Half-Orc NPCs [Level 8]
Half-Orc Battle Cleric [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +7; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 21, Reflex 17, Will 21
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target
until the end of the half-orc cleric’s next turn.
- ○ [M] Awe Strike (standard) ✦ Fear, Weapon
- +13 vs. Will; 1d10 + 7 damage, and the target is immobilized until the end of the half-orc cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The half-orc cleric or one creature touched by the half-orc cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The half-orc cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the half-orc cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal
an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon
wielder’s next turn.
- ○ 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 +12, Religion +9
Str 20 (+9); Dex 13 (+5); Wis 16 (+7);
Con 12 (+5); Int 10 (+4); Cha 13 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Orc Devoted Cleric [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +8; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 18, Reflex 17, Will 22
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +10 vs. Reflex; 1d8 + 6 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.
- ○ [R] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +10 vs. Will; 2d8 + 6 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the half-orc
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +10 vs. AC; 1d10 + 6 damage. The half-orc cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The half-orc cleric’s allies gain combat advantage against the target. The half-orc cleric can move the
weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the half-orc cleric’s
next turn. Sustain Minor: Repeat the attack. The half-orc cleric’s allies continue to gain combat advantage against
the weapon’s target.
- □ Cure Serious Wounds (standard) ✦ Healing
- The half-orc cleric or one creature touched by the half-orc cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The half-orc cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- ○ 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 +13, Religion +9
Str 15 (+6); Dex 13 (+5); Wis 18 (+8);
Con 12 (+5); Int 10 (+4); Cha 16 (+7)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Orc Greatweapon Fighter [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +5; low-light
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 23; Fortitude 23, Reflex 18, Will 17
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12). Miss: 5 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the half-orc fighter. A target
that cannot end adjacent to the half-orc fighter is not pulled. The half-orc fighter then makes a close attack targeting each
adjacent enemy: +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +13 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- □ Defensive Training (minor) ✦ Stance
- The half-orc fighter gains a +2 power bonus to the half-orc fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the half-orc fighter uses another stance power.
- ○ 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 +14, Intimidate +11
Str 20 (+9); Dex 15 (+6); Wis 12 (+5);
Con 16 (+7); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Half-Orc Guardian Fighter [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +8; Senses Perception +5; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 25; Fortitude 23, Reflex 22, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+14 vs. AC; 1d8 + 7 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] Iron Bulwark (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage. Hit or Miss: The half-orc fighter gains a +2 power bonus to AC until the end of the half-orc
fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +14 vs. AC; 2d8 + 7 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ 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.
- ○ Unbreakable (immediate reaction)
- When the half-orc fighter is hit by an attack.
Reduce the damage from the attack by 6.
- 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 +10, Intimidate +11
Str 20 (+9); Dex 18 (+8); Wis 12 (+5);
Con 13 (+5); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Orc Avenging Paladin [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +5; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 24; Fortitude 22, Reflex 18, Will 20
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +14 vs. AC; 1d10 + 7 radiant damage. If the half-orc paladin has marked the target, the half-orc paladin gains a +1 bonus
to the damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +14 vs. AC; 2d10 + 7 thunder damage, and the target is knocked prone. If the target is marked by the half-orc paladin, the
attack can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The half-orc paladin must spend a healing surge without regaining any hit points.
+14 vs. AC; 4d10 + 7 radiant damage. Miss: Half damage.
- ● 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.
- □ Wrath of the Gods (minor)
- The half-orc paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
- ○ 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 +14, Religion +9
Str 20 (+9); Dex 13 (+5); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 16 (+7)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Half-Orc Protecting Paladin [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +5; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 26; Fortitude 21, Reflex 20, Will 21
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage, and the half-orc paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +10 vs. Will; 2d10 + 6 damage, and the target is pulled 1 square.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +10 vs. Reflex; 2d6 + 6 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The half-orc paladin and the half-orc paladin’s allies gain a +1 power bonus to
all defenses while within the zone.
- ● 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 7 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The half-orc paladin takes half that ally’s damage until the end of the encounter or until
the half-orc paladin ends the effect as a free action. No power or effect can reduce the damage the half-orc paladin takes
from this power.
- ○ 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 +15, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 18 (+8)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Orc Archer Ranger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +9; Senses Perception +10; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 1d10 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +13/+13 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 2 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +13 vs. AC; 2d10 + 7 damage (first shot) and 1d10 + 7 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 3d10 + 7 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the half-orc ranger.
The half-orc ranger can shift 1 square.
- 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 +10, Stealth +13
Str 18 (+8); Dex 20 (+9); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Half-Orc Two-Blade Ranger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +8; Senses Perception +10; low-light
HP 89; Bloodied 44
Healing Surges (+22 hp) ○
AC 23; Fortitude 22, Reflex 21, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +12 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +14/+14 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +12 vs. AC (twice); 1d10 + 2 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +14 vs. AC; 2d8 + 7 damage.
Longsword (off
hand): +14 vs. AC; 1d8 + 7 damage.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The half-orc ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+14 vs. AC; 2d8 + 7 damage.
Longsword (off hand): +14 vs. AC; 1d8 + 7 damage.
Hit or Miss: After
attacking the primary target, the half-orc ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +14 vs. AC; 1d8 + 7 damage (off-hand).
- ● 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the half-orc ranger can use this power to allow one ally
to avoid being surprised.
- 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 +10, Perception +10
Str 20 (+9); Dex 18 (+8); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Half-Orc Brawny Rogue [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +9; Senses Perception +4; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 20, Reflex 23, Will 17
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +14 vs. Reflex; 1d6 + 7 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +14 vs. Fortitude; 1d6 + 7 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the half-orc
rogue’s next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +14 vs. Fortitude; 2d6 + 7 damage, and ongoing 9 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the half-orc rogue is marked, end that condition. The half-orc rogue can shift a number of squares equal to 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 +14, Thievery +14
Str 18 (+8); Dex 20 (+9); Wis 11 (+4);
Con 12 (+5); Int 10 (+4); Cha 13 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Half-Orc Trickster Rogue [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +9; Senses Perception +9; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 18, Reflex 23, Will 19
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
The half-orc rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +14 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +14 vs. Fortitude; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. Fortitude; 2d6 +
7 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Chameleon (immediate interrupt)
- When the half-orc rogue is hidden and loses cover or concealment against an opponent.
The half-orc rogue makes a Stealth check. Until the end of the half-orc rogue’s next turn, the half-orc rogue remains hidden
from a creature with a clear line of sight to the half-orc rogue if that creature does not beat the half-orc rogue’s check
result with its Perception check. If at the end of the half-orc rogue’s next turn, the half-orc rogue is not behind cover
or concealment against a creature, that creature automatically notices the half-orc rogue.
- ○ 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 +14, Thievery +14
Str 15 (+6); Dex 20 (+9); Wis 11 (+4);
Con 12 (+5); Int 10 (+4); Cha 16 (+7)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Half-Orc Fey-Pact Warlock [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +5; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 21; Fortitude 17, Reflex 20, Will 21
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +10 vs. Reflex; 1d10 + 6 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +10 vs. Will; 1d6 + 6 psychic damage, and the half-orc warlock is invisible to the target until the start of the
half-orc warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +10 vs. Will; 1d10 + 6 psychic damage, and the half-orc warlock and all allies in range are invisible to the target
until the end of the half-orc warlock’s next turn. Hit or Miss: The half-orc warlock gains a +3 power bonus to Stealth
checks until the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +10 vs. Will; 2d6 + 6 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the half-orc warlock’s choice (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.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- 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 +12, Bluff +13
Str 12 (+5); Dex 13 (+5); Wis 12 (+5);
Con 13 (+5); Int 16 (+7); Cha 18 (+8)
Equipment leather armor, spear
-1 Level / +1 Level
Half-Orc Infernal-Pact Warlock [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +4; low-light
HP 90; Bloodied 45
Healing Surges (+22 hp) ○
AC 21; Fortitude 20, Reflex 20, Will 18
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +10 vs. Reflex; 1d10 + 6 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +10 vs. Reflex; 1d6 + 6 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 + 6 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +10 vs. Fortitude; 2d6 + 6 thunder damage, and the target is pushed 4 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +10 vs. Reflex; 2d10 + 6 fire damage. Hit or Miss: The targets take 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The half-orc warlock’s skin changes into living steel. The half-orc warlock gains a +2 power bonus to AC and Fortitude defense
but take a –2 penalty to speed until the end of the encounter. The half-orc warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The half-orc warlock gains 8 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 +12, Intimidate +12
Str 12 (+5); Dex 14 (+6); Wis 11 (+4);
Con 18 (+8); Int 16 (+7); Cha 13 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Half-Orc Star-Pact Warlock [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +4; low-light
HP 90; Bloodied 45
Healing Surges (+22 hp) ○
AC 20; Fortitude 20, Reflex 19, Will 20
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +10 vs. Reflex; 1d10 + 6 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +10 vs. Fortitude; 1d6 + 6 radiant damage. If the target moves nearer to the half-orc warlock on its next turn,
it takes an extra 1d6 + 6 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +9 vs. Will; 2d6 + 5 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the half-orc warlock’s next turn, blocking line
of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +10 vs. Fortitude; 1d6 + 6 necrotic damage.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- 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 +10, Insight +9
Str 12 (+5); Dex 14 (+6); Wis 11 (+4);
Con 18 (+8); Int 13 (+5); Cha 16 (+7)
Equipment leather armor, sickle
-1 Level / +1 Level
Half-Orc Inspiring Warlord [Level 8 Soldier (Leader)]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +4; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 22, Reflex 17, Will 20
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +13 vs. Fortitude; 5 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 +3 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Sunder Armor (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 7 damage. Until the end of the half-orc warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +13 vs. AC; 3d10 + 7 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
3 hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The half-orc warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This
power can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The half-orc warlord and each ally within 5 squares regain 13 hit points.
- ○ 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 7 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 +9, History +10
Str 20 (+9); Dex 13 (+5); Wis 10 (+4);
Con 12 (+5); Int 13 (+5); Cha 16 (+7)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Half-Orc Tactical Warlord [Level 8 Soldier (Leader)]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +4; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 22, Reflex 20, Will 18
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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] Surprise Attack (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and an ally within 5 squares of the half-orc warlord makes a basic attack with combat advantage
as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +14 vs. Reflex; 3d8 + 7 damage. Hit or Miss: Until the end of the encounter, when the half-orc warlord is adjacent
to the target and it walks or runs, the half-orc warlord can cancel that movement as an immediate interrupt.
- ○○ Inspiring Word (minor) ✦ Healing
- The half-orc warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This
power can only be used once per round.
- ○ 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.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +3 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +3 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 +9, History +12
Str 20 (+9); Dex 13 (+5); Wis 10 (+4);
Con 12 (+5); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Half-Orc Control Wizard [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +7; low-light
HP 66; Bloodied 33
Healing Surges (+16 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 21
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +10 vs. Fortitude; 1d6 + 6 cold damage, and the target is slowed until the end of the half-orc wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +10 vs. Fortitude; 2d10 + 6 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +10 vs. Fortitude; 1d10 + 6 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the half-orc wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 6 poison damage. As a move action, the half-orc wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The half-orc wizard or one creature with 5 squares becomes invisible until the end of the half-orc wizard’s next turn. If
the target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the half-orc wizard
can sustain the effect.
- ○ 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 -3 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.
- 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 +13, Insight +12
Str 12 (+5); Dex 15 (+6); Wis 16 (+7);
Con 12 (+5); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Half-Orc War Wizard [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +8; Senses Perception +5; low-light
HP 66; Bloodied 33
Healing Surges (+16 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 19
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +10 vs. Reflex; 1d6 + 6 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +10 vs. Reflex; 2d6 + 6 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +10 vs. Reflex; 1d6 + 6 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +10 vs. Reflex; 3d6 + 6 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The half-orc wizard teleports 10 squares.
- ○ 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 +4 bonus to a single attack roll.
- 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 +13, History +13
Str 12 (+5); Dex 18 (+8); Wis 13 (+5);
Con 12 (+5); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Half-Orc Isolating Avenger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +8; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 6 damage, and the half-orc avenger shifts 1 square, sliding the target 1 square into the space the half-orc
avenger occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +13 vs. AC; 1d10 + 6 damage, and the half-orc avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +13 vs. AC; 2d10 + 6 damage, and the half-orc avenger is invisible to the target (save ends). Aftereffect: The half-orc
avenger is invisible to the target until the end of the half-orc avenger’s next turn. Miss: Half damage, and the half-orc
avenger is invisible to the target until the end of the half-orc avenger’s next turn.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the half-orc avenger.
If the half-orc avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical
hit’s damage.
- 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 +3 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 +11, Religion +12
Str 15 (+6); Dex 13 (+5); Wis 18 (+8);
Con 12 (+5); Int 16 (+7); Cha 10 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Half-Orc Pursuing Avenger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +8; Senses Perception +8; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 21
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +12 vs. AC; 1d8 + 6 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 6 damage, and if the target doesn’t end its next turn adjacent to the half-orc avenger, the half-orc avenger
can shift 5 squares as a free action. The half-orc avenger must end that shift closer to the target.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 6 damage. Before the attack, the half-orc avenger gains phasing until the end of the half-orc avenger’s
turn, and the half-orc avenger shifts 6 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +10 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the half-orc avenger hits the target with a divine power,
the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the half-orc avenger hits the target with
a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the half-orc avenger
hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Aspect of Agility (move)
- The half-orc avenger shifts 5 squares, and the half-orc avenger gains a +2 bonus to AC and Reflex until the end of the half-orc
avenger’s next turn.
- ○ [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 +6 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 +9, Stealth +13
Str 15 (+6); Dex 18 (+8); Wis 18 (+8);
Con 12 (+5); Int 11 (+4); Cha 10 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Half-Orc Rageblood Barbarian [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +9; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 22; Fortitude 23, Reflex 19, Will 17
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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] Tide of Blood (standard) ✦ Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the half-orc
barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +13 vs. AC; 2d12 + 7 fire damage (crit 31 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The half-orc barbarian enters the rage of the silver phoenix. Until the rage ends, the half-orc barbarian gains
regeneration 3. In addition, the first time the half-orc barbarian drops to 0 hit points or fewer, the half-orc barbarian
can spend a healing surge as an immediate interrupt.
- ○ 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.
- □ Combat Surge (free)
- When the half-orc barbarian misses with an attack.
Must be raging.
The half-orc barbarian rerolls the attack.
- 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 3 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 +13, Perception +9
Str 20 (+9); Dex 14 (+6); Wis 11 (+4);
Con 16 (+7); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Orc Thaneborn Barbarian [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +9; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 22; Fortitude 23, Reflex 19, Will 19
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the half-orc barbarian as a free action. If it does so,
the half-orc barbarian’s attack deals 1d12 damage extra cold damage.
+13 vs. AC; 3d12 + 7 cold damage (crit 43 + 1d12).
Miss: Half damage. Hit or Miss: The half-orc barbarian enters the rage of the frost wolf. Until the rage ends,
any enemy that hits the half-orc barbarian with a melee attack takes 6 cold damage.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the half-orc barbarian hits or misses the half-orc barbarian.
Targets the triggering enemy; +16 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
- ○ 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.
- □ Instinctive Charge (no action)
- When the half-orc barbarian rolls initiative at the beginning of an encounter.
The half-orc barbarian gains a +5 power bonus to the half-orc barbarian’s initiative. The half-orc barbarian also gains a
+2 power bonus to the half-orc barbarian’s first attack roll during the encounter.
- 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 +3 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 +13, Perception +9
Str 20 (+9); Dex 14 (+6); Wis 11 (+4);
Con 13 (+5); Int 10 (+4); Cha 16 (+7)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Orc Cunning Bard [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +9; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 18, Reflex 21, Will 21
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +10 vs. Will; 1d6 + 6 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the half-orc
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +10 vs. Will; 2d8 + 6 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the half-orc bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +10 vs. Will; the target is dominated until the end of the half-orc bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the half-orc bard’s choice as a free action.
- ○○ Majestic Word (minor) ✦ Healing
- The half-orc bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This
power can only be used once per round. The half-orc bard can also slide the target 1 square.
- ○ 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.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the half-orc bard.
Each ally within 10 squares missed by the triggering attack regains 7 hit points.
- 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 8 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 +12, Bluff +13
Str 14 (+6); Dex 13 (+5); Wis 10 (+4);
Con 13 (+5); Int 16 (+7); Cha 18 (+8)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Half-Orc Valorous Bard [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +9; low-light
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 23; Fortitude 19, Reflex 19, Will 21
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 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.
- ○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
- +13 vs. AC; 2d8 + 6 damage, and the half-orc bard slides an ally who is adjacent to the target to another space adjacent to
it. Until the end of the half-orc bard’s next turn, the ally also gains a +3 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +10 vs. Will; 2d6 + 6 psychic damage, and the target is affected by the half-orc bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the half-orc bard
than where it started its turn, the target takes 1d6 + 6 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The half-orc bard pushes the target 3 squares.
- ○○ Majestic Word (minor) ✦ Healing
- The half-orc bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This
power can only be used once per round. The half-orc bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The half-orc bard transfers one effect on the target that a save can end to the half-orc
bard or to another ally with 5 squares. The new subject of the effect gains a +3 power bonus to saving throws against that
effect.
- ○ 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 4 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 +10, Athletics +10
Str 14 (+6); Dex 13 (+5); Wis 10 (+4);
Con 16 (+7); Int 13 (+5); Cha 18 (+8)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Half-Orc Guardian Druid [Level 8 Controller]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +8; low-light
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 22; Fortitude 19, Reflex 19, Will 21
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +10 vs. Reflex; 1d8 + 6 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; +10 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +10 vs. Reflex; 1d10 + 6 damage, and the half-orc druid pulls each creature within 3 squares of the target 1 square.
If the half-orc druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 3 damage.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The half-orc druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high
and must be on a solid surface, and it lasts until the end of the half-orc druid’s next turn. The wall provides cover. A creature’s
line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs
3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 6
damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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.
- ○ Camouflage Cloak (minor)
- The half-orc druid or one ally within 5 squares becomes invisible until moving or 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 +13, Nature +13
Str 14 (+6); Dex 15 (+6); Wis 18 (+8);
Con 16 (+7); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Orc Predator Druid [Level 8 Controller]
Medium natural humanoid [XP 350]
Initiative +8; Senses Perception +13; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 18, Reflex 21, Will 21
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +10 vs. Reflex; 1d8 + 6 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; +10 vs. Reflex; 1d6 + 2 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the half-orc druid’s next turn. Any enemy that enters the zone or starts its turn there takes 4 fire damage.
- ○ [M] Latch On (standard) ✦ Beast Form
- +10 vs. Reflex; 2d10 + 6 damage, and the half-orc druid grabs the target. The target takes a -4 penalty to checks to escape
the grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +10 vs. Will; 2d6 + 6 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Stalker’s Eyes (minor)
- The half-orc druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- ○ 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 +13, Perception +13
Str 14 (+6); Dex 18 (+8); Wis 18 (+8);
Con 13 (+5); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Orc Preserving Invoker [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +8; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 22; Fortitude 18, Reflex 20, Will 21
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +10 vs. Reflex; 1d8 + 6 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] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +10 vs. Fortitude; 2d8 + 6 thunder damage, and the target is pushed 4 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +10 vs. Fortitude; 1d8 + 6 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the half-orc invoker’s next turn. Miss: Half damage, and the target is blinded until the end
of the half-orc invoker’s next turn.
- □ Astral Step (move) ✦ Teleportation
- The half-orc invoker and each ally within 5 squares teleports 6 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 +3 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 +12, Religion +12
Str 12 (+5); Dex 14 (+6); Wis 18 (+8);
Con 13 (+5); Int 16 (+7); Cha 11 (+4)
Equipment hide armor, morningstar
-1 Level / +1 Level
Half-Orc Wrathful Invoker [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +8; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 22; Fortitude 20, Reflex 19, Will 21
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +10 vs. Fortitude; 1d10 + 6 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The half-orc invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +15 vs. Will; 2d6 + 6 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +10 vs. Will; 2d6 + 6 psychic damage, and the target is pushed 3 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the half-orc invoker hits the half-orc invoker.
The triggering enemy takes 3 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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the half-orc invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +13, Religion +10
Str 12 (+5); Dex 14 (+6); Wis 18 (+8);
Con 16 (+7); Int 13 (+5); Cha 11 (+4)
Equipment chainmail, morningstar
-1 Level / +1 Level
Half-Orc Bear Shaman [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +13; low-light
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 20; Fortitude 20, Reflex 18, Will 21
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +10 vs. Will; 1d8 + 6 damage, and each ally adjacent to the half-orc shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +10 vs. Fortitude; 1d10 + 6 cold damage, and before the end of the half-orc shaman’s next turn, as an immediate
interrupt, the half-orc shaman can grant an ally adjacent to the half-orc shaman’s spirit companion a +6 bonus to AC against
an attack that hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +10 vs. Will; 2d10 + 6 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
half-orc shaman and the half-orc shaman’s allies gain a +2 bonus to attack rolls against the target.
- ● 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 14 damage to the spirit,
the spirit disappears, and the half-orc shaman takes 9 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the half-orc shaman’s spirit companion doesn’t grant combat advantage.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the half-orc shaman’s spirit companion without shifting.
Targets triggering enemy; +10 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the half-orc shaman’s
spirit companion regains 4 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 3 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 +13, Perception +13
Str 13 (+5); Dex 14 (+6); Wis 18 (+8);
Con 16 (+7); Int 13 (+5); Cha 10 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Orc Panther Shaman [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +13; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 21
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +10 vs. Fortitude; 1d10 + 6 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +10 vs. Will; 2d10 + 6 damage, and until the end of the half-orc shaman’s next turn, any ally adjacent to
the half-orc shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +10 vs. Reflex; 2d6 + 6 damage, and the half-orc shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● Call Spirit Companion (minor) ✦ Conjuration
- The half-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 14 damage to the spirit,
the spirit disappears, and the half-orc shaman takes 9 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the half-orc shaman’s spirit companion without shifting.
Targets triggering enemy; +10 vs. Reflex; 1d10 + 6 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 +3 bonus to damage rolls against bloodied enemies.
Skills Nature +13, Perception +13
Str 13 (+5); Dex 14 (+6); Wis 18 (+8);
Con 13 (+5); Int 16 (+7); Cha 10 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Orc Chaos Sorcerer [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +8; Senses Perception +4; low-light
HP 66; Bloodied 33
Healing Surges (+16 hp) ○
AC 20; Fortitude 18, Reflex 20, Will 22
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d4 + 6 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +10 vs. Will; 1d10 + 10 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:
+10 vs. Will; 1d6 + 6 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +10 vs. Reflex; 2d6 + 10 lightning damage. Hit or Miss: The half-orc sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +10 vs. Reflex; 3d10 + 10 lightning damage. Miss: Half damage. The attack ignores cover and concealment,
but not superior cover or total concealment.
- ○ 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.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the half-orc sorcerer is hit by an area or a close attack.
The half-orc sorcerer teleports 6 squares.
- 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 +4 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 +9, Bluff +13
Str 15 (+6); Dex 18 (+8); Wis 10 (+4);
Con 12 (+5); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, dagger
-1 Level / +1 Level
Half-Orc Dragon Sorcerer [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +4; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 20; Fortitude 20, Reflex 18, Will 22
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +10 vs. Reflex; 1d8 + 10 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 4 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +10 vs. Fortitude; 2d8 + 10 cold damage, and the half-orc sorcerer knocks the target prone.
The target also takes a –2 penalty to Fortitude until the end of the half-orc sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +10 vs. Fortitude; 2d6 + 10 thunder damage. Hit or Miss: The half-orc sorcerer jumps a number of squares
equal to the half-orc sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +10 vs. Fortitude; 2d6 + 6 thunder damage, and the half-orc sorcerer
pushes the secondary target 1 square.
- ○ 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.
- ○ Sudden Scales (immediate interrupt)
- When the half-orc sorcerer is hit by an attack.
The half-orc sorcerer gains a +7 bonus to all defenses against the triggering attack.
- 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 +4 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 +9, Athletics +13
Str 18 (+8); Dex 15 (+6); Wis 10 (+4);
Con 12 (+5); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Half-Orc Earth Warden [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +10; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 24; Fortitude 22, Reflex 20, Will 18
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 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] Mountain Hammer (standard) ✦ Weapon
- +13 vs. Fortitude; 2d10 + 7 damage, and the target takes a –4 penalty to melee attack rolls until the end of the half-orc
warden’s next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the half-orc warden teleports 5 squares. +13 vs. Reflex; 2d10 + 7 thunder damage, and the target is dazed
(save ends). Miss: Half damage, and the target is dazed until the end of the half-orc warden’s next turn.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the half-orc warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the half-orc warden uses another stance power.
- ● [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 +3 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 +11, Perception +10
Str 20 (+9); Dex 14 (+6); Wis 13 (+5);
Con 16 (+7); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Half-Orc Wild Warden [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +12; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 22; Fortitude 22, Reflex 18, Will 20
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the target is slowed until the end of the half-orc warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the half-orc warden slides the target 1 square. The half-orc warden can
slide the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second
creature take 3 psychic damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the half-orc warden can see; +13 vs. Reflex; 1d12 + 7 poison damage (crit 19 + 1d12), and
the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed
(save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the half-orc warden makes an attack that does not include the half-orc warden as a target.
Targets the triggering enemy; +13 vs. Fortitude; 1d12 + 7 damage (crit 19 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the half-orc warden drops to 0 hit points or fewer.
The half-orc warden regains hit points as if the half-orc warden had spent a healing surge.
- 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
-3 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 +13, Perception +12
Str 20 (+9); Dex 14 (+6); Wis 16 (+7);
Con 13 (+5); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.