: 5d10 + 19 damage.
- ● Divine Challenge (minor) ✦ Radiant
- The half-elf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
half-elf paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 17 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 +28, Religion +21
Str 22 (+21); Dex 13 (+16); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 26 (+23)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Archer Ranger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +22; Senses Perception +22; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 43, Reflex 44, Will 38
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 17 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +35 vs. AC; 2d10 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +35/+35 vs. AC; 2d8 + 11 damage (main)/2d6 + 11
damage (off-hand).
Longbow: Ranged 20/40; +35 vs. AC (twice); 2d10 + 11 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 20/40; targets each enemy in range; +35 vs. AC; 1d10 + 18 damage.
- □ [R] Three-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one creature; +35 vs. AC; 2d10 + 18 damage per attack. If the first attack hits, the half-elf
ranger gains a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks
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 +22, Stealth +26
Str 22 (+21); Dex 24 (+22); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Half-Elf Two-Blade Ranger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +22; low-light
HP 279; Bloodied 139
Healing Surges (+69 hp) ○○○
AC 45; Fortitude 44, Reflex 43, Will 38
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +34 vs. AC; 2d10 + 17 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +36/+36 vs. AC; 2d8 + 11 damage (main)/2d8 + 11 damage
(off-hand).
Longbow: Ranged 20/40; +34 vs. AC (twice); 2d10 + 11 damage.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage. Before the half-elf ranger attacks, one ally adjacent to either the half-elf ranger or the target
may shift 1 square as a free action.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. AC; 1d8 + 18 damage. Hit or Miss: The half-elf ranger can shift 3 squares,
and make another close burst 1 attack (as above).
- ● 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.
- □ [M] Weave a Web of Steel (immediate interrupt) ✦ Weapon
- When an enemy hits the half-elf ranger with a melee attack.
Two attacks against triggering enemy.
Longsword (main): +36 vs. AC; 3d8 + 18 damage.
Longsword (off
hand): +36 vs. AC; 1d8 + 18 damage.
If both attacks hit, the target’s attack misses. Miss: Half damage with
the main weapon, and no damage with the off-hand weapon.
- □ 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 +22, Perception +22
Str 24 (+22); Dex 22 (+21); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Half-Elf Brawny Rogue [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +22; Senses Perception +16; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 42, Reflex 45, Will 39
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +36 vs. AC; 2d6 + 18 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +36 vs. Reflex; 2d6 + 18 damage.
- ○ [R] Nimble Strike (standard) ✦ Weapon
- The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +36 vs. AC; 2d6 + 18 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +36 vs. AC; 5d6 + 18 damage.
- □ [M/R] Assassin’s Point (standard) ✦ Weapon
- Short Sword: +36 vs. AC; 7d6 + 18 damage.
Shuriken: Ranged 6/12; +36 vs. AC; 7d6 + 18 damage.
Hit: If the half-elf rogue has combat advantage against the target, double any extra damage from Sneak Attack or a
critical hit. Miss: Half damage.
- ○ 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.
- 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 +27, Thievery +27
Str 22 (+21); Dex 24 (+22); Wis 13 (+16);
Con 16 (+18); Int 12 (+16); Cha 17 (+18)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Half-Elf Trickster Rogue [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +22; Senses Perception +21; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 39, Reflex 45, Will 43
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 13 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +36 vs. AC; 2d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
The half-elf rogue can move 2 squares before the attack.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 psychic damage, and the half-elf rogue is invisible to the target until the start of the
half-elf rogue’s next turn.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. AC; 3d6 + 18 damage. If the target makes a melee attack against the half-elf
rogue before the end of the half-elf rogue’s next turn, the half-elf rogue can make it attack another creature of the half-elf
rogue’s choice instead, including itself.
- □ [M/R] Immobilizing Strike (standard) ✦ Weapon
- Short Sword: +36 vs. Fortitude; 5d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +35 vs. Fortitude; 5d6
+ 18 damage.
Hit: The target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed
(save ends). Saving throws against these effects take a –5 penalty. Miss: Half damage, and the target is slowed (save
ends). Saving throws against this effect take a –5 penalty.
- □ 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 +27, Thievery +27
Str 15 (+17); Dex 24 (+22); Wis 13 (+16);
Con 16 (+18); Int 12 (+16); Cha 24 (+22)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Half-Elf Fey-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +17; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 39, Reflex 43, Will 45
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +34 vs. Will; 2d6 + 19 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; +32 vs. Fortitude; 2d6 + 17 thunder damage, and the target is pushed 2 squares.
- ○ [R] Curse of the Fey King (standard)
- Ranged 10; +34 vs. Will; 3d10 + 19 damage. In addition, the first time the target rolls a d20 on its next turn, the half-elf
warlock can steal that result. The target rerolls, and the half-elf warlock uses the stolen result for the half-elf warlock’s
next d20 roll. The half-elf warlock gains a +6 bonus to the stolen result.
- □ [R] Curse of the Dark Delirium (standard) ✦ Charm
- Ranged 10; +34 vs. Will; on the target’s next turn, The half-elf warlock dictates its standard, move, and minor actions. The
target cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such
as leaping off a cliff or attacking itself. Miss: If the target is adjacent to one of its allies at the start of its
next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally. Sustain Standard:
Repeat the attack against the target as long as the target is within range. On a miss, the half-elf warlock can’t sustain
this 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 +26, Bluff +28
Str 12 (+16); Dex 13 (+16); Wis 14 (+17);
Con 17 (+18); Int 22 (+21); Cha 26 (+23)
Equipment leather armor, spear
-1 Level / +1 Level
Half-Elf Infernal-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +16; low-light
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 44; Fortitude 44, Reflex 43, Will 40
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +34 vs. Reflex; 2d6 + 19 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 + 19 fire damage.
- ○ [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +32 vs. Reflex; 2d6 + 17 fire damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +34 vs. Fortitude; 5d10 + 25 fire damage.
- □ [R] Hurl through Hell (standard) ✦ Fear, Fire, Teleportation
- Ranged 10; +34 vs. Will; 7d10 + 19 fire damage, and the target disappears into the Nine Hells until the end of the half-elf
warlock’s next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned
(save ends). Sustain Minor: If the half-elf warlock spends a minor action to sustain the power, the target’s return
is delayed until the end of the half-elf warlock’s next turn. The half-elf warlock can sustain the power no more than three
times. Miss: Half damage, and the target does not disappear.
- ● 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 30 temporary hit points.
Skills Arcana +26, Intimidate +23
Str 12 (+16); Dex 14 (+17); Wis 13 (+16);
Con 26 (+23); Int 22 (+21); Cha 17 (+18)
Equipment leather armor, mace
-1 Level / +1 Level
Half-Elf Star-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +16; low-light
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 44, Reflex 39, Will 44
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +34 vs. Fortitude; 2d6 + 19 radiant damage. If the target moves nearer to the half-elf warlock on its next turn,
it takes an extra 2d6 + 19 damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +34 vs. Will; 2d10 + 19 damage. The target disappears into a starry realm. At the start of its next turn, the target
reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice).
The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the half-elf warlock’s
next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take
every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls
it makes due to this power.
- □ [R] Doom of Delban (standard) ✦ Cold, Fear
- Ranged 10; +34 vs. Fortitude; 5d10 + 19 cold damage. Miss: Half damage. Sustain Standard: The half-elf warlock
can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage
by 1d10 each time this power hits. Each time the half-elf warlock sustains this power, the half-elf warlock takes 2d10 damage.
- ○ Commander’s Strike (standard) ✦ Weapon
- Choose a target that the half-elf warlock could attack with a melee attack. One of the half-elf warlock’s ally can make a
melee basic attack with a +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 +22, Insight +23
Str 12 (+16); Dex 14 (+17); Wis 13 (+16);
Con 26 (+23); Int 15 (+17); Cha 24 (+22)
Equipment leather armor, sickle
-1 Level / +1 Level
Half-Elf Inspiring Warlord [Level 30 Soldier (Leader)]
Medium natural humanoid [XP 19000]
Initiative +18; Senses Perception +16; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 44, Reflex 38, Will 44
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +35 vs. Fortitude; 7 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 +7 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
- +35 vs. AC; 2d10 + 18 damage. Miss: 7 damage.
- ○ [M] Devastating Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+35 vs. AC; 4d10 + 18 damage, and until the end of the half-elf warlord’s next turn, any ally who has line of sight to the
half-elf warlord gains a +7 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +35 vs. AC; 6d10 + 18 damage, and the half-elf warlord and all of the half-elf warlord’s allies within 10 squares of the half-elf
warlord makes saving throws against any single effect that a save can end. Miss: Each of the half-elf warlord’s allies
within 10 squares of the half-elf warlord makes a saving throw against any effect that the target caused and that a save can
end.
- □ [M] Stand Invincible (standard) ✦ Weapon
- +35 vs. AC; 7d10 + 18 damage. Hit or Miss: The half-elf warlord and each ally within 5 squares of the half-elf warlord
gains a +4 power bonus to all defenses and resist 5 to all damage until the end of the half-elf warlord’s next turn. Sustain
Minor: The effect continues.
- ○○○ Inspiring Word (minor) ✦ Healing
- The half-elf warlord or one ally within 15 squares can spend a healing surge and regain an additional 6d6 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 22 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 +21, History +22
Str 24 (+22); Dex 13 (+16); Wis 12 (+16);
Con 16 (+18); Int 15 (+17); Cha 24 (+22)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Half-Elf Tactical Warlord [Level 30 Soldier (Leader)]
Medium natural humanoid [XP 19000]
Initiative +18; Senses Perception +16; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 44, Reflex 43, Will 40
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 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
- +36 vs. AC; 2d8 + 18 damage, and an enemy adjacent to the half-elf warlord other than the target takes 7 damage.
- ○ [C] Chimera Battlestrike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. Reflex; 3d8 + 18 damage, and the target slides 7 squares.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the half-elf warlord slides each target 6 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The half-elf warlord or one ally within 15 squares can spend a healing surge and regain an additional 6d6 hit points. This
power can only be used once per round.
- □ [M] Defy Death (immediate interrupt) ✦ Healing, Weapon
- When a creature attacks the half-elf warlord’s ally.
As part of this action, the half-elf warlord can move twice the half-elf warlord’s speed to reach the target without provoking
opportunity attacks. Targets the attacking creature; +36 vs. AC; 7d8 + 18 damage, and the target’s attack misses. Miss:
Half damage, and the target’s attack deals half damage if it hits. Hit or Miss: As an immediate reaction, the attacked
ally can spend a healing surge.
- Tactical Presence
- When an ally the half-elf warlord can see spends an action point to make an extra attack, the ally gains a +6 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 +21, History +26
Str 24 (+22); Dex 13 (+16); Wis 12 (+16);
Con 16 (+18); Int 22 (+21); Cha 17 (+18)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Control Wizard [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +21; low-light
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 44
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 cold damage, and the target is slowed until the end of the half-elf wizard’s next turn.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +33 vs. Will; 3d10 + 18 psychic damage. On the target’s next turn, the half-elf wizard controls its actions. The
half-elf wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
- □ [C] Legion’s Hold (standard) ✦ Charm, Psychic
- Close burst 20; targets enemies; +33 vs. Will; 2d10 + 18 psychic damage, and the target is stunned (save ends). Miss:
Half damage, and the target is dazed (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 +7 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 -6 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 +27, Insight +28
Str 12 (+16); Dex 15 (+17); Wis 22 (+21);
Con 16 (+18); Int 24 (+22); Cha 15 (+17)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Half-Elf War Wizard [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +17; low-light
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 40
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +33 vs. Reflex; 2d6 + 18 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +33 vs. Reflex; 6d6 + 18 fire and necrotic damage.
- □ [A] Meteor Swarm (standard) ✦ Fire
- Area burst 5 within 20; +33 vs. Reflex; 8d6 + 18 fire damage. Miss: Half damage.
- ○ Commander’s Strike (standard) ✦ Weapon
- Choose a target that the half-elf wizard could attack with a melee attack. One of the half-elf wizard’s ally can make a melee
basic attack with a +7 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 +6 bonus to a single attack roll.
Skills Arcana +27, History +27
Str 12 (+16); Dex 22 (+21); Wis 15 (+17);
Con 16 (+18); Int 24 (+22); Cha 15 (+17)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Half-Elf Isolating Avenger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +22; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 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; +33 vs. Reflex; 2d8 + 18 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] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
- +36 vs. Will; 3d10 + 18 damage, and the half-elf avenger teleports each enemy within 5 squares of the half-elf avenger, other
than the target, 10 squares.
- □ [C] Fiery Vengeance (standard) ✦ Fire, Healing, Radiant
- Close burst 3; +33 vs. Reflex; 7d6 + 18 fire and radiant damage. Miss: Half damage. Hit or Miss: The half-elf
avenger regains hit points as if the half-elf avenger had spent a healing surge. Until the end of the encounter, any enemy
that ends its turn adjacent to the half-elf avenger takes 10 fire and radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the half-elf avenger can see in within 10 squares. When the half-elf avenger makes a melee attack against
the target and the target is the only enemy adjacent to the half-elf avenger, the half-elf avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the half-elf avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the half-elf avenger makes an attack roll against the half-elf avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- □ 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 +6 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 +22, Religion +26
Str 15 (+17); Dex 13 (+16); Wis 24 (+22);
Con 16 (+18); Int 22 (+21); Cha 14 (+17)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Half-Elf Pursuing Avenger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +22; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 13 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +34 vs. AC; 2d8 + 17 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage, and if the target doesn’t end its next turn adjacent to the half-elf avenger, the half-elf avenger
can shift 7 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; +33 vs. Reflex; 2d8 + 18 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] Inevitable End (standard) ✦ Weapon
- +42 vs. AC; 4d10 + 18 damage. Hit or Miss: If the target is still alive and not adjacent to the half-elf avenger at
the end of its next turn, the half-elf avenger regains the use of this power. The half-elf avenger can regain the use of this
power in this manner once per encounter.
- □ [M] Final Oath (standard) ✦ Weapon
- +36 vs. AC; 9d10 + 18 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the half-elf avenger
and the target gain a +5 bonus to attack rolls against each other.
- ○ [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 +12 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 +21, Stealth +26
Str 15 (+17); Dex 22 (+21); Wis 24 (+22);
Con 16 (+18); Int 13 (+16); Cha 14 (+17)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Half-Elf Rageblood Barbarian [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +21; low-light
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 44; Fortitude 45, Reflex 41, Will 39
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d12 + 3d8 + 18 damage (crit 66 + 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
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and an enemy adjacent to the half-elf barbarian other than the target takes
7 damage.
- ○ [M] Blood Wrath (standard) ✦ Weapon
- The half-elf barbarian gains gains a +7 bonus to the attack roll if the target is bloodied. +35 vs. AC; 5d12 + 18 damage (crit
78 + 3d12), and the half-elf barbarian gains a +7 bonus to attack rolls until the end of the half-elf barbarian’s next turn.
- □ [M] Winter Ghost Rage (standard) ✦ Cold, Rage, Weapon
- +35 vs. AC; 6d12 + 18 cold damage (crit 90 + 3d12), and ongoing 10 cold damage (save ends). Miss: Half damage. Hit
or Miss: The half-elf barbarian enters the rage of the winter ghost. Until the rage ends, the half-elf barbarian is insubstantial
while the half-elf barbarian is bloodied.
- ○ Swift Charge (free)
- When the half-elf barbarian’s attack reduces an enemy to 0 hit points.
The half-elf barbarian charges an enemy.
- □ 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 22 to all damage.
- Rageblood Vigor
- Whenever the half-elf barbarian’s attack reduces an enemy to 0 hit points, the half-elf barbarian gains 17 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 +26, Perception +21
Str 24 (+22); Dex 14 (+17); Wis 13 (+16);
Con 24 (+22); Int 12 (+16); Cha 17 (+18)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Thaneborn Barbarian [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +21; low-light
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 44; Fortitude 45, Reflex 41, Will 43
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d12 + 3d6 + 18 damage (crit 60 + 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
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 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] Butcher’s Feast (standard) ✦ Weapon
- +35 vs. AC; 6d12 + 18 damage (crit 90 + 3d12), and until the end of the half-elf barbarian’s next turn, the half-elf barbarian
can make a melee basic attack as a free action against any enemy adjacent to the half-elf barbarian that hits or misses the
half-elf barbarian. Until the end of the half-elf barbarian’s next turn, the half-elf barbarian also gains a +7 power bonus
to basic attack rolls.
- □ [M] World Serpent Rage (standard) ✦ Rage, Weapon
- +35 vs. AC; 7d12 + 18 damage (crit 102 + 3d12). Miss: Half damage. Hit or Miss: The half-elf barbarian enters
the rage of the World Serpent. Until the rage ends, the half-elf barbarian can make a melee basic attack as a free action
against any enemy adjacent to the half-elf barbarian that shifts. In addition, on the half-elf barbarian’s turn, the half-elf
barbarian gains a +5 bonus to damage rolls against any enemy that was adjacent to the half-elf barbarian at the start of the
half-elf barbarian’s turn. When charging, the half-elf barbarian can use this power in place of a melee basic attack.
- □ 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 +7 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 +26, Perception +21
Str 24 (+22); Dex 14 (+17); Wis 13 (+16);
Con 17 (+18); Int 12 (+16); Cha 24 (+22)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Cunning Bard [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +21; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 39, Reflex 44, Will 45
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +34 vs. Will; 2d6 + 19 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; +34 vs. Will; 2d6 + 19 psychic damage, and the half-elf bard is invisible to the target until the start of the
half-elf bard’s next turn.
- ○ [R] Bond of Malediction (standard) ✦ Psychic
- Ranged 10; +34 vs. Reflex; 3d10 + 19 psychic damage. Choose an ally within 10 squares of the half-elf bard. Until the end
of the half-elf bard’s next turn, the target takes 16 psychic damage whenever that ally takes damage.
- □ [R] Spellbind (standard) ✦ Charm
- Ranged 10; +34 vs. Will; The target is dominated (save ends). Aftereffect: 2d10 + 19 damage, and the target is dazed
until the end of the half-elf bard’s next turn. Miss: The target is dazed (save ends). Aftereffect: 2d10 + 19
damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The half-elf bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 8 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 11 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 +26, Bluff +28
Str 14 (+17); Dex 13 (+16); Wis 12 (+16);
Con 17 (+18); Int 22 (+21); Cha 26 (+23)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Half-Elf Valorous Bard [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +21; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 43, Reflex 40, Will 45
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 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; +34 vs. Will; 2d6 + 19 psychic damage, and the half-elf bard is invisible to the target until the start of the
half-elf bard’s next turn.
- ○ [M] Surge of Valor (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 damage, and each ally within 10 squares of the half-elf bard can shift 2 squares and make a melee basic
attack as a free action, with a +7 bonus to the attack roll and the damage roll.
- □ [R] Satire of Leadership (standard) ✦ Psychic
- Ranged 10; +34 vs. Will; 5d10 + 19 psychic damage. Hit or Miss: The target and each enemy within 3 squares of it take
a –2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both).
- ○○○ Majestic Word (minor) ✦ Healing
- The half-elf bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 8 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 12 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 +22, Athletics +21
Str 14 (+17); Dex 13 (+16); Wis 12 (+16);
Con 24 (+22); Int 15 (+17); Cha 26 (+23)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Half-Elf Guardian Druid [Level 30 Controller]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +22; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 46; Fortitude 43, Reflex 39, Will 44
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +30 vs. AC; 4d4 + 13 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +33 vs. Will; 2d6 + 18 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] Polar Blast (standard) ✦ Cold
- Close blast 5; +33 vs. Reflex; 3d8 + 18 cold damage, the target gains 7 vulnerability to all damage and the target is immobilized
until the end of the half-elf druid’s next turn.
- □ [A] Lifeleech Thorns (standard) ✦ Healing
- Area burst 2 within 20; +33 vs. Reflex; the target is immobilized and weakened and takes ongoing 10 damage (save ends all).
The half-elf druid regains 7 hit points for each target hit with this power. Aftereffect: 3d8 + 18 damage. Miss:
1d10 + 18 damage, and the target is weakened (save ends).
- □ 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 7 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 +27, Nature +27
Str 14 (+17); Dex 15 (+17); Wis 24 (+22);
Con 24 (+22); Int 13 (+16); Cha 14 (+17)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Predator Druid [Level 30 Controller]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +27; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 39, Reflex 43, Will 44
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +30 vs. AC; 4d4 + 13 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Reflex; 2d6 + 11 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 7 fire damage.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +33 vs. Will; 2d6 + 18 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] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the half-elf druid shifts 7 squares. Targets each enemy within reach during the shift; +33 vs. Reflex;
1d10 + 18 damage, and the target is dazed until the end of the half-elf druid’s next turn.
- □ [R] Gaze of the Beast (standard) ✦ Beast Form, Charm, Psychic
- Ranged 10; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d10 + 18 psychic damage. Miss: The
target is dazed (save ends), with 2d10 + 18 psychic damage as an aftereffect.
- ● 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 +27, Perception +27
Str 14 (+17); Dex 22 (+21); Wis 24 (+22);
Con 17 (+18); Int 13 (+16); Cha 14 (+17)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Preserving Invoker [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +22; low-light
HP 203; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +33 vs. Reflex; 2d8 + 18 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; +33 vs. Reflex; 2d8 + 18 radiant damage, and one ally the half-elf invoker can see gains a +2 power bonus to his
or her next attack roll against the target.
- ○ [R] Offering of Peace (standard) ✦ Radiant
- Choose one enemy within 10 squares. If the target attacks before the end of the half-elf invoker’s next turn, it takes 4d10
+ 18 radiant damage damage. If the half-elf invoker or an ally attacks the target before the end of the half-elf invoker’s
next turn, the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The half-elf invoker and the half-elf
invoker’s allies gain a +2 power bonus to all defenses until the end of the half-elf invoker’s next turn.
- □ [C] Word of the Gods (standard) ✦ Charm, Psychic
- Close blast 5; targets enemies; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d6 + 18 psychic damage.
Miss: 6d6 + 18 psychic damage.
- □ 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 +6 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 +26, Religion +26
Str 12 (+16); Dex 14 (+17); Wis 24 (+22);
Con 17 (+18); Int 22 (+21); Cha 15 (+17)
Equipment hide armor, morningstar
-1 Level / +1 Level
Half-Elf Wrathful Invoker [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +22; low-light
HP 210; Bloodied 105
Healing Surges (+52 hp) ○○○
AC 42; Fortitude 44, Reflex 39, Will 44
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +33 vs. Fortitude; 2d10 + 18 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +7 radiant damage. The half-elf invoker can use this power as a ranged basic attack.
- ○ [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +33 vs. Reflex; 2d8 + 18 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 Terror (standard) ✦ Fear, Psychic
- Area burst 2 within 10; +33 vs. Will; 3d8 + 18 psychic damage, and the target moves half its speed away from the half-elf
invoker, avoiding unsafe squares and difficult terrain if it can. Until the start of the half-elf invoker’s next turn, opportunity
attacks that hit the target deal +7 extra damage.
- □ [A] Invoke the Absolute Dark (standard) ✦ Zone
- Area burst 2 within 20; +33 vs. Fortitude; 6d6 + 18 damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of darkness that lasts until the end of the half-elf invoker’s next turn. The zone is totally obscured. In addition,
any creature that starts its turn within the zone takes 10 damage, slides 1 square toward the zone’s center, and is slowed
until the end of its turn. The half-elf invoker can dismiss the zone as a minor action. Sustain Minor: The zone persists,
and the half-elf invoker can increase its size by 1 to a maximum of burst 5.
- □ 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+7 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 +26, Religion +22
Str 12 (+16); Dex 14 (+17); Wis 24 (+22);
Con 24 (+22); Int 15 (+17); Cha 15 (+17)
Equipment chainmail, morningstar
-1 Level / +1 Level
Half-Elf Bear Shaman [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +27; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 44, Reflex 38, Will 44
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 12 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Will; 2d8 + 18 damage, and each ally adjacent to the half-elf shaman’s spirit companion gains 7 temporary
hit points.
- ○ [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +33 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
- ○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +33 vs. Reflex; 4d8 + 18 fire and radiant damage. Until the end of the half-elf shaman’s next turn, each ally
gains a +10 bonus to saving throws while adjacent to the half-elf shaman’s spirit companion.
- □ [C] Sea of Serpents (standard) ✦ Zone
- Close blast 5; targets enemies; +33 vs. Reflex; 5d6 + 18 damage. Miss: Half damage. Hit or Miss: The blast creates
a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone
gains three benefits until the start of his or her next turn: The ally can shift 3 squares as a minor action, gains combat
advantage against each enemy, and can use an opportunity action to make a melee basic attack against any enemy adjacent to
him or her that shifts.
- ● 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 25 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 20 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 6d6 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; +33 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the half-elf shaman’s
spirit companion regains 7 hit points.
- Protector Spirit
- Any ally adjacent to the half-elf shaman’s spirit companion regains 7 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 +27, Perception +27
Str 13 (+16); Dex 14 (+17); Wis 24 (+22);
Con 24 (+22); Int 15 (+17); Cha 14 (+17)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Panther Shaman [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +27; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 40, Reflex 42, Will 44
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 12 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Fortitude; 2d10 + 18 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 +3 bonus to the attack roll.
- ○ [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +33 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +33 vs. Fortitude; 4d6 + 18 damage. Until the end of the half-elf shaman’s next turn, any ally gains a +8 bonus
to damage rolls while adjacent to the half-elf shaman’s spirit companion. Make the attack two more times against the same
target or different ones. The bonus to the half-elf shaman’s allies’ damage rolls increases to +10 if the attack hits twice
and +12 if it hits three times.
- □ [R] Death Spirit (standard) ✦ Necrotic
- Ranged 10; +33 vs. Fortitude; 7d10 + 18 necrotic damage. Miss: Half damage. Hit or Miss: When any creature drops
to 0 hit points or fewer within 10 squares of the target, the target takes 3d10 necrotic damage (save ends). Aftereffect:
When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 2d10 necrotic damage (save
ends).
- □ 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 25 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 20 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 6d6 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; +33 vs. Reflex; 2d10 + 18 damage.
- Stalker Spirit
- Any ally adjacent to the half-elf shaman’s spirit companion gains a +6 bonus to damage rolls against bloodied enemies.
Skills Nature +27, Perception +27
Str 13 (+16); Dex 14 (+17); Wis 24 (+22);
Con 17 (+18); Int 22 (+21); Cha 14 (+17)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Chaos Sorcerer [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +16; low-light
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 42; Fortitude 39, Reflex 42, Will 46
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +35 vs. AC; 2d4 + 17 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +34 vs. Will; 2d10 + 29 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:
+34 vs. Will; 1d6 + 21 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] Wildfire Curse (standard) ✦ Fire
- Ranged 10; +34 vs. Reflex; 4d6 + 29 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +34 vs. Reflex; 4d6 + 29 fire damage. Repeat the secondary attack against
a creature the half-elf sorcerer has not already targeted with this power during this encounter.
- □ [C] Entropic Whirlwind (standard) ✦ Teleportation
- Close burst 5; targets enemies; +34 vs. Will; 3d8 + 29 damage, and the half-elf sorcerer teleports the target 6 squares. The
target again takes 3d8 + 29 damage whenever it teleports (save ends). Hit or Miss: Until the end of the encounter,
when any creature ends its turn within 5 squares of the half-elf sorcerer, the half-elf sorcerer can teleport the creature
to any space within 5 squares of the half-elf sorcerer as an immediate reaction.
- ○ 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 +10 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 +21, Bluff +28
Str 15 (+17); Dex 22 (+21); Wis 12 (+16);
Con 16 (+18); Int 13 (+16); Cha 26 (+23)
Equipment cloth armor, dagger
-1 Level / +1 Level
Half-Elf Dragon Sorcerer [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +16; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 42, Reflex 38, Will 46
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +34 vs. Reflex; 2d8 + 29 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 6 fire damage.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +34 vs. Reflex; 3d12 + 29 lightning damage, and each enemy adjacent to the target takes 1d12 + 21 lightning damage.
- □ [R] Endless Acid (standard) ✦ Acid
- Ranged 10; +34 vs. Fortitude; 1d6 + 29 acid damage, and ongoing 15 acid damage (save ends). Aftereffect: Ongoing 10
acid damage (save ends). Aftereffect: Ongoing 5 acid damage (save ends). Miss: Ongoing 15 acid damage (save
ends).
- □ 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 +6 power bonus to all defenses.
- Draconic Power
- The half-elf sorcerer gains a +10 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 +21, Athletics +26
Str 22 (+21); Dex 15 (+17); Wis 12 (+16);
Con 16 (+18); Int 13 (+16); Cha 26 (+23)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Half-Elf Earth Warden [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +22; low-light
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 48; Fortitude 44, Reflex 40, Will 39
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 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
- +35 vs. AC; 2d10 + 18 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] Earth Tomb (standard) ✦ Weapon
- +35 vs. AC; 3d10 + 18 damage, and the target is knocked prone and can’t stand up until the end of the half-elf warden’s next
turn. The half-elf warden also slides the target 7 squares.
- □ 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.
- □ Form of Spring Renewal (minor) ✦ Healing, Polymorph, Radiant
- The half-elf warden assumes the guardian form of spring renewal until the end of the encounter. While the half-elf warden
is in this form, the half-elf warden gains resist 10 necrotic. In addition, the half-elf warden gains a fly speed of 8, and
the half-elf warden can hover. 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: Close burst 2; +39 vs. Reflex; 4d10 + 11 radiant
damage. Miss: Half damage. Hit or Miss: The half-elf warden regains all the half-elf warden’s hit points, but
the half-elf warden is stunned until the end of the half-elf warden’s next turn.
- ● [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 +7 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 +24, Perception +22
Str 24 (+22); Dex 14 (+17); Wis 15 (+17);
Con 24 (+22); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Half-Elf Wild Warden [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +26; low-light
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 44, Reflex 38, Will 43
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and the target is slowed until the end of the half-elf warden’s next turn.
- ○ [M] Cleave (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and an enemy adjacent to the half-elf warden other than the target takes 7
damage.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +35 vs. AC; 4d12 + 18 damage (crit 66 + 3d12), and the target takes 21 lightning damage if it moves before the end of the
half-elf warden’s next turn.
- □ 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.
- □ Form of the Starmetal Warrior (minor) ✦ Polymorph
- The half-elf warden assumes the guardian form of the starmetal warrior until the end of the encounter. While the half-elf
warden is in this form, the half-elf warden gains a +3 bonus to AC. In addition, while any flying enemy is within 10 squares
of the half-elf warden, its fly speed is 1. 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: Close burst 2; targets enemies;
+35 vs. AC; 3d12 + 18 damage (crit 54 + 3d12). This damage ignores any of the target’s resistances. Miss: Half damage.
This damage ignores any of the target’s resistances.
- ● [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; +35 vs. Fortitude; 2d12 + 18 damage (crit 42 + 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
-6 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 +26, Perception +26
Str 24 (+22); Dex 14 (+17); Wis 22 (+21);
Con 17 (+18); Int 12 (+16); Cha 15 (+17)
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.