Half-Orc NPCs [Level 20]

Half-Orc Battle Cleric [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +14; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 33; Fortitude 33, Reflex 29, Will 33
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+25 vs. AC; 1d10 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+25 vs. AC; 1d10 + 13 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target until the end of the half-orc cleric’s next turn.
○ [M] Blinding Light (standard) ✦ Radiant, Weapon
+25 vs. Fortitude; 2d10 + 13 radiant damage, and the target is blinded until the end of the half-orc cleric’s next turn.
□ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
+25 vs. AC; 3d10 + 13 damage. Miss: Half damage. Hit or Miss: The half-orc cleric and each ally within 5 squares of the half-orc cleric regains hit points as if the half-orc cleric had each spent a healing surge.
Divine Armor (standard) ✦ Healing
The half-orc cleric gains a +2 power bonus to AC. The half-orc cleric and each ally within 3 squares gain resist 5 to all damage until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The half-orc cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 10 temporary hit points.
Swift Charge
The half-orc cleric gains a +2 bonus to speed when charging.

Skills Heal +19, Religion +15
Str 23 (+16); Dex 14 (+12); Wis 19 (+14);
Con 13 (+11); Int 11 (+10); Cha 14 (+12)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Orc Devoted Cleric [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 33; Fortitude 30, Reflex 29, Will 34
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+22 vs. AC; 1d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 10 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +22 vs. Reflex; 1d8 + 12 radiant damage, and one ally the half-orc cleric can see gains a +2 power bonus to his or her next attack roll against the target.
○ [C] Thunderous Word (standard) ✦ Thunder
Close blast 5; targets enemies; +22 vs. Reflex; 3d6 + 12 thunder damage, and the target is pushed 7 squares. Hit or Miss: Allies in the blast can shift 1 square.
□ [A] Fire Storm (standard) ✦ Fire, Zone
Area burst 5 within 10; targets enemies; +22 vs. Reflex; 5d10 + 12 fire damage. Miss: Half damage. Hit or Miss: The burst creates a zone of fire that lasts until the end of the half-orc cleric’s next turn. Enemies that start their turn in this zone take 1d10 + 12 fire damage. Sustain Minor: The zone persists.
Hallowed Ground (standard) ✦ Zone
Close burst 5. The burst creates a zone of hallowed ground. The half-orc cleric and any allies gain the following benefits while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The half-orc cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 10 temporary hit points.
Swift Charge
The half-orc cleric gains a +2 bonus to speed when charging.

Skills Heal +20, Religion +15
Str 16 (+13); Dex 14 (+12); Wis 21 (+15);
Con 13 (+11); Int 11 (+10); Cha 19 (+14)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Orc Greatweapon Fighter [Level 20 Soldier]

Medium natural humanoid [XP 2800]

Initiative +13; Senses Perception +11; low-light
HP 187; Bloodied 93
Healing Surges (+46 hp) ○○
AC 34; Fortitude 35, Reflex 30, Will 28
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +25 vs. AC; 1d6 + 13 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12). Miss: 6 damage.
○ [M] Mountain Breaking Blow (standard) ✦ Weapon
+25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the half-orc fighter can shift the same distance the half-orc fighter pushed the target. The half-orc fighter must end the move adjacent to the target.
□ [C] Devastation’s Wake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12). Miss: Half damage. Hit or Miss: Until the start of the half-orc fighter’s next turn, the half-orc fighter can make a secondary attack as a free action against any enemy that starts its turn adjacent to the half-orc fighter. Secondary Attack: +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
Iron Warrior (minor) ✦ Healing
The half-orc fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against one effect that a save can end.
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 10 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 +21, Intimidate +18
Str 23 (+16); Dex 16 (+13); Wis 13 (+11);
Con 19 (+14); Int 11 (+10); Cha 12 (+11)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Half-Orc Guardian Fighter [Level 20 Soldier]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +11; low-light
HP 182; Bloodied 91
Healing Surges (+45 hp) ○○
AC 36; Fortitude 35, Reflex 34, Will 28
Speed 5

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 1d8 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+26 vs. AC; 1d8 + 13 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] Warrior’s Challenge (standard) ✦ Weapon
+26 vs. AC; 3d8 + 13 damage, and the target is pushed 2 squares. All of the half-orc fighter’s enemies within 2 squares of the target are marked until the end of the half-orc fighter’s next turn.
□ [M] Strike of the Watchful Guard (standard) ✦ Weapon
+26 vs. AC; 4d8 + 13 damage. Hit or Miss: Until the end of the encounter, the half-orc fighter can make a melee basic attack against the target as a free action if the half-orc fighter is adjacent to it and it either shifts or attacks one of the half-orc fighter’s allies.
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.
Interposing Shield (immediate interrupt)
When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
Half-Orc Resilience
The first time the half-orc fighter is bloodied during an encounter, the half-orc fighter gains 10 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 +16, Intimidate +18
Str 23 (+16); Dex 21 (+15); Wis 13 (+11);
Con 14 (+12); Int 11 (+10); Cha 12 (+11)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Orc Avenging Paladin [Level 20 Soldier]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +12; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 35; Fortitude 34, Reflex 30, Will 32
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+26 vs. AC; 1d10 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+26 vs. AC; 1d10 + 13 radiant damage. If the half-orc paladin has marked the target, the half-orc paladin gains a +2 bonus to the damage roll.
○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
+26 vs. AC; 3d10 + 13 damage, and the target is pushed 4 squares. The target can’t move nearer to the half-orc paladin on its next turn.
□ [M] Crusader’s Boon (standard) ✦ Weapon
+26 vs. AC; 4d10 + 13 damage. Miss: Half damage. Hit or Miss: The half-orc paladin and allies adjacent to the half-orc paladin gains a +1 power bonus to attack rolls until the end of the encounter.
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 10 radiant damage. The half-orc paladin must engage the target by attacking it or ending the turn adjacent to it, or the mark ends. The mark also ends if the half-orc paladin challenges another target. Divine Challenge can only be used once per round.
□□ Lay on Hands (minor) ✦ Healing
The half-orc paladin spends a healing surge but regains no hit points. Instead, one creature touched by the half-orc paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Furious Assault (free)
When the half-orc paladin hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Angelic Intercession (immediate interrupt) ✦ Teleportation
When an ally within 5 squares of the half-orc paladin is hit by an attack.
The half-orc paladin teleports adjacent to the ally and is hit by the attack instead.
Half-Orc Resilience
The first time the half-orc paladin is bloodied during an encounter, the half-orc paladin gains 10 temporary hit points.
Swift Charge
The half-orc paladin gains a +2 bonus to speed when charging.

Skills Intimidate +21, Religion +15
Str 23 (+16); Dex 14 (+12); Wis 14 (+12);
Con 13 (+11); Int 11 (+10); Cha 19 (+14)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Half-Orc Protecting Paladin [Level 20 Soldier]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +12; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 37; Fortitude 33, Reflex 32, Will 33
Speed 5

● [m] Longsword (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 damage, and the half-orc paladin gains 2 temporary hit points.
○ [M] Enervating Smite (standard) ✦ Weapon
+25 vs. Will; 2d8 + 12 damage, and the target is weakened until the end of the half-orc paladin’s next turn.
□ [A] Righteous Inferno (standard) ✦ Fire, Zone
Area burst 2 within 10; targets enemies; +22 vs. Reflex; 3d10 + 12 fire damage, and the target grants combat advantage to the half-orc paladin and the half-orc paladin’s allies until the end of the half-orc paladin’s next turn. Miss: Half damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the end of the half-orc paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 7 fire damage and grant combat advantage to the half-orc paladin and the half-orc paladin’s allies. Sustain Minor: The zone persists.
Death Ward (standard) ✦ Healing
The half-orc paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
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 11 radiant damage. The half-orc paladin must engage the target by attacking it or ending the turn adjacent to it, or the mark ends. The mark also ends if the half-orc paladin challenges another target. Divine Challenge can only be used once per round.
□□ Lay on Hands (minor) ✦ Healing
The half-orc paladin spends a healing surge but regains no hit points. Instead, one creature touched by the half-orc paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Furious Assault (free)
When the half-orc paladin hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc paladin is bloodied during an encounter, the half-orc paladin gains 10 temporary hit points.
Swift Charge
The half-orc paladin gains a +2 bonus to speed when charging.

Skills Intimidate +22, Religion +15
Str 21 (+15); Dex 14 (+12); Wis 14 (+12);
Con 13 (+11); Int 11 (+10); Cha 21 (+15)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Orc Archer Ranger [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +16; Senses Perception +17; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 36; Fortitude 33, Reflex 34, Will 29
Speed 6

● [m] Longsword (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+25 vs. AC; 1d6 + 12 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +25 vs. AC; 1d10 + 13 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +25/+25 vs. AC; 1d8 + 7 damage (main)/1d6 + 7 damage (off-hand).
Longbow: Ranged 20/40; +25 vs. AC (twice); 1d10 + 7 damage.
○ [R] Triple Shot (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +25 vs. AC; 1d10 + 13 damage per attack.
□ [R] Two-in-One Shot (standard) ✦ Weapon
Ranged 20/40; two attacks against one creature; +25 vs. AC; 2d10 + 13 damage per attack. If the first attack hits, the half-orc ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally. Miss: Half damage per attack.
Momentary Respite (standard)
The half-orc ranger shifts 2 squares and makes a saving throw. The half-orc ranger is no longer marked by any enemy.
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 2d6 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.
Half-Orc Resilience
The first time the half-orc ranger is bloodied during an encounter, the half-orc ranger gains 10 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 +17, Stealth +20
Str 21 (+15); Dex 23 (+16); Wis 14 (+12);
Con 13 (+11); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Half-Orc Two-Blade Ranger [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +17; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 35; Fortitude 34, Reflex 33, Will 29
Speed 6

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 1d8 + 13 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+26 vs. AC; 1d8 + 13 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +24 vs. AC; 1d10 + 12 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +26/+26 vs. AC; 1d8 + 7 damage (main)/1d8 + 7 damage (off-hand).
Longbow: Ranged 20/40; +24 vs. AC (twice); 1d10 + 7 damage.
○ [C] Cheetah’s Rake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +26 vs. AC; 1d8 + 13 damage, and the target is immobilized and knocked prone until the end of the half-orc ranger’s next turn.
□ [M] Cruel Cage of Steel (standard) ✦ Weapon
Three attacks against one, two, or three creatures;
Longsword (first attack; main): +28 vs. AC; 2d8 + 13 damage.
Longsword (second attack; off hand): +28 vs. AC; 2d8 + 13 damage.
Longsword (third attack; main): +28 vs. AC; 1d8 + 13 damage.
A target hit once is dazed until the end of the half-orc ranger’s next turn. A target hit twice is stunned until the end of the half-orc ranger’s next turn. A target hit three times is weakened and stunned until the end of the half-orc ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened. Hit or Miss: After the first attack and after the second attack, the half-orc ranger can shift 1 square.
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 2d6 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 the Blow (immediate interrupt)
When an enemy hits the half-orc ranger with a melee attack.
Shift 1 square away from the enemy.
Half-Orc Resilience
The first time the half-orc ranger is bloodied during an encounter, the half-orc ranger gains 10 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 +10 hit points.

Skills Nature +17, Perception +17
Str 23 (+16); Dex 21 (+15); Wis 14 (+12);
Con 13 (+11); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Half-Orc Brawny Rogue [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +16; Senses Perception +11; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 35; Fortitude 32, Reflex 35, Will 29
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+25 vs. AC; 1d6 + 12 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +26 vs. AC; 1d6 + 13 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+26 vs. Reflex; 1d6 + 13 damage.
○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
Short Sword: +26 vs. Fortitude; 3d6 + 13 damage.
Shuriken: Ranged 6/12; +26 vs. Fortitude; 3d6 + 13 damage.
Hit: If the target attacks the half-orc rogue before the start of the half-orc rogue’s next turn, the half-orc rogue can attack it again as an immediate interrupt.
Short Sword: +26 vs. Fortitude; 2d6 + 13 damage.
Shuriken: Ranged 6/12; +26 vs. Fortitude; 2d6 + 13 damage.
□ [M] Flying Foe (standard) ✦ Weapon
+26 vs. Fortitude; 4d6 + 13 damage, and the half-orc rogue slides the target 5 squares. If an obstacle (including a creature) arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied before it collided with the obstacle. Miss: The half-orc rogue slides the target 5 squares, and no damage from obstacles.
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.
Leaping Dodge (immediate interrupt)
When an enemy targets the half-orc rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
Half-Orc Resilience
The first time the half-orc rogue is bloodied during an encounter, the half-orc rogue gains 10 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 3d6 damage.

Skills Acrobatics +21, Thievery +21
Str 21 (+15); Dex 23 (+16); Wis 12 (+11);
Con 13 (+11); Int 11 (+10); Cha 14 (+12)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Half-Orc Trickster Rogue [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +16; Senses Perception +16; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 35; Fortitude 30, Reflex 35, Will 31
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+23 vs. AC; 1d6 + 10 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +26 vs. AC; 1d6 + 13 damage.
Hand Crossbow: Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
The half-orc rogue can move 2 squares before the attack.
○ [M/R] Hounding Strike (standard) ✦ Weapon
Short Sword: +26 vs. Will; 3d6 + 13 damage.
Hand Crossbow: Ranged 10/20; +25 vs. Will; 3d6 + 13 damage.
Hit: Until the end of the half-orc rogue’s next turn, the half-orc rogue gains combat advantage against the target and a +1 power bonus to all defenses against its attacks.
□ [M/R] Feinting Flurry (standard) ✦ Weapon
Short Sword: +26 vs. Will; 5d6 + 13 damage.
Hand Crossbow: Ranged 10/20; +25 vs. Will; 5d6 + 13 damage.
Hit or Miss: Until the end of the half-orc rogue’s next turn, all of the target’s defenses against the half-orc rogue’s attacks take a -4 penalty. Sustain Minor: Sustain the penalty for another round.
Hide in Plain Sight (minor)
The half-orc rogue must already be hidden to use this power. The half-orc rogue is invisible until the half-orc rogue leaves the half-orc rogue’s current square. No other action that the half-orc rogue performs makes the half-orc rogue visible.
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 10 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 3d6 damage.

Skills Stealth +21, Thievery +21
Str 16 (+13); Dex 23 (+16); Wis 12 (+11);
Con 13 (+11); Int 11 (+10); Cha 19 (+14)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Half-Orc Fey-Pact Warlock [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +11; low-light
HP 182; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 29, Reflex 32, Will 33
Speed 6

● [m] Spear (standard) ✦ Weapon
+20 vs. AC; 1d8 + 8 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +22 vs. Will; 1d6 + 12 psychic damage, and the half-orc warlock is invisible to the target until the start of the half-orc warlock’s next turn.
○ [R] Thirsting Tendrils (standard) ✦ Healing
Ranged 10; +22 vs. Fortitude; 3d6 + 12 damage, and the half-orc warlock can spend a healing surge, regaining an additional +4 hit points.
□ [R] Delusions of Loyalty (standard) ✦ Charm
Ranged 10; +22 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature to attack the half-orc warlock since the half-orc warlock’s last turn. If no one attacked the half-orc warlock since the half-orc warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When the half-orc warlock sustains this power, the half-orc warlock can repeat the attack against the target. If the half-orc warlock misses, the half-orc warlock can no longer sustain the power.
Infuriating Elusiveness (move) ✦ Illusion, Teleportation
The half-orc warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the half-orc warlock’s next turn.
Warlock’s Curse (minor)
The half-orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the half-orc warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The half-orc warlock can only curse one target per turn.
Misty Step (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-orc warlock can immediately teleport 3 squares.
Furious Assault (free)
When the half-orc warlock hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlock is bloodied during an encounter, the half-orc warlock gains 10 temporary hit points.
Swift Charge
The half-orc warlock gains a +2 bonus to speed when charging.

Skills Arcana +19, Bluff +20
Str 13 (+11); Dex 14 (+12); Wis 13 (+11);
Con 14 (+12); Int 19 (+14); Cha 21 (+15)
Equipment leather armor, spear

-1 Level / +1 Level

Half-Orc Infernal-Pact Warlock [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +11; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 33; Fortitude 32, Reflex 32, Will 30
Speed 6

● [m] Mace (standard) ✦ Weapon
+20 vs. AC; 1d8 + 8 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +22 vs. Reflex; 1d6 + 12 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 + 12 fire damage.
○ [R] Warlock’s Bargain (standard)
Ranged 5; +22 vs. Fortitude; the half-orc warlock takes 16 damage, and the target takes 3d10 + 22 damage.
Minions of Malbolge (standard) ✦ Conjuration, Fire
The half-orc warlock conjures flames in the shape of diabolic imps that appear at the half-orc warlock’s feet. The half-orc warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the half-orc warlock takes 2d10 fire damage and is pushed 3 squares. This effect applies once per creature per round. It ends when the half-orc warlock has no temporary hit points remaining.
Cloak of Shadow (move)
The half-orc warlock can fly a number of squares equal to the half-orc warlock’s speed + 2. If the half-orc warlock doesn’t land at the end of this move, the half-orc warlock falls. Until the end of the half-orc warlock’s next turn, the half-orc warlock is insubstantial, and the half-orc warlock cannot affect, attack, or use powers on creatures or objects.
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 2d6 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.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-orc warlock gains 20 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 10 temporary hit points.
Swift Charge
The half-orc warlock gains a +2 bonus to speed when charging.

Skills Arcana +19, Intimidate +19
Str 13 (+11); Dex 15 (+12); Wis 12 (+11);
Con 21 (+15); Int 19 (+14); Cha 14 (+12)
Equipment leather armor, mace

-1 Level / +1 Level

Half-Orc Star-Pact Warlock [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +11; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 31; Fortitude 32, Reflex 30, Will 32
Speed 6

● [m] Sickle (standard) ✦ Weapon
+20 vs. AC; 1d6 + 8 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +22 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the half-orc warlock on its next turn, it takes an extra 1d6 + 12 damage.
○ [R] Strand of Fate (standard)
Ranged 10; +21 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 12 to all attacks until the end of the half-orc warlock’s next turn.
□ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
Ranged 10; +21 vs. Reflex; 4d10 + 11 necrotic damage, and the target disappears into a starry realm (save ends). While in the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 7 necrotic damage at the start of its turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied space of its choice.
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 2d6 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.
Eye of the Warlock (minor)
Ranged 10; the half-orc warlock sees through the target’s eyes. The target is not aware that the half-orc warlock is doing so. The half-orc warlock has line of sight and line of effect from the target for the half-orc warlock’s attacks. The half-orc warlock’s warlock powers can originate in the target’s square. Each time the half-orc warlock uses a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends).
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-orc warlock gains a +1 bonus to a single d20 roll the half-orc warlock makes during the half-orc warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Furious Assault (free)
When the half-orc warlock hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlock is bloodied during an encounter, the half-orc warlock gains 10 temporary hit points.
Swift Charge
The half-orc warlock gains a +2 bonus to speed when charging.

Skills Arcana +17, Insight +16
Str 13 (+11); Dex 15 (+12); Wis 12 (+11);
Con 21 (+15); Int 14 (+12); Cha 19 (+14)
Equipment leather armor, sickle

-1 Level / +1 Level

Half-Orc Inspiring Warlord [Level 20 Soldier (Leader)]

Medium natural humanoid [XP 2800]

Initiative +14; Senses Perception +10; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 33; Fortitude 34, Reflex 29, Will 32
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +25 vs. AC; 1d10 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M] Furious Smash (standard) ✦ Weapon
+25 vs. Fortitude; 6 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 +4 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] Battle On (standard) ✦ Weapon
+25 vs. AC; 3d10 + 13 damage, and every ally within 5 squares of the half-orc warlord makes a saving throw with a +4 bonus.
□ [M] Victory Surge (standard) ✦ Weapon
+25 vs. AC; 2d10 + 13 damage. Until the start of the half-orc warlord’s next turn, every ally within 10 squares of the half-orc warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the half-orc warlord’s next turn, one ally of the half-orc warlord’s choice within 10 squares of the half-orc warlord can follow up a standard action with a basic attack made as a free action. Sustain Minor: Until the start of the half-orc warlord’s next turn, one ally of the half-orc warlord’s choice within 10 squares of the half-orc warlord can follow up a standard action with a basic attack made as a free action.
Warlord’s Banner (standard) ✦ Healing
Each ally within 5 squares can spend a healing surge. Until the end of the half-orc warlord’s next turn, each target gains a +2 power bonus to attack rolls.
○○○ Inspiring Word (minor) ✦ Healing
The half-orc warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power can only be used once per round.
Furious Assault (free)
When the half-orc warlord hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlord is bloodied during an encounter, the half-orc warlord gains 10 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 14 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 +15, History +17
Str 23 (+16); Dex 14 (+12); Wis 11 (+10);
Con 13 (+11); Int 14 (+12); Cha 19 (+14)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Half-Orc Tactical Warlord [Level 20 Soldier (Leader)]

Medium natural humanoid [XP 2800]

Initiative +14; Senses Perception +10; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 35; Fortitude 34, Reflex 32, Will 30
Speed 6

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 1d8 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+26 vs. AC; 1d8 + 13 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] Thunderous Fury (standard) ✦ Weapon
+26 vs. AC; 3d8 + 13 damage, and the target is dazed until the end of the half-orc warlord’s next turn. Until the end of the half-orc warlord’s next turn, the half-orc warlord’s allies gain a +4 power bonus to attack rolls against the target.
□ [M] Break the Tempo (standard) ✦ Weapon
+26 vs. AC; 4d8 + 13 damage. Hit or Miss: If the target attacks before the end of the half-orc warlord’s next turn, the half-orc warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If the half-orc warlord deals damage, the target takes a -4 penalty to its attack roll. Sustain Minor: The effect continues until the end of the half-orc warlord’s next turn.
White Raven Formation (standard)
Each ally within 5 squares can take a move action.
○○○ Inspiring Word (minor) ✦ Healing
The half-orc warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power can only be used once per round.
Furious Assault (free)
When the half-orc warlord hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlord is bloodied during an encounter, the half-orc warlord gains 10 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 +4 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 +15, History +19
Str 23 (+16); Dex 14 (+12); Wis 11 (+10);
Con 13 (+11); Int 19 (+14); Cha 14 (+12)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Half-Orc Control Wizard [Level 20 Artillery]

Medium natural humanoid [XP 2800]

Initiative +13; Senses Perception +14; low-light
HP 139; Bloodied 69
Healing Surges (+34 hp) ○○
AC 32; Fortitude 28, Reflex 32, Will 33
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+20 vs. AC; 1d8 + 8 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +22 vs. Fortitude; 1d6 + 12 cold damage, and the target is slowed until the end of the half-orc wizard’s next turn.
○ [A] Crushing Titan’s Fist (standard) ✦ Force
Area burst 2 within 20; +22 vs. Reflex; 3d8 + 12 force damage, and the target is immobilized until the end of the half-orc wizard’s next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends at the end of the half-orc wizard’s next turn, and the half-orc wizard can dismiss it as a minor action.
□ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
Area burst 4 within 10; +22 vs. Reflex; 2d10 + 12 necrotic damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a zone of difficult terrain that lasts until the end of the half-orc wizard’s next turn. Sustain Minor: When the half-orc wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 + 7 necrotic damage to creatures that are immobilized.
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 -4 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.
Displacement (immediate interrupt) ✦ Illusion
When a ranged or a melee attack hits the half-orc wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
Half-Orc Resilience
The first time the half-orc wizard is bloodied during an encounter, the half-orc wizard gains 10 temporary hit points.
Swift Charge
The half-orc wizard gains a +2 bonus to speed when charging.

Skills Arcana +20, Insight +19
Str 13 (+11); Dex 16 (+13); Wis 19 (+14);
Con 13 (+11); Int 21 (+15); Cha 12 (+11)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Half-Orc War Wizard [Level 20 Artillery]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +12; low-light
HP 139; Bloodied 69
Healing Surges (+34 hp) ○○
AC 32; Fortitude 28, Reflex 32, Will 31
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+20 vs. AC; 1d8 + 8 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +22 vs. Reflex; 1d6 + 12 fire damage.
○ [R] Force Volley (standard) ✦ Force
Ranged 20; targets one, two, or three creatures, one attack per target; +22 vs. Reflex; 3d6 + 12 force damage, and the target is dazed until the end of the half-orc wizard’s next turn. If the half-orc wizard targets only one creature with this power, the half-orc wizard gains a +4 power bonus to the attack roll.
□ [C] Acid Wave (standard) ✦ Acid
Close blast 5; +22 vs. Reflex; 5d6 + 12 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and ongoing 5 acid damage (save ends).
Stoneskin (standard)
The half-orc wizard or one ally touched by the half-orc wizard gains resist 10 to all damage until the end of the encounter or for 5 minutes.
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 +5 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 10 temporary hit points.
Swift Charge
The half-orc wizard gains a +2 bonus to speed when charging.

Skills Arcana +20, History +20
Str 13 (+11); Dex 21 (+15); Wis 14 (+12);
Con 13 (+11); Int 21 (+15); Cha 12 (+11)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Half-Orc Isolating Avenger [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 33
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+23 vs. AC; 1d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 10 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+25 vs. AC; 1d10 + 12 damage, and the half-orc avenger shifts 1 square, sliding the target 1 square into the space the half-orc avenger occupied.
○ [M] Warding Blade (standard) ✦ Thunder, Weapon
+25 vs. AC; 2d10 + 12 thunder damage, and the half-orc avenger pushes any enemy within 2 squares of the half-orc avenger, other than the target, 2 squares. Until the end of the half-orc avenger’s next turn, if any enemy other than the target enters a square adjacent to the half-orc avenger or hits or misses the half-orc avenger from a square within the half-orc avenger’s reach, the half-orc avenger can make a melee basic attack against that enemy as an opportunity action. The half-orc avenger gains a +4 power bonus to the attack roll of the melee basic attack.
□ [C] Aspect of Awe (standard) ✦ Charm, Psychic
Close burst 5; targets one creature in burst; +22 vs. Will; 4d8 + 12 psychic damage, and the target is pulled 3 squares. At the start of each of the half-orc avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and the target is pulled 2 squares. At the start of the half-orc avenger’s next turn, the target is pulled 3 squares.
○ [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.
Bulwark of Defiance (no action)
When the half-orc avenger fails a saving throw other than a death saving throw.
Until the end of the half-orc avenger’s next turn, the effect the half-orc avenger failed the saving throw against doesn’t affect the half-orc avenger, but the half-orc avenger makes saving throws against it as normal.
Half-Orc Resilience
The first time the half-orc avenger is bloodied during an encounter, the half-orc avenger gains 10 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 +4 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 +18, Religion +19
Str 16 (+13); Dex 14 (+12); Wis 21 (+15);
Con 13 (+11); Int 19 (+14); Cha 11 (+10)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Half-Orc Pursuing Avenger [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +15; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 35; Fortitude 31, Reflex 33, Will 33
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+23 vs. AC; 1d10 + 10 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +24 vs. AC; 1d8 + 12 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+25 vs. AC; 1d10 + 12 damage, and if the target doesn’t end its next turn adjacent to the half-orc avenger, the half-orc avenger can shift 6 squares as a free action. The half-orc avenger must end that shift closer to the target.
○ [M] Ready the Final Blow (standard) ✦ Weapon
+25 vs. AC; 2d10 + 12 damage, and the target is immobilized until the end of the half-orc avenger’s next turn. The half-orc avenger gains a +7 bonus to the half-orc avenger’s next attack roll against the target before the end of the half-orc avenger’s next turn.
□ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
+25 vs. AC; 5d10 + 12 damage. Miss: Half damage. The half-orc avenger gains a +5 power bonus to the half-orc avenger’s next damage roll against the target before the end of the encounter, unless the half-orc avenger attacks another creature first.
○ [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.
Astral Cloak (minor) ✦ Illusion
The half-orc avenger becomes invisible until the end of the half-orc avenger’s turn.
○ [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 10 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 +9 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 +16, Stealth +20
Str 16 (+13); Dex 21 (+15); Wis 21 (+15);
Con 13 (+11); Int 12 (+11); Cha 11 (+10)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Half-Orc Rageblood Barbarian [Level 20 Brute]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +16; low-light
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○
AC 34; Fortitude 35, Reflex 31, Will 29
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+25 vs. AC; 1d12 + 2d8 + 13 damage (crit 41 + 2d12). 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] Vigorous Strike (standard) ✦ Weapon
+25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and the half-orc barbarian gains 14 temporary hit points.
□ [M] Hydra Rage (standard) ✦ Rage, Weapon
+25 vs. AC; 4d12 + 13 damage (crit 61 + 2d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss: The half-orc barbarian enters the rage of the hydra. Until the rage ends, once per round when the half-orc barbarian makes an attack that misses, the half-orc barbarian can make a melee basic attack as a free action.
Primal Resistance (minor) ✦ Stance
Until the stance ends, the half-orc barbarian gains resist 10 against a damage type of the half-orc barbarian’s choice: acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the half-orc barbarian uses another stance power.
Furious Assault (free)
When the half-orc barbarian hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Swift Charge (free)
When the half-orc barbarian’s attack reduces an enemy to 0 hit points.
The half-orc barbarian charges an enemy.
Half-Orc Resilience
The first time the half-orc barbarian is bloodied during an encounter, the half-orc barbarian gains 10 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 9 temporary hit points.
Barbarian Agility
While the half-orc barbarian is not wearing heavy armor, the half-orc barbarian gains a +2 bonus to AC and Reflex.

Skills Athletics +20, Perception +16
Str 23 (+16); Dex 15 (+12); Wis 12 (+11);
Con 19 (+14); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Orc Thaneborn Barbarian [Level 20 Brute]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +16; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○
AC 34; Fortitude 35, Reflex 31, Will 31
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+25 vs. AC; 1d12 + 2d6 + 13 damage (crit 37 + 2d12). 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] Devastating Blow (standard) ✦ Weapon
+25 vs. AC; 4d12 + 13 damage (crit 61 + 2d12), and the target takes a –4 penalty to AC until the end of the half-orc barbarian’s next turn.
□ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
+25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit or Miss: The half-orc barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next to the half-orc barbarian grants combat advantage to the half-orc barbarian and the half-orc barbarian’s allies until the end of its next 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.
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.
Spur the Cycle (free)
When the half-orc barbarian reducees an enemy to 0 hit points during the half-orc barbarian’s turn.
The half-orc barbarian takes a standard action.
Half-Orc Resilience
The first time the half-orc barbarian is bloodied during an encounter, the half-orc barbarian gains 10 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 +4 bonus to the attack roll.
Barbarian Agility
While the half-orc barbarian is not wearing heavy armor, the half-orc barbarian gains a +2 bonus to AC and Reflex.

Skills Athletics +20, Perception +16
Str 23 (+16); Dex 15 (+12); Wis 12 (+11);
Con 14 (+12); Int 11 (+10); Cha 19 (+14)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Orc Cunning Bard [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 182; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 29, Reflex 33, Will 33
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 9 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +22 vs. Will; 1d6 + 12 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the half-orc bard’s next turn.
○ [R] Shout of Evasion (standard) ✦ Thunder
Ranged 10; +22 vs. Reflex; 2d8 + 12 thunder damage, and the half-orc bard and each ally within 10 squares of the half-orc bard can shift 5 squares as a free action.
□ [R] Encircling Dance (standard) ✦ Radiant
Ranged 10; targets one or two creatures; +22 vs. Reflex; 3d8 + 12 radiant damage. Miss: Half damage. Hit or Miss: The half-orc bard and each ally within 10 squares of the half-orc bard can shift 5 squares as a free action.
Blink Zone (standard) ✦ Teleportation, Zone
Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the half-orc bard’s next turn. While within the zone, the half-orc bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a move action. Sustain Minor: The zone persists.
○○○ Majestic Word (minor) ✦ Healing
The half-orc bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 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.
Half-Orc Resilience
The first time the half-orc bard is bloodied during an encounter, the half-orc bard gains 10 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 9 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 +19, Bluff +20
Str 15 (+12); Dex 14 (+12); Wis 11 (+10);
Con 14 (+12); Int 19 (+14); Cha 21 (+15)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Half-Orc Valorous Bard [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 187; Bloodied 93
Healing Surges (+46 hp) ○○
AC 34; Fortitude 31, Reflex 31, Will 33
Speed 5

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 9 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 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] Song of Summons (standard) ✦ Teleportation, Weapon
+25 vs. AC; 2d8 + 12 damage, and the half-orc bard teleports an ally within 10 squares of the half-orc bard to a space adjacent to the half-orc bard and gains a +4 power bonus to attack rolls against the target.
Increasing the Tempo (standard)
One ally within 10 squares target makes four basic attacks as a free action.
○○○ Majestic Word (minor) ✦ Healing
The half-orc bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power can only be used once per round. The half-orc bard can also slide the target 1 square.
Chorus of Recovery (minor)
Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the half-orc bard’s next turn. When the half-orc bard moves, the zone moves with the half-orc bard, remaining centered on the half-orc bard. Any ally who starts his or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
Furious Assault (free)
When the half-orc bard hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc bard is bloodied during an encounter, the half-orc bard gains 10 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 7 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 +17, Athletics +16
Str 15 (+12); Dex 14 (+12); Wis 11 (+10);
Con 19 (+14); Int 14 (+12); Cha 21 (+15)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Half-Orc Guardian Druid [Level 20 Controller]

Medium natural humanoid [XP 2800]

Initiative +13; Senses Perception +15; low-light
HP 187; Bloodied 93
Healing Surges (+46 hp) ○○
AC 34; Fortitude 31, Reflex 31, Will 33
Speed 6

● [m] Scythe (standard) ✦ Weapon
+21 vs. AC; 2d4 + 9 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+22 vs. Reflex; 1d8 + 12 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; +22 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
○ [A] Windstorm (standard)
Area burst 1 within 10; +22 vs. Fortitude; 3d6 + 12 damage, and the target slides 5 squares.
□ [A] Entangling Thorns (standard)
Area burst 2 within 10; +22 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect: 2d6 + 12 damage. Miss: 1d6 + 12 damage, and the target is immobilized 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.
Howl of the Wild (minor) ✦ Beast Form, Healing
The half-orc druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
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 10 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 +20, Nature +20
Str 15 (+12); Dex 16 (+13); Wis 21 (+15);
Con 19 (+14); Int 12 (+11); Cha 11 (+10)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Orc Predator Druid [Level 20 Controller]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +20; low-light
HP 182; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 29, Reflex 33, Will 33
Speed 7

● [m] Scythe (standard) ✦ Weapon
+21 vs. AC; 2d4 + 9 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 1d6 + 7 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 5 fire damage.
○ [M] Scavenger’s Prize (standard) ✦ Beast Form
+22 vs. Fortitude; 3d10 + 12 damage, the half-orc druid grabs the target and shifts 5 squares, pulling the target with the half-orc druid.
□ [M] Primal Bear (standard) ✦ Beast Form, Healing
+22 vs. Fortitude; 3d10 + 12 damage, and the half-orc druid grabs the target. Until the grab ends, the target takes 10 damage at the start of the half-orc druid’s turn. Miss: Half damage, and the half-orc druid grabs the target. Hit or Miss: Until the end of the encounter, while the half-orc druid is in beast form, the half-orc druid gains a +2 bonus to AC and Fortitude.
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.
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.
Insect Plague (free)
Until the end of the encounter, the half-orc druid can use wild shape to assume the form of a cloud of insects. In this form, the half-orc druid gains a fly speed equal to the half-orc druid’s speed, and the half-orc druid can hover. The half-orc druid also becomes insubstantial. When the half-orc druid squeezes, the half-orc druid can move at full speed instead of half speed and can fit through any opening large enough to accommodate even a single insect. The half-orc druid can’t attack, pick up anything, or manipulate objects. Until this power ends, the half-orc druid can use wild shape to change among this form, another beast form, and the half-orc druid’s humanoid form.
Half-Orc Resilience
The first time the half-orc druid is bloodied during an encounter, the half-orc druid gains 10 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 +20, Perception +20
Str 15 (+12); Dex 21 (+15); Wis 21 (+15);
Con 14 (+12); Int 12 (+11); Cha 11 (+10)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Orc Preserving Invoker [Level 20 Artillery]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 33
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+20 vs. AC; 1d10 + 8 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +22 vs. Reflex; 1d8 + 12 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] Glyph of Three Blades (standard)
Area burst 1 within 10; +22 vs. Reflex; 2d8 + 12 damage. If the target moves more than 1 square before the end of the half-orc invoker’s next turn, the target takes 9 damage.
□ [R] Malediction of Gartak (standard)
Ranged 10; +22 vs. Will; 5d6 + 12 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10 damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
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 +4 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.
Shield of Justice (immediate interrupt)
When an enemy within 10 squares of the half-orc invoker makes an attack roll against the half-orc invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the half-orc invoker’s next turn, any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
Half-Orc Resilience
The first time the half-orc invoker is bloodied during an encounter, the half-orc invoker gains 10 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 +19, Religion +19
Str 13 (+11); Dex 15 (+12); Wis 21 (+15);
Con 14 (+12); Int 19 (+14); Cha 12 (+11)
Equipment hide armor, morningstar

-1 Level / +1 Level

Half-Orc Wrathful Invoker [Level 20 Artillery]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 145; Bloodied 72
Healing Surges (+36 hp) ○○
AC 33; Fortitude 32, Reflex 30, Will 33
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+20 vs. AC; 1d10 + 8 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +22 vs. Fortitude; 1d10 + 12 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +4 radiant damage. The half-orc invoker can use this power as a ranged basic attack.
○ [R] Blood Debt (standard) ✦ Radiant
Ranged 10; +22 vs. Will; 3d10 + 12 radiant damage, and until the end of the half-orc invoker’s next turn, each creature that the target attacks gains a +5 bonus to its next attack roll against the target.
□ [A] Astral Tempest (standard)
Area burst 2 within 10; +22 vs. Fortitude; 7d6 + 12 damage, and the half-orc invoker slides the target 5 squares and knock it prone. Miss: Half damage, and the half-orc invoker slides the target 3 squares and knock it prone.
Walk Between Worlds (minor)
The half-orc invoker or one ally within 10 squares gains phasing until the end of the half-orc invoker’s next turn. Sustain Minor: The effect 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 1d6+4 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.
Half-Orc Resilience
The first time the half-orc invoker is bloodied during an encounter, the half-orc invoker gains 10 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 +20, Religion +17
Str 13 (+11); Dex 15 (+12); Wis 21 (+15);
Con 19 (+14); Int 14 (+12); Cha 12 (+11)
Equipment chainmail, morningstar

-1 Level / +1 Level

Half-Orc Bear Shaman [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +20; low-light
HP 187; Bloodied 93
Healing Surges (+46 hp) ○○
AC 31; Fortitude 32, Reflex 29, Will 33
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +21 vs. AC; 1d10 + 9 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +22 vs. Will; 1d8 + 12 damage, and each ally adjacent to the half-orc shaman’s spirit companion gains 4 temporary hit points.
○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
Ranged 10; +22 vs. Will; 3d6 + 12 damage, and each ally adjacent to the half-orc shaman’s spirit companion can spend a healing surge and regains an additional 8 hit points.
□ [R] Great Bear Guardian (standard) ✦ Conjuration
Ranged 10; +22 vs. Fortitude; 2d10 + 12 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage, and the target is pushed 1 square. Hit or Miss: The half-orc shaman conjures a bear spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. As a move action, the half-orc shaman can move the spirit 5 squares.
The spirit can flank enemies with the half-orc shaman and the half-orc shaman’s allies, and it can make opportunity attacks against the half-orc shaman’s enemies: +22 vs. Reflex; 2d10 + 12 damage.
Call Spirit Companion (minor) ✦ Conjuration
The half-orc shaman conjures the half-orc shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the half-orc shaman falls unconscious or until the half-orc shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the half-orc shaman takes a move action, the half-orc shaman can also move the spirit a number of squares equal to the half-orc shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 20 damage to the spirit, the spirit disappears, and the half-orc shaman takes 15 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 4d6 hit points. This power can only be used once per round.
Fate Weaver’s Shield (minor)
One ally within 5 squares gains a +5 bonus to all defenses until the end of the half-orc shaman’s next turn or until it attacks.
● [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; +22 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the half-orc shaman’s spirit companion regains 5 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 10 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 4 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 +20, Perception +20
Str 14 (+12); Dex 15 (+12); Wis 21 (+15);
Con 19 (+14); Int 14 (+12); Cha 11 (+10)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Orc Panther Shaman [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +20; low-light
HP 182; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 30, Reflex 31, Will 33
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +21 vs. AC; 1d10 + 9 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +22 vs. Fortitude; 1d10 + 12 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 +2 bonus to the attack roll.
○ [R] Shackles of the Mountain (standard)
Ranged 10; targets one or two creatures; +22 vs. Reflex; 2d10 + 12 damage. Until the end of the half-orc shaman’s next turn, any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the half-orc shaman’s spirit companion.
□ [R] Horns of the Undefeated Khan (standard)
Ranged 20; +22 vs. Reflex; 4d8 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the half-orc shaman’s next turn, the half-orc shaman and the half-orc shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against the target. As a free action before the half-orc shaman’s next turn, each ally within 20 squares of the target can make a saving throw and shift 3 squares as the first action of his or her turn.
Call 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 20 damage to the spirit, the spirit disappears, and the half-orc shaman takes 15 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 4d6 hit points. This power can only be used once per round.
Spirits of the Dancing Zephyr (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the half-orc shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action, the half-orc shaman can move the zone 5 squares.
● [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; +22 vs. Reflex; 1d10 + 12 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 10 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 +4 bonus to damage rolls against bloodied enemies.

Skills Nature +20, Perception +20
Str 14 (+12); Dex 15 (+12); Wis 21 (+15);
Con 14 (+12); Int 19 (+14); Cha 11 (+10)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Orc Chaos Sorcerer [Level 20 Artillery]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +10; low-light
HP 139; Bloodied 69
Healing Surges (+34 hp) ○○
AC 32; Fortitude 30, Reflex 32, Will 34
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +25 vs. AC; 1d4 + 12 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +22 vs. Will; 1d10 + 19 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: +22 vs. Will; 1d6 + 14 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.
○ [R] Thunder Summons (standard) ✦ Teleportation, Thunder
Ranged 10; targets one, two, or three creatures; +22 vs. Will; 3d8 + 19 thunder damage, and the half-orc sorcerer teleports the target to a space adjacent to the half-orc sorcerer’s enemy that is nearest to it. If the half-orc sorcerer rolled an even number on the attack roll, the half-orc sorcerer can teleport the target to a space adjacent to the half-orc sorcerer’s ally, not the half-orc sorcerer’s enemy, who is nearest to it.
□ [R] Split Strike (standard) ✦ Lightning
Ranged 10; targets one or two creatures; +22 vs. Reflex; 6d6 + 19 lightning damage. If the half-orc sorcerer rolled an even number on the attack roll, the target is immobilized (save ends). If the half-orc sorcerer rolled an odd number on the attack roll, the target is dazed (save ends). Miss: Half 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.
Chaos Echoes (immediate reaction)
When the half-orc sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
Half-Orc Resilience
The first time the half-orc sorcerer is bloodied during an encounter, the half-orc sorcerer gains 10 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 +7 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 +16, Bluff +20
Str 16 (+13); Dex 21 (+15); Wis 11 (+10);
Con 13 (+11); Int 12 (+11); Cha 21 (+15)
Equipment cloth armor, dagger

-1 Level / +1 Level

Half-Orc Dragon Sorcerer [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +13; Senses Perception +10; low-light
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 32; Fortitude 32, Reflex 30, Will 34
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+24 vs. AC; 1d8 + 12 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +22 vs. Reflex; 1d8 + 19 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 5 fire damage.
□ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
Ranged 10; +22 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing 10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the half-orc sorcerer slides the target 5 squares.
Draconic Majesty (minor) ✦ Fear, Zone
Close burst 3; the burst creates a zone of fear that lasts until the end of the half-orc sorcerer’s next turn. When the half-orc sorcerer moves, the zone moves with the half-orc sorcerer, remaining centered on the half-orc sorcerer. The zone is difficult terrain for the half-orc sorcerer’s enemies. While within the zone, any enemy takes a -5 penalty to attack rolls.
○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
When an enemy moves into a space where it flanks the half-orc sorcerer.
Targets the triggering creature; +22 vs. Reflex; 2d10 + 19 lightning damage and the half-orc sorcerer pushes the target 5 squares.
Furious Assault (free)
When the half-orc sorcerer hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc sorcerer is bloodied during an encounter, the half-orc sorcerer gains 10 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 +7 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 +16, Athletics +20
Str 21 (+15); Dex 16 (+13); Wis 11 (+10);
Con 13 (+11); Int 12 (+11); Cha 21 (+15)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Half-Orc Earth Warden [Level 20 Brute]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +17; low-light
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○
AC 36; Fortitude 34, Reflex 31, Will 30
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+25 vs. AC; 1d10 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+25 vs. AC; 1d10 + 13 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] Eager Vine Strike (standard) ✦ Weapon
+25 vs. AC; 2d10 + 13 damage. The target is immobilized and takes a -4 penalty to AC and Reflex until the end of the half-orc warden’s next turn.
□ [M] Blizzard Strike (standard) ✦ Cold, Weapon
+25 vs. AC; 4d10 + 13 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss: Half damage, and the target is slowed until the end of the half-orc warden’s next turn. Hit or Miss: Each enemy within 3 squares of the half-orc warden, other than the target, is slowed until the end of the half-orc warden’s next turn.
● [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.
Cleansing Earth (immediate reaction)
When the half-orc warden is subjected to an effect that a save can end.
The half-orc warden makes a saving throw against the triggering effect, with a +6 power bonus.
Half-Orc Resilience
The first time the half-orc warden is bloodied during an encounter, the half-orc warden gains 10 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 +4 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 +18, Perception +17
Str 23 (+16); Dex 15 (+12); Wis 14 (+12);
Con 19 (+14); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Half-Orc Wild Warden [Level 20 Brute]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +19; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○
AC 34; Fortitude 34, Reflex 29, Will 32
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12), and the target is slowed until the end of the half-orc warden’s next turn.
○ [M] Razorleaf Cut (standard) ✦ Weapon
+25 vs. Fortitude; 2d12 + 17 damage (crit 41 + 2d12), and the target is weakened until the end of the half-orc warden’s next turn.
□ [M] Dire Beast Assault (standard) ✦ Weapon
Before and after the attack, the half-orc warden shifts 1 square. +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and ongoing 10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
Verdant Life (minor) ✦ Healing
The half-orc warden can spend two healing surges.
● [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; +25 vs. Fortitude; 1d12 + 13 damage (crit 25 + 2d12), and the target grants combat advantage to the half-orc warden and the half-orc warden’s allies until the end of the half-orc warden’s next turn.
Furious Assault (free)
When the half-orc warden hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warden is bloodied during an encounter, the half-orc warden gains 10 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 -4 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 +20, Perception +19
Str 23 (+16); Dex 15 (+12); Wis 19 (+14);
Con 14 (+12); Int 11 (+10); Cha 12 (+11)
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.