Half-Orc NPCs [Level 2]

Half-Orc Battle Cleric [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +3; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 12, Will 15
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+7 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+7 vs. AC; 1d10 + 4 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target until the end of the half-orc cleric’s next turn.
○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
+7 vs. AC; 1d10 + 4 thunder damage, and the target is dazed until the end of the half-orc cleric’s next turn.
□ [M] Avenging Flame (standard) ✦ Fire, Weapon
+7 vs. AC; 2d10 + 4 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
Bless (standard)
The half-orc cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
○○ Healing Word (minor) ✦ Healing
The half-orc cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Furious Assault (free)
When the half-orc cleric hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Divine Fortune (free) ✦ Channel Divinity
The half-orc cleric gains a +1 bonus to the half-orc cleric’s next attack roll or saving throw before the end of the half-orc cleric’s next turn.
Half-Orc Resilience
The first time the half-orc cleric is bloodied during an encounter, the half-orc cleric gains 5 temporary hit points.
Swift Charge
The half-orc cleric gains a +2 bonus to speed when charging.

Skills Heal +8, Religion +6
Str 18 (+5); Dex 13 (+2); Wis 14 (+3);
Con 12 (+2); Int 10 (+1); Cha 13 (+2)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Orc Devoted Cleric [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 12, Will 16
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +4 vs. Reflex; 1d8 + 3 radiant damage, and one ally the half-orc cleric can see gains a +2 power bonus to his or her next attack roll against the target.
○ [C] Divine Glow (standard) ✦ Radiant
Close blast 3; targets enemies; +4 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power bonus to attack rolls until the end of the half-orc cleric’s next turn.
□ [R] Cascade of Light (standard) ✦ Radiant
Ranged 10; +4 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the half-orc cleric’s attacks (save ends). Miss: Half damage, and the target gains no vulnerability.
Cure Light Wounds (standard) ✦ Healing
The half-orc cleric or one creature touched by the half-orc cleric regains hit points as if spending a healing surge.
○○ Healing Word (minor) ✦ Healing
The half-orc cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Furious Assault (free)
When the half-orc cleric hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Divine Fortune (free) ✦ Channel Divinity
The half-orc cleric gains a +1 bonus to the half-orc cleric’s next attack roll or saving throw before the end of the half-orc cleric’s next turn.
Half-Orc Resilience
The first time the half-orc cleric is bloodied during an encounter, the half-orc cleric gains 5 temporary hit points.
Swift Charge
The half-orc cleric gains a +2 bonus to speed when charging.

Skills Heal +9, Religion +6
Str 15 (+3); Dex 13 (+2); Wis 16 (+4);
Con 12 (+2); Int 10 (+1); Cha 14 (+3)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Orc Greatweapon Fighter [Level 2 Soldier]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 17, Reflex 13, Will 12
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +7 vs. AC; 1d6 + 4 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 4 damage.
○ [M] Steel Serpent Strike (standard) ✦ Weapon
+7 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and the target is slowed and cannot shift until end of the half-orc fighter’s next turn.
□ [M] Brute Strike (standard) ✦ Reliable, Weapon
+7 vs. AC; 3d12 + 4 damage (crit 40 + 1d12). Miss: The power is not expended.
Unstoppable (minor) ✦ Healing
The half-orc fighter gains 2d6 + 2 temporary hit points.
Furious Assault (free)
When the half-orc fighter hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc fighter is bloodied during an encounter, the half-orc fighter gains 5 temporary hit points.
Swift Charge
The half-orc fighter gains a +2 bonus to speed when charging.
Combat Challenge
Every time the half-orc fighter attacks an enemy, the half-orc fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the half-orc fighter’s next turn. If the marked creature makes an attack that doesn’t include the half-orc fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the half-orc fighter and shifts or makes an attack that does not include the half-orc fighter, the half-orc fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Athletics +10, Intimidate +8
Str 18 (+5); Dex 15 (+3); Wis 12 (+2);
Con 14 (+3); Int 10 (+1); Cha 11 (+1)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Half-Orc Guardian Fighter [Level 2 Soldier]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +2; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 20; Fortitude 17, Reflex 16, Will 12
Speed 5

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+8 vs. AC; 1d8 + 4 damage, and the target is pushed 1 square if it is the half-orc fighter’s size, smaller than the half-orc fighter, or one size category larger. The half-orc fighter can shift into the space that the target occupied.
○ [M] Covering Attack (standard) ✦ Weapon
+8 vs. AC; 2d8 + 4 damage, and an ally adjacent to the target can shift 2 squares.
□ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
+8 vs. AC; 2d8 + 4 damage, and the half-orc fighter can spend a healing surge. Miss: The power is not expended.
Get Over Here (move)
The half-orc fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the half-orc fighter.
Furious Assault (free)
When the half-orc fighter hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc fighter is bloodied during an encounter, the half-orc fighter gains 5 temporary hit points.
Swift Charge
The half-orc fighter gains a +2 bonus to speed when charging.
Combat Challenge
Every time the half-orc fighter attacks an enemy, the half-orc fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the half-orc fighter’s next turn. If the marked creature makes an attack that doesn’t include the half-orc fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the half-orc fighter and shifts or makes an attack that does not include the half-orc fighter, the half-orc fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Heal +7, Intimidate +8
Str 18 (+5); Dex 16 (+4); Wis 12 (+2);
Con 13 (+2); Int 10 (+1); Cha 11 (+1)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Orc Avenging Paladin [Level 2 Soldier]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +2; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 19; Fortitude 16, Reflex 13, Will 14
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+8 vs. AC; 1d10 + 4 radiant damage. If the half-orc paladin has marked the target, the half-orc paladin gains a +1 bonus to the damage roll.
○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
+8 vs. AC; 2d10 + 5 radiant damage.
□ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
+8 vs. AC; 3d10 + 4 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
Sacred Circle (standard) ✦ Zone
Close burst 3. The burst creates a zone that, until the end of the encounter, gives the half-orc paladin and allies within it a +1 power bonus to AC.
Divine Challenge (minor) ✦ Radiant
The half-orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the half-orc 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 5 radiant damage. The half-orc 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-orc paladin challenges another target. Divine Challenge can only be used once per round.
Lay on Hands (minor) ✦ Healing
The half-orc paladin spends a healing surge but regains no hit points. Instead, one creature touched by the half-orc paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Furious Assault (free)
When the half-orc paladin hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc paladin is bloodied during an encounter, the half-orc paladin gains 5 temporary hit points.
Swift Charge
The half-orc paladin gains a +2 bonus to speed when charging.

Skills Intimidate +10, Religion +6
Str 18 (+5); Dex 13 (+2); Wis 13 (+2);
Con 12 (+2); Int 10 (+1); Cha 14 (+3)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Half-Orc Protecting Paladin [Level 2 Soldier]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +2; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 21; Fortitude 15, Reflex 15, Will 15
Speed 5

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage, and the half-orc paladin gains 1 temporary hit points.
○ [M] Shielding Smite (standard) ✦ Weapon
+7 vs. AC; 2d8 + 3 damage. Hit or Miss: Until the end of the half-orc paladin’s next turn, one ally within 5 squares of the half-orc paladin gains a +1 power bonus to AC.
□ [R] Radiant Delirium (standard) ✦ Radiant
Ranged 5; +4 vs. Reflex; 3d8 + 3 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage. Hit or Miss: The target is dazed until the end of the half-orc paladin’s next turn.
Divine Challenge (minor) ✦ Radiant
The half-orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the half-orc paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it takes 6 radiant damage. The half-orc 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-orc paladin challenges another target. Divine Challenge can only be used once per round.
Lay on Hands (minor) ✦ Healing
The half-orc paladin spends a healing surge but regains no hit points. Instead, one creature touched by the half-orc paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Furious Assault (free)
When the half-orc paladin hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Martyr’s Blessing (immediate interrupt)
When an adjacent ally is hit by a melee or a ranged attack.
The half-orc paladin is hit by the attack instead.
Half-Orc Resilience
The first time the half-orc paladin is bloodied during an encounter, the half-orc paladin gains 5 temporary hit points.
Swift Charge
The half-orc paladin gains a +2 bonus to speed when charging.

Skills Intimidate +11, Religion +6
Str 16 (+4); Dex 13 (+2); Wis 13 (+2);
Con 12 (+2); Int 10 (+1); Cha 16 (+4)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Orc Archer Ranger [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +5; Senses Perception +7; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 12
Speed 6

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+7 vs. AC; 1d6 + 3 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +7 vs. AC; 1d10 + 4 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +7/+7 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 damage.
○ [M/R] Evasive Strike (standard) ✦ Weapon
The half-orc ranger can shift 2 squares either before or after the attack.
Longsword: +7 vs. AC; 2d8 + 3 damage.
Longbow: Ranged 20/40; +7 vs. AC; 2d10 + 4 damage.
□ [R] Split the Tree (standard) ✦ Weapon
Ranged 20/40; targets two creatures within 3 squares of each other; +7 vs. AC; 2d10 + 4 damage. Make two attack rolls, take the higher result, and apply it to both targets.
Hunter’s Quarry (minor)
The half-orc ranger can designate the nearest visible enemy as the half-orc ranger’s quarry. Once per round when hitting this quarry, the half-orc ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the half-orc ranger designates a different target as the quarry. The half-orc ranger can only designate one enemy as quarry at a time.
Furious Assault (free)
When the half-orc ranger hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Yield Ground (immediate reaction)
When an enemy damages the half-orc ranger with a melee attack.
The half-orc ranger can shift 1 square. The half-orc ranger gains a +2 power bonus to all defenses until the end of the half-orc ranger’s next turn.
Half-Orc Resilience
The first time the half-orc ranger is bloodied during an encounter, the half-orc ranger gains 5 temporary hit points.
Swift Charge
The half-orc ranger gains a +2 bonus to speed when charging.
Archer Fighting Style
The half-orc ranger gains Defensive Mobility as a bonus feat.
Defensive Mobility [Feat]
The half-orc ranger gains a +2 bonus to AC against opportunity attacks.

Skills Nature +7, Stealth +9
Str 16 (+4); Dex 18 (+5); Wis 13 (+2);
Con 12 (+2); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Half-Orc Two-Blade Ranger [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +7; low-light
HP 41; Bloodied 20
Healing Surges (+10 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 12
Speed 6

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +6 vs. AC; 1d10 + 3 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +8/+8 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 damage.
○ [C] Dire Wolverine Strike (standard) ✦ Weapon
Close burst 1; targets visible enemies; +8 vs. AC; 1d8 + 4 damage.
□ [M] Jaws of the Wolf (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +8 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +8 vs. AC; 2d8 + 4 damage.
Miss: Half damage per attack.
Hunter’s Quarry (minor)
The half-orc ranger can designate the nearest visible enemy as the half-orc ranger’s quarry. Once per round when hitting this quarry, the half-orc ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the half-orc ranger designates a different target as the quarry. The half-orc ranger can only designate one enemy as quarry at a time.
Furious Assault (free)
When the half-orc ranger hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Unbalancing Parry (immediate reaction) ✦ Weapon
When an adjacent enemy misses the half-orc ranger with a melee attack.
The half-orc ranger slides the enemy into a square adjacent to the half-orc ranger and gain combat advantage against it until the end of the half-orc ranger’s next turn.
Half-Orc Resilience
The first time the half-orc ranger is bloodied during an encounter, the half-orc ranger gains 5 temporary hit points.
Swift Charge
The half-orc ranger gains a +2 bonus to speed when charging.
Two-Blade Fighting Style
The half-orc ranger can wield a one-handed weapon in the half-orc ranger’s off hand as if it were an off-hand weapon. In addition, the half-orc ranger gains Toughness as a bonus feat.
Toughness [Feat]
The half-orc ranger gains an additional +5 hit points.

Skills Nature +7, Perception +7
Str 18 (+5); Dex 16 (+4); Wis 13 (+2);
Con 12 (+2); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Half-Orc Brawny Rogue [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +5; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 17, Will 12
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+7 vs. AC; 1d6 + 3 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +8 vs. AC; 1d6 + 4 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+8 vs. Reflex; 1d6 + 4 damage.
○ [M] Torturous Strike (standard) ✦ Weapon
+8 vs. AC; 2d6 + 4 damage.
□ [M/R] Easy Target (standard) ✦ Weapon
Short Sword: +8 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +8 vs. AC; 2d6 + 4 damage.
Hit: The target is slowed and grants combat advantage to the half-orc rogue (save ends both). Miss: Half damage, and the target grants combat advantage to the half-orc rogue until the end of the half-orc rogue’s next turn.
Tumble (move)
The half-orc rogue can shift a number of squares equal to one-half the half-orc rogue’s speed.
Furious Assault (free)
When the half-orc rogue hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc rogue is bloodied during an encounter, the half-orc rogue gains 5 temporary hit points.
Swift Charge
The half-orc rogue gains a +2 bonus to speed when charging.
First Strike
At the start of an encounter, the half-orc rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the half-orc rogue’s weapon damage die increases by one size. When wielding a dagger, the half-orc rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the half-orc rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the half-orc rogue deals an extra 2d6 damage.

Skills Acrobatics +10, Thievery +10
Str 16 (+4); Dex 18 (+5); Wis 11 (+1);
Con 12 (+2); Int 10 (+1); Cha 13 (+2)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Half-Orc Trickster Rogue [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +5; Senses Perception +6; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 17, Will 13
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+6 vs. AC; 1d6 + 2 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +8 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
The half-orc rogue can move 2 squares before the attack.
○ [M/R] King’s Castle (standard) ✦ Weapon
Short Sword: +8 vs. Reflex; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. Reflex; 2d6 + 4 damage.
Hit or Miss: Switch places with a willing adjacent ally.
□ [M/R] Trick Strike (standard) ✦ Weapon
Short Sword: +8 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the half-orc rogue hits the target the half-orc rogue slides it 1 square.
Fleeting Ghost (move)
The half-orc rogue can move at full speed and make a Stealth check without the normal penalty from movement.
Furious Assault (free)
When the half-orc rogue hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc rogue is bloodied during an encounter, the half-orc rogue gains 5 temporary hit points.
Swift Charge
The half-orc rogue gains a +2 bonus to speed when charging.
First Strike
At the start of an encounter, the half-orc rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the half-orc rogue’s weapon damage die increases by one size. When wielding a dagger, the half-orc rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the half-orc rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the half-orc rogue deals an extra 2d6 damage.

Skills Stealth +10, Thievery +10
Str 15 (+3); Dex 18 (+5); Wis 11 (+1);
Con 12 (+2); Int 10 (+1); Cha 14 (+3)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Half-Orc Fey-Pact Warlock [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +2; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 15; Fortitude 12, Reflex 14, Will 15
Speed 6

● [m] Spear (standard) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the half-orc warlock is invisible to the target until the start of the half-orc warlock’s next turn.
○ [R] Witchfire (standard) ✦ Fire
Ranged 10; +4 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –4 penalty to attack rolls until the end of the half-orc warlock’s next turn.
□ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
Ranged 10; +4 vs. Will; 3d8 + 3 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide the target 1 square (save ends).
Ethereal Stride (move) ✦ Teleportation
The half-orc warlock can teleport 3 squares, and the half-orc warlock gains a +2 power bonus to all defenses until the end of the half-orc warlock’s next turn.
Warlock’s Curse (minor)
The half-orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the half-orc warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The half-orc 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-orc warlock can immediately teleport 3 squares.
Furious Assault (free)
When the half-orc warlock hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlock is bloodied during an encounter, the half-orc warlock gains 5 temporary hit points.
Swift Charge
The half-orc warlock gains a +2 bonus to speed when charging.

Skills Arcana +8, Bluff +9
Str 12 (+2); Dex 13 (+2); Wis 12 (+2);
Con 13 (+2); Int 14 (+3); Cha 16 (+4)
Equipment leather armor, spear

-1 Level / +1 Level

Half-Orc Infernal-Pact Warlock [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +1; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 15; Fortitude 14, Reflex 14, Will 13
Speed 6

● [m] Mace (standard) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +4 vs. Reflex; 1d6 + 3 fire damage. If the half-orc warlock takes damage before the end of the half-orc warlock’s next turn, the target takes an extra 1d6 + 3 fire damage.
○ [R] Vampiric Embrace (standard) ✦ Necrotic
Ranged 5; +4 vs. Will; 2d8 + 3 necrotic damage, and the half-orc warlock gains 7 temporary hit points.
□ [R] Flames of Phlegethos (standard) ✦ Fire
Ranged 10; +4 vs. Reflex; 3d10 + 3 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
Warlock’s Curse (minor)
The half-orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the half-orc warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The half-orc warlock can only curse one target per turn.
Fiendish Resilience (minor)
The half-orc warlock gains 6 temporary hit points.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-orc warlock gains 2 temporary hit points.
Furious Assault (free)
When the half-orc warlock hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlock is bloodied during an encounter, the half-orc warlock gains 5 temporary hit points.
Swift Charge
The half-orc warlock gains a +2 bonus to speed when charging.

Skills Arcana +8, Intimidate +9
Str 12 (+2); Dex 14 (+3); Wis 11 (+1);
Con 16 (+4); Int 14 (+3); Cha 13 (+2)
Equipment leather armor, mace

-1 Level / +1 Level

Half-Orc Star-Pact Warlock [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +1; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 15; Fortitude 14, Reflex 14, Will 14
Speed 6

● [m] Sickle (standard) ✦ Weapon
+4 vs. AC; 1d6 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +4 vs. Fortitude; 1d6 + 3 radiant damage. If the target moves nearer to the half-orc warlock on its next turn, it takes an extra 1d6 + 3 damage.
○ [R] Dreadful Word (standard) ✦ Fear, Psychic
Ranged 5; +3 vs. Will; 2d8 + 2 psychic damage, and the target takes a –2 penalty to Will defense until the end of the half-orc warlock’s next turn.
□ [R] Dread Star (standard) ✦ Fear, Radiant
Ranged 10; +3 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the half-orc warlock’s next turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
Ethereal Stride (move) ✦ Teleportation
The half-orc warlock can teleport 3 squares, and the half-orc warlock gains a +2 power bonus to all defenses until the end of the half-orc warlock’s next turn.
Warlock’s Curse (minor)
The half-orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the half-orc warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The half-orc warlock can only curse one target per turn.
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-orc warlock gains a +1 bonus to a single d20 roll the half-orc warlock makes during the half-orc warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Furious Assault (free)
When the half-orc warlock hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlock is bloodied during an encounter, the half-orc warlock gains 5 temporary hit points.
Swift Charge
The half-orc warlock gains a +2 bonus to speed when charging.

Skills Arcana +7, Insight +6
Str 12 (+2); Dex 14 (+3); Wis 11 (+1);
Con 16 (+4); Int 13 (+2); Cha 14 (+3)
Equipment leather armor, sickle

-1 Level / +1 Level

Half-Orc Inspiring Warlord [Level 2 Soldier (Leader)]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 16, Reflex 12, Will 14
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +7 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Furious Smash (standard) ✦ Weapon
+7 vs. Fortitude; 4 damage, and choose one ally adjacent to either the half-orc warlord or the target. On his or her next attack against the target, this ally gains a +2 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] Guarding Attack (standard) ✦ Weapon
+7 vs. AC; 2d10 + 4 damage, and one ally adjacent to either the half-orc warlord or the target gains a +3 power bonus to AC against the target’s attacks until the end of the half-orc warlord’s next turn.
□ [M] Bastion of Defense (standard) ✦ Weapon
+7 vs. AC; 3d10 + 4 damage, and allies within 5 squares of the half-orc warlord gains a +1 power bonus to all defenses until the end of the encounter. Hit or Miss: Allies within 5 squares of the half-orc warlord gains 7 temporary hit points.
○○ Inspiring Word (minor) ✦ Healing
The half-orc warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Shake It Off (minor)
The half-orc warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
Furious Assault (free)
When the half-orc warlord hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlord is bloodied during an encounter, the half-orc warlord gains 5 temporary hit points.
Swift Charge
The half-orc warlord gains a +2 bonus to speed when charging.
Inspiring Presence
When an ally who can see the half-orc warlord spends an action point to take an extra action, that ally also regains 3 lost hit points.
Combat Leader
The half-orc warlord and each ally within 10 squares who can see and hear the half-orc warlord gains a +2 power bonus to initiative.

Skills Heal +6, History +7
Str 18 (+5); Dex 13 (+2); Wis 10 (+1);
Con 12 (+2); Int 13 (+2); Cha 14 (+3)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Half-Orc Tactical Warlord [Level 2 Soldier (Leader)]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 16, Reflex 14, Will 13
Speed 6

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage. Before the half-orc warlord attacks, one ally adjacent to either the half-orc warlord or the target may shift 1 square as a free action.
○ [M] Warlord’s Favor (standard) ✦ Weapon
+8 vs. AC; 2d8 + 4 damage, and one ally within 5 squares gains a +3 power bonus to attack rolls against the target until the end of the half-orc warlord’s next turn.
□ [M] Lead the Attack (standard) ✦ Weapon
+8 vs. AC; 3d8 + 4 damage, and the half-orc warlord and allies within 5 squares gain a +3 power bonus to attack rolls against the target until the end of the encounter. Miss: The power bonus to attack is only +1.
Knight’s Move (move)
One ally within 10 squares takes a move action as a free action.
○○ Inspiring Word (minor) ✦ Healing
The half-orc warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Furious Assault (free)
When the half-orc warlord hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlord is bloodied during an encounter, the half-orc warlord gains 5 temporary hit points.
Swift Charge
The half-orc warlord gains a +2 bonus to speed when charging.
Tactical Presence
When an ally the half-orc warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack roll.
Combat Leader
The half-orc warlord and each ally within 10 squares who can see and hear the half-orc warlord gains a +2 power bonus to initiative.

Skills Heal +6, History +8
Str 18 (+5); Dex 13 (+2); Wis 10 (+1);
Con 12 (+2); Int 14 (+3); Cha 13 (+2)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Half-Orc Control Wizard [Level 2 Artillery]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 12, Reflex 14, Will 15
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +4 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the half-orc wizard’s next turn.
○ [A] Icy Terrain (standard) ✦ Cold
Area burst 1 within 10; +4 vs. Reflex; 1d6 + 3 cold damage, and the target is knocked prone. Hit or Miss: The power’s area is difficult terrain until the end of the half-orc wizard’s next turn. The half-orc wizard can end this effect as a minor action.
□ [A] Sleep (standard) ✦ Sleep
Area burst 2 within 20; +4 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails its first saving throw against this power, the target becomes unconscious (save ends).
Furious Assault (free)
When the half-orc wizard hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Orb of Imposition (free)
The half-orc wizard can choose one creature suffering from one of the half-orc wizard’s wizard spells whose effect ends on a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the half-orc wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the half-orc wizard’s current turn, so that it lasts instead until the end of the half-orc wizard’s next turn.
Shield (immediate interrupt) ✦ Force
When the half-orc wizard is hit by an attack.
The half-orc wizard gains a +4 power bonus to AC and Reflex defense until the end of the half-orc wizard’s next turn.
Half-Orc Resilience
The first time the half-orc wizard is bloodied during an encounter, the half-orc wizard gains 5 temporary hit points.
Swift Charge
The half-orc wizard gains a +2 bonus to speed when charging.

Skills Arcana +9, Insight +8
Str 12 (+2); Dex 15 (+3); Wis 14 (+3);
Con 12 (+2); Int 16 (+4); Cha 11 (+1)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Half-Orc War Wizard [Level 2 Artillery]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +2; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 12, Reflex 14, Will 14
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +4 vs. Reflex; 1d6 + 3 fire damage.
○ [C] Burning Hands (standard) ✦ Fire
Close blast 5; +4 vs. Reflex; 2d6 + 3 fire damage.
□ [R] Acid Arrow (standard) ✦ Acid
Ranged 20; +4 vs. Reflex; 2d8 + 3 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +4 vs. Reflex; 1d8 + 3 acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Furious Assault (free)
When the half-orc wizard hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Wand of Accuracy (free)
The half-orc wizard gains a +3 bonus to a single attack roll.
Shield (immediate interrupt) ✦ Force
When the half-orc wizard is hit by an attack.
The half-orc wizard gains a +4 power bonus to AC and Reflex defense until the end of the half-orc wizard’s next turn.
Half-Orc Resilience
The first time the half-orc wizard is bloodied during an encounter, the half-orc wizard gains 5 temporary hit points.
Swift Charge
The half-orc wizard gains a +2 bonus to speed when charging.

Skills Arcana +9, History +9
Str 12 (+2); Dex 16 (+4); Wis 13 (+2);
Con 12 (+2); Int 16 (+4); Cha 11 (+1)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Half-Orc Isolating Avenger [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 15
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+6 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+7 vs. AC; 1d10 + 3 damage, and the half-orc avenger shifts 1 square, sliding the target 1 square into the space the half-orc avenger occupied.
○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
+7 vs. AC; 1d10 + 3 damage, and until the end of the half-orc avenger’s next turn, any enemy that ends its turn adjacent to the half-orc avenger or that hits or misses the half-orc avenger takes 7 radiant damage.
□ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
+7 vs. AC; 2d10 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever the half-orc avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
○ [C] Oath of Enmity (minor)
Choose one enemy the half-orc avenger can see in within 10 squares. When the half-orc avenger makes a melee attack against the target and the target is the only enemy adjacent to the half-orc avenger, the half-orc 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-orc avenger regains the use of this power.
Refocus Enmity (minor)
Choose one creature the half-orc avenger can see within 10 squares. The target becomes the target of the half-orc avenger’s oath of enmity, replacing the current target.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the half-orc avenger makes an attack roll against the half-orc avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Furious Assault (free)
When the half-orc avenger hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc avenger is bloodied during an encounter, the half-orc avenger gains 5 temporary hit points.
Swift Charge
The half-orc avenger gains a +2 bonus to speed when charging.
Censure of Retribution
When any enemy other than the half-orc avenger’s oath of enmity target hits the half-orc avenger, the half-orc avenger gains a +2 bonus to damage rolls against the half-orc avenger’s oath of enmity target until the end of the half-orc avenger’s next turn. This bonus is cumulative.
Armor of Faith
The favor of the half-orc avenger’s deity wards the half-orc avenger from harm. While the half-orc avenger is neither wearing heavy armor nor using a shield, the half-orc avenger gains a +3 bonus to AC.

Skills Athletics +8, Religion +8
Str 15 (+3); Dex 13 (+2); Wis 16 (+4);
Con 12 (+2); Int 14 (+3); Cha 10 (+1)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Half-Orc Pursuing Avenger [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 15, Will 15
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+6 vs. AC; 1d10 + 2 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +6 vs. AC; 1d8 + 3 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+7 vs. AC; 1d10 + 3 damage, and if the target doesn’t end its next turn adjacent to the half-orc avenger, the half-orc avenger can shift 4 squares as a free action. The half-orc avenger must end that shift closer to the target.
○ [M] Angelic Alacrity (standard) ✦ Weapon
+7 vs. AC; 2d10 + 3 damage. Before the attack, the half-orc avenger shifts 4 squares.
□ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
+7 vs. AC; 2d10 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is more than 3 squares away from the half-orc avenger at the start of the half-orc avenger’s turn, the half-orc avenger can teleport to a space within 3 squares of it as a minor action. This effect ends if the half-orc avenger ends the half-orc avenger’s turn more than 3 squares away from the target.
Distracting Flare (move)
The half-orc avenger becomes invisible and moves the half-orc avenger’s speed. The half-orc avenger is invisible until the end of the movement.
○ [C] Oath of Enmity (minor)
Choose one enemy the half-orc avenger can see in within 10 squares. When the half-orc avenger makes a melee attack against the target and the target is the only enemy adjacent to the half-orc avenger, the half-orc 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-orc avenger regains the use of this power.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the half-orc avenger makes an attack roll against the half-orc avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Furious Assault (free)
When the half-orc avenger hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc avenger is bloodied during an encounter, the half-orc avenger gains 5 temporary hit points.
Swift Charge
The half-orc avenger gains a +2 bonus to speed when charging.
Censure of Pursuit
If the half-orc avenger’s oath of enmity target moves away from the half-orc avenger willingly, the half-orc avenger gains a +5 bonus to damage rolls against the target until the end of the half-orc avenger’s next turn.
Armor of Faith
The favor of the half-orc avenger’s deity wards the half-orc avenger from harm. While the half-orc avenger is neither wearing heavy armor nor using a shield, the half-orc avenger gains a +3 bonus to AC.

Skills Religion +6, Stealth +9
Str 15 (+3); Dex 16 (+4); Wis 16 (+4);
Con 12 (+2); Int 11 (+1); Cha 10 (+1)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Half-Orc Rageblood Barbarian [Level 2 Brute]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +6; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 17; Fortitude 17, Reflex 14, Will 12
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+7 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 1d12). Hit or Miss: Until the start of the half-orc barbarian’s next turn, any attacker gains a +2 bonus to attack rolls against the half-orc barbarian. If the half-orc barbarian is raging, attackers do not gain this bonus.
○ [M] Avalanche Strike (standard) ✦ Weapon
+7 vs. AC; 3d12 + 6 damage (crit 42 + 1d12). Hit or Miss: Until the start of the half-orc barbarian’s next turn, any attacker gains a +4 bonus to attack rolls against the half-orc barbarian.
□ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
+7 vs. AC; 3d12 + 4 damage (crit 40 + 1d12). Miss: Half damage. Hit or Miss: The half-orc barbarian enters the rage of the bloodhunt. Until the rage ends, the half-orc barbarian gains a +2 bonus to melee damage rolls if either the half-orc barbarian or the half-orc barbarian’s target is bloodied.
Primal Vitality (minor)
The half-orc barbarian gains 3 temporary hit points. If the half-orc barbarian is raging, the half-orc barbarian instead gains 5 temporary hit points.
Furious Assault (free)
When the half-orc barbarian hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Swift Charge (free)
When the half-orc barbarian’s attack reduces an enemy to 0 hit points.
The half-orc barbarian charges an enemy.
Half-Orc Resilience
The first time the half-orc barbarian is bloodied during an encounter, the half-orc barbarian gains 5 temporary hit points.
Swift Charge
The half-orc barbarian gains a +2 bonus to speed when charging.
Rageblood Vigor
Whenever the half-orc barbarian’s attack reduces an enemy to 0 hit points, the half-orc barbarian gains 2 temporary hit points.
Barbarian Agility
While the half-orc barbarian is not wearing heavy armor, the half-orc barbarian gains a +1 bonus to AC and Reflex.

Skills Athletics +9, Perception +6
Str 18 (+5); Dex 14 (+3); Wis 11 (+1);
Con 14 (+3); Int 10 (+1); Cha 13 (+2)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Orc Thaneborn Barbarian [Level 2 Brute]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +6; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 17; Fortitude 17, Reflex 14, Will 13
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+7 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 1d12). When charging, the half-orc barbarian can use this power in place of a melee basic attack. If the half-orc barbarian is raging, the half-orc barbarian can move 2 extra squares as part of the charge.
○ [M] Vault the Fallen (standard) ✦ Weapon
Targets one or two creatures; +7 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 1d12). If the half-orc barbarian targets two creatures, the half-orc barbarian can shift 2 squares after the first attack.
□ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
Close burst 1; targets visible enemies; +7 vs. Reflex; 1d12 + 4 damage (crit 16 + 1d12), and the half-orc barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The half-orc barbarian enters the rage of the macetail behemoth. Until the rage ends, whenever the half-orc barbarian hits, the half-orc barbarian gains 4 temporary hit points.
Combat Sprint (move)
The half-orc barbarian moves the half-orc barbarian’s speed + 4. The half-orc barbarian gains a +4 bonus to all defenses against any opportunity attack the half-orc barbarian provoke with this movement.
○ [C] Roar of Triumph (free) ✦ Fear
When the half-orc 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-orc barbarian’s next turn.
Furious Assault (free)
When the half-orc barbarian hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc barbarian is bloodied during an encounter, the half-orc barbarian gains 5 temporary hit points.
Swift Charge
The half-orc barbarian gains a +2 bonus to speed when charging.
Thaneborn Triumph
Whenever the half-orc barbarian bloodies an enemy, the next attack by the half-orc barbarian or an ally against that enemy gains a +2 bonus to the attack roll.
Barbarian Agility
While the half-orc barbarian is not wearing heavy armor, the half-orc barbarian gains a +1 bonus to AC and Reflex.

Skills Athletics +9, Perception +6
Str 18 (+5); Dex 14 (+3); Wis 11 (+1);
Con 13 (+2); Int 10 (+1); Cha 14 (+3)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Orc Cunning Bard [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +6; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 6

● [m] Longsword (standard) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the half-orc bard’s next turn.
○ [R] Blunder (standard) ✦ Charm
Ranged 5; +4 vs. Will; 1d6 + 3 damage, and the half-orc bard slides the target 3 squares. During the slide, the half-orc bard or one of the half-orc bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll.
□ [R] Stirring Shout (standard) ✦ Healing, Psychic
Ranged 10; +4 vs. Will; 2d6 + 3 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits the target, that ally regains 3 hit points.
○○ Majestic Word (minor) ✦ Healing
The half-orc bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can only be used once per round. The half-orc bard can also slide the target 1 square.
Song of Defense (minor) ✦ Zone
Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the half-orc bard’s next turn. When the half-orc bard moves, the zone moves with the half-orc bard, remaining centered on the half-orc bard. While within the zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
Furious Assault (free)
When the half-orc bard hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc bard is bloodied during an encounter, the half-orc bard gains 5 temporary hit points.
Swift Charge
The half-orc bard gains a +2 bonus to speed when charging.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 7 squares of the half-orc bard, the half-orc bard can slide that ally 1 square as a free action.
Skill Versatility
The half-orc bard gains a +1 bonus to untrained skill checks.

Skills Arcana +8, Bluff +9
Str 14 (+3); Dex 13 (+2); Wis 10 (+1);
Con 13 (+2); Int 14 (+3); Cha 16 (+4)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Half-Orc Valorous Bard [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +6; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 13, Reflex 14, Will 15
Speed 5

● [m] Longsword (standard) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage, and the target takes a –2 penalty to the defense of the half-orc bard’s choice until the end of the half-orc bard’s next turn.
○ [C] Shout of Triumph (standard) ✦ Thunder
Close blast 3; targets enemies; +4 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 2 squares. Hit or Miss: The half-orc bard slides each ally in the blast 1 square.
□ [M] Slayer’s Song (standard) ✦ Weapon
+7 vs. AC; 2d8 + 3 damage, and the target grants combat advantage to the half-orc bard and the half-orc bard’s allies (save ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the half-orc bard hits an enemy, that enemy grants combat advantage to the half-orc bard and the half-orc bard’s allies until the end of the half-orc bard’s next turn.
○○ Majestic Word (minor) ✦ Healing
The half-orc bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can only be used once per round. The half-orc bard can also slide the target 1 square.
Song of Courage (minor) ✦ Zone
Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the half-orc bard’s next turn. When the half-orc bard moves, the zone moves with the half-orc bard, remaining centered on the half-orc bard. While within the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
Furious Assault (free)
When the half-orc bard hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc bard is bloodied during an encounter, the half-orc bard gains 5 temporary hit points.
Swift Charge
The half-orc bard gains a +2 bonus to speed when charging.
Virtue of Valor
Once per round, when any ally within 5 squares of the half-orc bard reduces an enemy to 0 hit points or bloodies an enemy, the half-orc bard can grant 3 temporary hit points to that ally as a free action.
Skill Versatility
The half-orc bard gains a +1 bonus to untrained skill checks.

Skills Arcana +7, Athletics +7
Str 14 (+3); Dex 13 (+2); Wis 10 (+1);
Con 14 (+3); Int 13 (+2); Cha 16 (+4)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Half-Orc Guardian Druid [Level 2 Controller]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +4; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 15
Speed 6

● [m] Scythe (standard) ✦ Weapon
+5 vs. AC; 2d4 + 2 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+4 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the half-orc druid’s next turn. This power can be used as a melee basic attack.
● [A] Chill Wind (standard) ✦ Cold
Area burst 1 within 10; +4 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
○ [R] Frost Flash (standard) ✦ Cold
Ranged 10; +4 vs. Fortitude; 1d6 + 5 cold damage, and the target is immobilized until the end of the half-orc druid’s next turn.
□ [A] Fires of Life (standard) ✦ Fire, Healing
Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the target drops to 0 hit points before it saves against the ongoing damage, one creature of the half-orc druid’s choice within 5 squares of the target regains 7 hit points. Aftereffect: One creature of the half-orc druid’s choice within 5 squares of the target regains 2 hit points. Miss: Half damage.
Wild Shape (minor) ✦ Polymorph
The half-orc druid changes from the half-orc druid’s humanoid form to beast form or vice versa. When the half-orc druid changes from beast form back to the half-orc druid’s humanoid form, the half-orc druid shifts 1 square. While the half-orc druid is in beast form, the half-orc druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the half-orc druid can sustain such powers. The half-orc druid can use this power once per round.
Barkskin (minor)
The half-orc druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the half-orc druid’s next turn.
Furious Assault (free)
When the half-orc druid hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc druid is bloodied during an encounter, the half-orc druid gains 5 temporary hit points.
Swift Charge
The half-orc druid gains a +2 bonus to speed when charging.
Primal Guardian
While the half-orc druid is not wearing heavy armor, the half-orc druid can use the half-orc druid’s Constitution modifier in place of the half-orc druid’s Dexterity or Intelligence modifier to determine the half-orc druid’s AC.

Skills Heal +9, Nature +9
Str 14 (+3); Dex 15 (+3); Wis 16 (+4);
Con 14 (+3); Int 11 (+1); Cha 10 (+1)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Orc Predator Druid [Level 2 Controller]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +9; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 7

● [m] Scythe (standard) ✦ Weapon
+5 vs. AC; 2d4 + 2 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+4 vs. Reflex; 1d8 + 3 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; +4 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of the half-orc druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
○ [M] Darting Bite (standard) ✦ Beast Form
Targets one or two creatures; +4 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the half-orc druid can shift 3 squares.
□ [C] Savage Frenzy (standard) ✦ Beast Form
Close burst 1; targets visible enemies; +4 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both). Miss: Half damage, and the target is slowed until the end of the half-orc druid’s next turn.
Wild Shape (minor) ✦ Polymorph
The half-orc druid changes from the half-orc druid’s humanoid form to beast form or vice versa. When the half-orc druid changes from beast form back to the half-orc druid’s humanoid form, the half-orc druid shifts 1 square. While the half-orc druid is in beast form, the half-orc druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the half-orc druid can sustain such powers. The half-orc druid can use this power once per round.
Fleet Pursuit (minor) ✦ Beast Form
Until the end of the encounter, the half-orc druid gains a +3 power bonus to the half-orc druid’s speed while the half-orc druid is in beast form.
Furious Assault (free)
When the half-orc druid hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc druid is bloodied during an encounter, the half-orc druid gains 5 temporary hit points.
Swift Charge
The half-orc druid gains a +2 bonus to speed when charging.
Primal Predator
While the half-orc druid is not wearing heavy armor, the half-orc druid gains a +1 bonus to the half-orc druid’s speed.

Skills Nature +9, Perception +9
Str 14 (+3); Dex 16 (+4); Wis 16 (+4);
Con 13 (+2); Int 11 (+1); Cha 10 (+1)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Orc Preserving Invoker [Level 2 Artillery]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +4; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 15
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+4 vs. AC; 1d10 + 1 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +4 vs. Reflex; 1d8 + 3 radiant damage, and the half-orc invoker slides the target 1 square. The half-orc invoker can use this power as a ranged basic attack.
○ [A] Blades of Astral Fire (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst gains a +3 power bonus to AC until the end of the half-orc invoker’s next turn.
□ [C] Binding Invocation of Chains (standard)
Close burst 10; targets enemies; +4 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until the end of the half-orc invoker’s next turn.
Divine Call (minor)
One or two allies within 10 squares are pulled 3 squares.
Furious Assault (free)
When the half-orc invoker hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
When an enemy within 10 squares of the half-orc invoker hits the half-orc invoker’s ally.
The half-orc invoker gains a +2 bonus to the half-orc invoker’s next attack roll against the triggering enemy if that attack occurs before the end of the half-orc invoker’s next turn.
Half-Orc Resilience
The first time the half-orc invoker is bloodied during an encounter, the half-orc invoker gains 5 temporary hit points.
Swift Charge
The half-orc invoker gains a +2 bonus to speed when charging.
Covenant of Preservation
When the half-orc invoker uses a divine encounter or daily attack power on the half-orc invoker’s turn, the half-orc invoker can slide an ally within 10 squares of the half-orc invoker 1 square.

Skills Arcana +8, Religion +8
Str 12 (+2); Dex 14 (+3); Wis 16 (+4);
Con 13 (+2); Int 14 (+3); Cha 11 (+1)
Equipment hide armor, morningstar

-1 Level / +1 Level

Half-Orc Wrathful Invoker [Level 2 Artillery]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +4; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 14, Reflex 14, Will 15
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+4 vs. AC; 1d10 + 1 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +4 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +2 radiant damage. The half-orc invoker can use this power as a ranged basic attack.
○ [R] Thunder of Judgment (standard) ✦ Thunder
Ranged 10; targets one, two, or three creatures; +4 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the half-orc invoker targets only one creature. In addition, the target is dazed until the end of the half-orc invoker’s next turn and is pushed 2 squares.
□ [R] Purging Flame (standard) ✦ Fire
Ranged 10; +4 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing 5 fire damage (save ends).
○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
When an enemy within 5 squares of the half-orc invoker hits the half-orc invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
Furious Assault (free)
When the half-orc invoker hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Shroud of Warning (no action)
When the half-orc invoker and the half-orc invoker’s allies roll initiative at the beginning of an encounter.
The half-orc invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
Half-Orc Resilience
The first time the half-orc invoker is bloodied during an encounter, the half-orc invoker gains 5 temporary hit points.
Swift Charge
The half-orc invoker gains a +2 bonus to speed when charging.
Covenant of Wrath
When the half-orc invoker uses a divine encounter or daily attack power on the half-orc invoker’s turn, the half-orc invoker gains a bonus to the damage roll equal to 1 for each enemy the half-orc invoker attacks with the power.

Skills Endurance +9, Religion +7
Str 12 (+2); Dex 14 (+3); Wis 16 (+4);
Con 14 (+3); Int 13 (+2); Cha 11 (+1)
Equipment chainmail, morningstar

-1 Level / +1 Level

Half-Orc Bear Shaman [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +9; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 13, Will 15
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +4 vs. AC; 1d10 + 1 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +4 vs. Will; 1d8 + 3 damage, and each ally adjacent to the half-orc shaman’s spirit companion gains 2 temporary hit points.
○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
Ranged 5; +4 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the half-orc shaman’s next turn, the half-orc shaman and the half-orc shaman’s allies gain 2 resistance to all damage while adjacent to the half-orc shaman’s spirit companion. In addition, the half-orc shaman or one ally within 5 squares of the half-orc shaman gains 2 temporary hit points.
□ [C] Spirit of the Healing Flood (standard) ✦ Healing
Close burst 5; targets enemies; +4 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the half-orc shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
Spirit of Life (standard) ✦ Healing
One ally within 10 squares regains hit points as if he or she had spent a healing surge.
Call Spirit Companion (minor) ✦ Conjuration
The half-orc shaman conjures the half-orc shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the half-orc shaman falls unconscious or until the half-orc shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the half-orc shaman takes a move action, the half-orc shaman can also move the spirit a number of squares equal to the half-orc shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 11 damage to the spirit, the spirit disappears, and the half-orc shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
○○ Healing Spirit (minor) ✦ Healing
The half-orc shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the half-orc shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
When an enemy leaves a square adjacent to the half-orc shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the half-orc shaman’s spirit companion regains 3 hit points.
Furious Assault (free)
When the half-orc shaman hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc shaman is bloodied during an encounter, the half-orc shaman gains 5 temporary hit points.
Swift Charge
The half-orc shaman gains a +2 bonus to speed when charging.
Protector Spirit
Any ally adjacent to the half-orc shaman’s spirit companion regains 2 additional hit points when he or she uses second wind or when the half-orc shaman uses a healing power on him or her.

Skills Nature +9, Perception +9
Str 13 (+2); Dex 14 (+3); Wis 16 (+4);
Con 14 (+3); Int 13 (+2); Cha 10 (+1)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Orc Panther Shaman [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +9; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 15
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +4 vs. AC; 1d10 + 1 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +4 vs. Fortitude; 1d10 + 3 damage, and until the end of the half-orc shaman’s next turn, the half-orc shaman’s spirit companion can flank with the half-orc shaman and the half-orc shaman’s allies. If the target is bloodied, the half-orc shaman gains a +1 bonus to the attack roll.
○ [R] Twin Panthers (standard)
Ranged 5; two attacks against one or two creatures; +4 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the half-orc shaman gains a +2 bonus to the attack roll. Hit: Until the end of the half-orc shaman’s next turn, the half-orc shaman and the half-orc shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the half-orc shaman’s spirit companion.
□ [C] Wrath of the Spirit World (standard) ✦ Psychic
Close burst 2; targets enemies in burst and each enemy adjacent to the half-orc shaman’s spirit companion; +4 vs. Will; 3d6 + 3 psychic damage, and the half-orc shaman knocks the target prone. Miss: Half damage.
Call Spirit Companion (minor) ✦ Conjuration
The half-orc shaman conjures the half-orc shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the half-orc shaman falls unconscious or until the half-orc shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the half-orc shaman takes a move action, the half-orc shaman can also move the spirit a number of squares equal to the half-orc shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 11 damage to the spirit, the spirit disappears, and the half-orc shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
○○ Healing Spirit (minor) ✦ Healing
The half-orc shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the half-orc shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
Spirits of Battle (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter. While within the zone, the half-orc shaman’s allies gain a +1 bonus to attack rolls.
● [M] Spirit’s Fangs (opportunity) ✦ Spirit
When an enemy leaves a square adjacent to the half-orc shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 1d10 + 3 damage.
Furious Assault (free)
When the half-orc shaman hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc shaman is bloodied during an encounter, the half-orc shaman gains 5 temporary hit points.
Swift Charge
The half-orc shaman gains a +2 bonus to speed when charging.
Stalker Spirit
Any ally adjacent to the half-orc shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.

Skills Nature +9, Perception +9
Str 13 (+2); Dex 14 (+3); Wis 16 (+4);
Con 13 (+2); Int 14 (+3); Cha 10 (+1)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Orc Chaos Sorcerer [Level 2 Artillery]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +1; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 13, Reflex 14, Will 16
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +7 vs. AC; 1d4 + 3 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +4 vs. Will; 1d10 + 6 psychic damage and if the half-orc 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: +4 vs. Will; 1d6 + 3 psychic damage. If the half-orc sorcerer rolled an even number for the secondary attack roll, repeat the secondary attack. The half-orc sorcerer can attack a creature only once with a single use of this power.
○ [C] Bedeviling Burst (standard) ✦ Psychic
Close burst 3; targets one or two creatures; +4 vs. Will; 1d10 + 6 psychic damage, and the target is pushed 3 squares. If the half-orc sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
□ [R] Dazzling Ray (standard) ✦ Radiant
Ranged 10; +4 vs. Will; 6d6 + 6 radiant damage and if the half-orc sorcerer rolled an even number on the attack roll, the target takes a -3 penalty to attack rolls against the half-orc sorcerer (save ends). Miss: Half damage.
Stretch Spell (minor)
Until the end of the half-orc sorcerer’s turn, add +3 to the range of the half-orc sorcerer’s ranged arcane powers.
Furious Assault (free)
When the half-orc sorcerer hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc sorcerer is bloodied during an encounter, the half-orc sorcerer gains 5 temporary hit points.
Swift Charge
The half-orc sorcerer gains a +2 bonus to speed when charging.
Chaos Power
The half-orc sorcerer gains a +3 bonus to the damage rolls of arcane powers.
Unfettered Power
When the half-orc sorcerer rolls a natural 20 on an attack roll for an arcane power, the half-orc sorcerer slides the target 1 square and knock it prone after applying the attack’s other effects. When the half-orc sorcerer rolls a natural 1 on an attack roll for an arcane power, the half-orc sorcerer must push each creature within 5 squares of the half-orc sorcerer 1 square.

Skills Arcana +6, Bluff +9
Str 15 (+3); Dex 16 (+4); Wis 10 (+1);
Con 12 (+2); Int 11 (+1); Cha 16 (+4)
Equipment cloth armor, dagger

-1 Level / +1 Level

Half-Orc Dragon Sorcerer [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 14; Fortitude 14, Reflex 13, Will 16
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+6 vs. AC; 1d8 + 3 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +4 vs. Reflex; 1d8 + 6 fire damage. The next enemy that hits the half-orc sorcerer with a melee attack before the end of the half-orc sorcerer’s next turn takes 3 fire damage.
○ [C] Tempest Breath (standard) ✦ Acid
Close blast 3; +4 vs. Reflex; 2d6 + 6 acid damage, and the target can’t gain combat advantage against any creature until the end of the half-orc sorcerer’s next turn. The half-orc sorcerer gains concealment until the end of the half-orc sorcerer’s next turn.
□ [C] Lightning Breath (standard) ✦ Lightning
Close blast 3; +4 vs. Reflex; 3d8 + 6 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the half-orc sorcerer’s next turn, whenever an enemy hits the half-orc sorcerer with a melee attack, the half-orc sorcerer pushes that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
Furious Assault (free)
When the half-orc sorcerer hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Dragonflame Mantle (immediate interrupt) ✦ Fire
When the half-orc sorcerer is hit by an attack.
Until the end of the half-orc sorcerer’s next turn, the half-orc sorcerer gains a +1 power bonus to all defenses, and any creature that hits the half-orc sorcerer with a melee attack takes 1d6 + 3 fire damage.
Half-Orc Resilience
The first time the half-orc sorcerer is bloodied during an encounter, the half-orc sorcerer gains 5 temporary hit points.
Swift Charge
The half-orc sorcerer gains a +2 bonus to speed when charging.
Draconic Power
The half-orc sorcerer gains a +3 bonus to the damage rolls of arcane powers.
Draconic Resilience
While the half-orc sorcerer is not wearing heavy armor, the half-orc sorcerer can use the half-orc sorcerer’s Strength modifier in place of the half-orc sorcerer’s Dexterity or Intelligence modifier to determine the half-orc sorcerer’s AC.

Skills Arcana +6, Athletics +9
Str 16 (+4); Dex 15 (+3); Wis 10 (+1);
Con 12 (+2); Int 11 (+1); Cha 16 (+4)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Half-Orc Earth Warden [Level 2 Brute]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +7; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 16, Reflex 15, Will 13
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+7 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+7 vs. AC; 1d10 + 4 damage, and the half-orc warden gains a +1 power bonus to AC until the end of the half-orc warden’s next turn.
○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
+7 vs. AC; 1d10 + 4 thunder damage, and the half-orc warden pushes the target 2 squares. Make a secondary attack. Secondary Attack: Close blast 3; +7 vs. Fortitude; 1d6 thunder damage, and the half-orc warden pushes the secondary target 1 square.
Nature’s Abundance (standard) ✦ Zone
Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The half-orc warden and the half-orc warden’s allies have cover while within the zone.
Form of the Willow Sentinel (minor) ✦ Polymorph
The half-orc warden assumes the guardian form of the willow sentinel until the end of the encounter. While the half-orc warden is in this form, the half-orc warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to the half-orc warden. Once during this encounter, the half-orc warden can make the following attack while the half-orc warden is in this form as an immediate interrupt when an enemy adjacent to the half-orc warden makes an attack roll against the half-orc warden’s ally.
Secondary Attack: Targets the triggering enemy; +7 vs. AC; 1d10 + 4 damage, and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering attack roll.
● [C] Warden’s Grasp (immediate reaction)
When an enemy marked by the half-orc warden that is within 5 squares of the half-orc warden makes an attack that does not include the half-orc warden as a target.
Targets the triggering enemy; The half-orc warden slides the target 1 square. The target is slowed and cannot shift until the end of its turn.
Furious Assault (free)
When the half-orc warden hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warden is bloodied during an encounter, the half-orc warden gains 5 temporary hit points.
Swift Charge
The half-orc warden gains a +2 bonus to speed when charging.
Earthstrength
When the half-orc warden uses the half-orc warden’s second wind, the half-orc warden gains an additional +2 bonus to AC. The bonus lasts until the end of the half-orc warden’s next turn.
Font of Life
At the start of the half-orc warden’s turn, the half-orc 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-orc warden on the half-orc warden’s current turn. If the half-orc warden fails the saving throw, the half-orc warden still makes a saving throw against the effect at the end of the half-orc warden’s turn.
Nature’s Wrath
Once during each of the half-orc warden’s turns, the half-orc warden can mark each adjacent enemy as a free action. This mark lasts until the end of the half-orc warden’s next turn.

Skills Athletics +7, Perception +7
Str 18 (+5); Dex 14 (+3); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Half-Orc Wild Warden [Level 2 Brute]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +8; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 14
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the half-orc warden’s next turn.
○ [M] Wildblood Frenzy (standard) ✦ Weapon
Two attacks against one or two targets; +7 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
Eyes of the Hawk (minor)
The half-orc warden makes a Perception check with a +10 power bonus.
Form of the Relentless Panther (minor) ✦ Polymorph
The half-orc warden assumes the guardian form of the relentless panther until the end of the encounter. While the half-orc warden is in this form, the half-orc warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the half-orc warden. In addition, the half-orc warden can shift 2 squares as a move action. Once during this encounter, the half-orc warden can make the following attack while the half-orc warden is in this form as a standard action.
Secondary Attack: Before the attack, the half-orc warden shifts the half-orc warden’s speed; +7 vs. Reflex; 2d12 + 4 damage (crit 28 + 1d12), and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
When an enemy marked by the half-orc warden makes an attack that does not include the half-orc warden as a target.
Targets the triggering enemy; +7 vs. Fortitude; 1d12 + 4 damage (crit 16 + 1d12), and the target grants combat advantage to the half-orc warden and the half-orc warden’s allies until the end of the half-orc warden’s next turn.
Furious Assault (free)
When the half-orc warden hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warden is bloodied during an encounter, the half-orc warden gains 5 temporary hit points.
Swift Charge
The half-orc warden gains a +2 bonus to speed when charging.
Wildblood
When the half-orc warden uses the half-orc warden’s second wind, each enemy marked by the half-orc warden takes an additional -2 penalty to attack rolls for attacks that don’t include the half-orc warden as a target, until the end of the half-orc warden’s next turn.
Font of Life
At the start of the half-orc warden’s turn, the half-orc 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-orc warden on the half-orc warden’s current turn. If the half-orc warden fails the saving throw, the half-orc warden still makes a saving throw against the effect at the end of the half-orc warden’s turn.
Nature’s Wrath
Once during each of the half-orc warden’s turns, the half-orc warden can mark each adjacent enemy as a free action. This mark lasts until the end of the half-orc warden’s next turn.

Skills Athletics +9, Perception +8
Str 18 (+5); Dex 14 (+3); Wis 14 (+3);
Con 13 (+2); Int 10 (+1); Cha 11 (+1)
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.