Half-Orc NPCs [Level 9]

Half-Orc Battle Cleric [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +7; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 22, Reflex 18, Will 22
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+14 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+14 vs. AC; 1d10 + 8 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
+14 vs. Will; 1d10 + 8 damage, and the target is immobilized until the end of the half-orc cleric’s next turn.
□ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
Close burst 2; targets visible enemies; +14 vs. Fortitude; 2d10 + 8 radiant damage, and the target is pushed 1 square. Hit or Miss: Until the end of the encounter, the half-orc cleric gains regeneration 5, and the half-orc cleric and each ally within the burst gain a +2 power bonus to AC.
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 +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 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +8; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 18, Will 23
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+11 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 5 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +11 vs. Reflex; 1d8 + 7 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; +11 vs. Will; 2d8 + 7 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the half-orc cleric’s next turn.
□ [A] Flame Strike (standard) ✦ Fire
Area burst 2 within 10; targets enemies; +11 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss: Half damage, and no ongoing fire damage.
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 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +5; low-light
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 24, Reflex 19, Will 18
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d6 + 8 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+14 vs. AC; 1d12 + 8 damage (crit 20 + 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: +14 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +14 vs. AC; 2d12 + 8 damage (crit 32 + 1d12), and the half-orc fighter slides the target 1 square. Miss: Half damage.
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 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +5; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 26; Fortitude 24, Reflex 23, Will 18
Speed 5

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+15 vs. AC; 1d8 + 8 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
+15 vs. AC; 2d8 + 8 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.
□ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
Close burst 1; targets visible enemies; +15 vs. AC; 3d8 + 8 damage, and the target is slowed (save ends). 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 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +5; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 25; Fortitude 23, Reflex 19, Will 21
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+15 vs. AC; 1d10 + 8 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
+15 vs. AC; 2d10 + 8 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.
□ [C] One Stands Alone (standard) ✦ Radiant
Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +10 vs. Will; 2d8 + 6 radiant damage. Hit or Miss: The targets are weakened (save ends).
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 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +5; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 27; Fortitude 22, Reflex 21, Will 22
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] Bolstering Strike (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage, and the half-orc paladin gains 1 temporary hit points.
○ [R] Beckon Foe (standard)
Ranged 5; +11 vs. Will; 2d10 + 7 damage, and the target is pulled 1 square.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +11 vs. Fortitude; 1d10 + 7 radiant damage, and the target is pushed 3 squares. Sustain Minor: Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
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 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +9; Senses Perception +10; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 25; Fortitude 22, Reflex 23, Will 18
Speed 6

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d6 + 7 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +14 vs. AC; 1d10 + 8 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage (off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 3 damage.
○ [R] Spikes of the Manticore (standard) ✦ Weapon
Ranged 20/40; one attack each on one or two creatures; +14 vs. AC; 2d10 + 8 damage (first shot) and 1d10 + 8 damage (second shot).
□ [M/R] Attacks on the Run (standard) ✦ Weapon
The half-orc ranger can move at full speed. At any point during the move, the half-orc ranger can make two attacks.
Longsword: +14 vs. AC; 3d8 + 7 damage.
Longbow: Ranged 20/40; +14 vs. AC; 3d10 + 8 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.
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 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +10; low-light
HP 97; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 23, Reflex 22, Will 18
Speed 6

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 8 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 8 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/Longsword: +15/+15 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage (off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
○ [M] Claws of the Griffon (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword (main): +15 vs. AC; 2d8 + 8 damage.
Longsword (off hand): +15 vs. AC; 1d8 + 8 damage.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +15 vs. AC; 2d8 + 8 damage. Miss: Half damage.
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 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +9; Senses Perception +4; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 21, Reflex 24, Will 18
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d6 + 7 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +15 vs. AC; 1d6 + 8 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+15 vs. Reflex; 1d6 + 8 damage.
○ [M] Imperiling Strike (standard) ✦ Weapon
+15 vs. Fortitude; 1d6 + 8 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] Crimson Edge (standard) ✦ Weapon
+15 vs. Fortitude; 2d6 + 8 damage, and the target takes ongoing 9 damage and grants combat advantage to the half-orc rogue (save ends both). 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 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +9; Senses Perception +9; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 24, Will 20
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+12 vs. AC; 1d6 + 5 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +15 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
The half-orc rogue can move 2 squares before the attack.
○ [M/R] Rogue’s Luck (standard) ✦ Weapon
Short Sword: +15 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +15 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
□ [M] Knockout (standard) ✦ Weapon
+15 vs. Fortitude; 2d6 + 8 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the half-orc rogue’s next turn.
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 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +5; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 22; Fortitude 18, Reflex 21, Will 22
Speed 6

● [m] Spear (standard) ✦ Weapon
+10 vs. AC; 1d8 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +11 vs. Will; 1d6 + 7 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; +11 vs. Will; 1d10 + 7 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] Curse of the Black Frost (standard) ✦ Cold
Ranged 10; +11 vs. Reflex; 2d8 + 7 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the half-orc warlock can no longer sustain this power.
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 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +4; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 22; Fortitude 21, Reflex 21, Will 19
Speed 6

● [m] Mace (standard) ✦ Weapon
+10 vs. AC; 1d8 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +11 vs. Reflex; 1d6 + 7 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 + 7 fire damage.
○ [C] Howl of Doom (standard) ✦ Fear, Thunder
Close blast 3; +11 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 4 squares.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +11 vs. Reflex; 3d10 + 7 damage, and the target is immobilized (save ends). Miss: Half damage, and the target is not immobilized.
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 9 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 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +4; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 21; Fortitude 21, Reflex 20, Will 21
Speed 6

● [m] Sickle (standard) ✦ Weapon
+10 vs. AC; 1d6 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +11 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the half-orc warlock on its next turn, it takes an extra 1d6 + 7 damage.
○ [R] Sign of Ill Omen (standard)
Ranged 10; +10 vs. Will; 2d6 + 6 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.
□ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
Ranged 10; +11 vs. Will; 2d10 + 7 psychic damage, and the half-orc warlock teleports the target to an unoccupied square within 3 squares of the half-orc warlock. Sustain Minor: Make a +11 vs. Will attack against the target. On a hit, the half-orc warlock teleports the target to an unoccupied square within 3 squares of the half-orc warlock. On a miss, the effect 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.
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 9 Soldier (Leader)]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +4; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 23, Reflex 18, Will 21
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +14 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M] Furious Smash (standard) ✦ Weapon
+14 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
+14 vs. AC; 2d10 + 8 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] White Raven Strike (standard) ✦ Weapon
+14 vs. AC; 3d10 + 8 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the half-orc warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the half-orc warlord’s allies gain.
○○ 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 9 Soldier (Leader)]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +4; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 23, Reflex 21, Will 19
Speed 6

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+15 vs. AC; 1d8 + 8 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
+15 vs. AC; 1d8 + 8 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] Knock Them Down (standard) ✦ Weapon
+15 vs. AC; 3d8 + 8 damage, and the target is knocked prone. Every ally within 10 squares of the half-orc warlord can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
○○ Inspiring Word (minor) ✦ Healing
The half-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 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +7; low-light
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 21, Will 22
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+10 vs. AC; 1d8 + 4 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +11 vs. Fortitude; 1d6 + 7 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; +11 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
□ [R] Lightning Serpent (standard) ✦ Lightning, Poison
Ranged 10; +11 vs. Reflex; 2d12 + 7 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
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 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +5; low-light
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 21, Will 20
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+10 vs. AC; 1d8 + 4 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +11 vs. Reflex; 1d6 + 7 fire damage.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +11 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +11 vs. Reflex; 1d6 + 7 lightning damage.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +11 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
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 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +8; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+12 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 5 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 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
+14 vs. AC; 1d10 + 7 damage, and the half-orc avenger teleports each enemy within 2 squares of the target 4 squares.
□ [M] Enduring Strike (standard) ✦ Weapon
+14 vs. AC; 3d10 + 7 damage, and the half-orc avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the half-orc avenger makes a saving throw.
○ [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 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +8; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 22
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+12 vs. AC; 1d10 + 5 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +13 vs. AC; 1d8 + 7 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 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
+14 vs. AC; 2d10 + 7 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.
□ [M] Oath of Pursuit (standard) ✦ Weapon
+14 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves on its turn, the half-orc avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The half-orc avenger must end this movement closer to the target.
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 9 Brute]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +9; low-light
HP 116; Bloodied 58
Healing Surges (+29 hp) ○
AC 23; Fortitude 24, Reflex 20, Will 18
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+14 vs. AC; 1d12 + 1d8 + 8 damage (crit 28 + 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
+14 vs. AC; 2d12 + 8 damage (crit 32 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the half-orc barbarian.
□ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
+14 vs. AC; 3d12 + 8 damage (crit 44 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss: The half-orc barbarian enters the rage of the oak hammer. Until the rage ends, whenever the half-orc barbarian hits a target with a melee attack, the half-orc barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +3 damage.
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 9 Brute]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +9; low-light
HP 113; Bloodied 56
Healing Surges (+28 hp) ○
AC 23; Fortitude 24, Reflex 20, Will 20
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+14 vs. AC; 1d12 + 1d6 + 8 damage (crit 26 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
+14 vs. AC; 2d12 + 8 acid damage (crit 32 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The half-orc barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the half-orc barbarian’s turns, each enemy adjacent to the half-orc barbarian is blinded until the end of the half-orc barbarian’s turn.
○ [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; +17 vs. AC; 3d12 + 8 damage (crit 44 + 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 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +9; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 22
Speed 6

● [m] Longsword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 5 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +11 vs. Will; 1d6 + 7 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; +11 vs. Will; 2d8 + 7 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] Hideous Laughter (standard) ✦ Charm, Psychic
Ranged 10; +11 vs. Will; 3d8 + 7 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage, and the target can’t take opportunity actions until the end of the half-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 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 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +9; low-light
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 20, Reflex 20, Will 22
Speed 5

● [m] Longsword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 5 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 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
+14 vs. AC; 2d8 + 7 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.
□ [M] Thunder Blade (standard) ✦ Thunder, Weapon
+14 vs. AC; 3d8 + 7 thunder damage, and the half-orc bard slides the target 2 squares. Hit or Miss: Until the end of the encounter, whenever the half-orc bard hits a target with an at-will attack power, the half-orc bard slides the target 2 squares to a space that must be adjacent to at least one of the half-orc bard’s allies.
○○ 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 9 Controller]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +8; low-light
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 23; Fortitude 20, Reflex 20, Will 22
Speed 6

● [m] Scythe (standard) ✦ Weapon
+11 vs. AC; 2d4 + 5 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
○ [R] Swirling Winds (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 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] Sunbeam (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +11 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant damage. Miss: 1d10 + 7 radiant 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.
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 9 Controller]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +13; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 22
Speed 7

● [m] Scythe (standard) ✦ Weapon
+11 vs. AC; 2d4 + 5 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+11 vs. Reflex; 1d8 + 7 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; +11 vs. Reflex; 1d6 + 3 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
+11 vs. Reflex; 2d10 + 7 damage, and the half-orc druid grabs the target. The target takes a -4 penalty to checks to escape the grab.
□ [M] Primal Wolf (standard) ✦ Beast Form
+11 vs. Reflex; 2d8 + 7 damage, the half-orc druid knocks the target prone, and it can’t stand up (save ends). Miss: Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the half-orc druid gains a +2 bonus to attack rolls against prone targets. In addition, whenever the half-orc druid hits an enemy with a melee attack while the half-orc druid is in beast form, the half-orc druid can knock that enemy prone.
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 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +8; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 22
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 4 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
□ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
Close burst 10; targets enemies; +11 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the end of the half-orc invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses the half-orc invoker takes 5 psychic damage.
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 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +8; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 23; Fortitude 21, Reflex 20, Will 22
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 4 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +11 vs. Fortitude; 1d10 + 7 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; +16 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action. Each prone target takes 1d6 + 3 psychic damage.
□ [A] Cerulean Flames (standard) ✦ Radiant, Zone
Area burst 1 within 10; +11 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of cerulean light that lasts until the end of the half-orc invoker’s next turn. Any creature that starts its turn within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
When an enemy within 5 squares of the half-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 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +13; low-light
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 21; Fortitude 21, Reflex 19, Will 22
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d10 + 4 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +11 vs. Will; 1d8 + 7 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; +11 vs. Fortitude; 1d10 + 7 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] Clever Trickster Spirit (standard) ✦ Psychic
Ranged 10; +11 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage (save ends both).
Call Spirit Companion (minor) ✦ Conjuration
The half-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; +11 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 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +13; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 20, Will 22
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d10 + 4 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +11 vs. Fortitude; 1d10 + 7 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; +11 vs. Will; 2d10 + 7 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.
□ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
Ranged 10; +11 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The half-orc shaman and each ally within 10 squares of the half-orc shaman regains 5 hit points.
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; +11 vs. Reflex; 1d10 + 7 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 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +4; low-light
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 23
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d4 + 7 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +11 vs. Will; 1d10 + 11 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: +11 vs. Will; 1d6 + 7 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; +11 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The half-orc sorcerer teleports each target hit by the attack to any other space within the burst.
□ [R] Contagious Curse (standard) ✦ Poison
Ranged 10; +11 vs. Fortitude; 2d10 + 11 poison damage. Hit or Miss: The half-orc sorcerer slides the target 4 squares. The target is poisonous to the half-orc sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 + 7 poison damage. If the half-orc sorcerer rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 7 poison damage.
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 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +4; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 21; Fortitude 21, Reflex 19, Will 23
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+13 vs. AC; 1d8 + 7 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +11 vs. Reflex; 1d8 + 11 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; +11 vs. Fortitude; 2d8 + 11 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] Adamantine Echo (standard) ✦ Thunder
Close blast 3; +11 vs. Fortitude; 2d6 + 11 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing 5 thunder damage (save ends). Hit or Miss: The half-orc sorcerer gains a +4 power bonus to AC until the end of the encounter.
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 9 Brute]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +10; low-light
HP 116; Bloodied 58
Healing Surges (+29 hp) ○
AC 25; Fortitude 23, Reflex 21, Will 19
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+14 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+14 vs. AC; 1d10 + 8 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
+14 vs. Fortitude; 2d10 + 8 damage, and the target takes a –4 penalty to melee attack rolls 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.
Form of the Oak Sentinel (minor) ✦ Polymorph
The half-orc warden assumes the guardian form of the oak sentinel until the end of the encounter. While the half-orc warden is in this form, the half-orc warden’s melee reach increases by 1. In addition, any enemy that hits the half-orc warden with a melee attack takes 5 damage. 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 within the half-orc warden’s reach makes a melee attack against the half-orc warden’s ally.
Secondary Attack: targets the triggering enemy; +14 vs. AC; 2d10 + 8 damage. Miss: Half damage. Hit or Miss: The half-orc warden becomes the target of the triggering attack, even if the half-orc warden is not within that attack’s range.
● [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 9 Brute]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +12; low-light
HP 113; Bloodied 56
Healing Surges (+28 hp) ○
AC 23; Fortitude 23, Reflex 19, Will 21
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+14 vs. AC; 1d12 + 8 damage (crit 20 + 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
+14 vs. AC; 2d12 + 8 damage (crit 32 + 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.
Form of the Frenzied Wolverine (minor) ✦ Polymorph
The half-orc warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the half-orc warden is in this form, the half-orc warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, the half-orc warden can use the half-orc warden’s second wind as a minor 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: +14 vs. AC; 1d12 + 8 damage (crit 20 + 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; +14 vs. Fortitude; 1d12 + 8 damage (crit 20 + 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.