Half-Orc NPCs [Level 28]
Half-Orc Battle Cleric [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +20; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 42, Reflex 36, Will 42
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 18 damage, and one ally within 5 squares gains a +8 power bonus to melee attack rolls against the target
until the end of the half-orc cleric’s next turn.
- ○ [M] Punishing Strike (standard) ✦ Weapon
- +38 vs. AC; 4d10 + 18 damage.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +34 vs. AC; 6d10 + 18 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ Purify (standard)
- Every effect that a save can end is removed from the half-orc cleric and each ally within 10 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The half-orc cleric or one ally within 15 squares can spend a healing surge and regain an additional 6d6 hit points. This
power can only be used once per round.
- ○ 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 15 temporary hit points.
- Swift Charge
- The half-orc cleric gains a +2 bonus to speed when charging.
Skills Heal +25, Religion +20
Str 26 (+22); Dex 15 (+16); Wis 22 (+20);
Con 14 (+16); Int 12 (+15); Cha 15 (+16)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Orc Devoted Cleric [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +21; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 37, Reflex 36, Will 43
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 13 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +31 vs. Reflex; 2d8 + 17 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.
- ○ [A] Sunburst (standard) ✦ Healing, Radiant
- Area burst 2 within 10; targets enemies; +31 vs. Will; 3d8 + 17 radiant damage. Hit or Miss: The half-orc cleric and
each ally in the burst regain 16 hit points and make a saving throw.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +31 vs. Fortitude; 4d10 + 17 psychic damage, and the target is stunned until the end of the
half-orc cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The half-orc cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains
hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it
can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the half-orc cleric within
5 squares of its previous location.
- ○○○ Healing Word (minor) ✦ Healing
- The half-orc cleric or one ally within 15 squares can spend a healing surge and regain an additional 6d6 hit points. This
power can only be used once per round.
- ○ 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 15 temporary hit points.
- Swift Charge
- The half-orc cleric gains a +2 bonus to speed when charging.
Skills Heal +26, Religion +20
Str 17 (+17); Dex 15 (+16); Wis 24 (+21);
Con 14 (+16); Int 12 (+15); Cha 22 (+20)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Orc Greatweapon Fighter [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +16; low-light
HP 254; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 41; Fortitude 44, Reflex 37, Will 36
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12). Miss: 8 damage.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +34 vs. Reflex; 4d12 + 18 damage (crit 66 + 3d12), and the target takes a –2 penalty to AC until the end of the half-orc fighter’s
next turn.
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +34 vs. AC; 6d12 + 18 damage (crit 90 + 3d12), and all of the half-orc fighter’s enemies that the half-orc fighter can see
are marked until the end of the half-orc fighter’s next turn. 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.
- □ No Surrender (no action) ✦ Healing
- When the half-orc fighter’s hit points drop to 0 or lower.
The half-orc fighter regains hit points up to one-half the half-orc fighter’s maximum hit points. However, the half-orc fighter
takes a –2 penalty to attack rolls until the end of the encounter.
- Half-Orc Resilience
- The first time the half-orc fighter is bloodied during an encounter, the half-orc fighter gains 15 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 +27, Intimidate +22
Str 26 (+22); Dex 17 (+17); Wis 14 (+16);
Con 22 (+20); Int 12 (+15); Cha 13 (+15)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Half-Orc Guardian Fighter [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +16; low-light
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 43; Fortitude 44, Reflex 43, Will 36
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+35 vs. AC; 2d8 + 18 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] Diamond Shield Defense (standard) ✦ Weapon
- Must be using a shield.
+35 vs. AC; 4d8 + 18 damage, and the half-orc fighter takes half damage from the target’s attacks until the end of the half-orc
fighter’s next turn. 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.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The half-orc fighter gains an action point that the half-orc fighter must spend during the half-orc fighter’s current turn.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the half-orc fighter uses a fighter power, the half-orc fighter can score a critical hit on a roll of 19–20, and
the half-orc fighter gains a +7 power bonus to damage rolls. Any enemy that starts its turn adjacent to the half-orc fighter
takes 1d8 + 10 damage damage and ongoing 10 damage (save ends), as long as the half-orc fighter is able to make opportunity
attacks. 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 15 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 +21, Intimidate +22
Str 26 (+22); Dex 24 (+21); Wis 14 (+16);
Con 15 (+16); Int 12 (+15); Cha 13 (+15)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Orc Avenging Paladin [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +16; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 42; Fortitude 43, Reflex 37, Will 41
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +35 vs. AC; 2d10 + 18 radiant damage. If the half-orc paladin has marked the target, the half-orc paladin gains a +2 bonus
to the damage roll.
- ○ [M] Stunning Smite (standard) ✦ Weapon
- +35 vs. Will; 2d10 + 18 damage, the target is stunned until the end of the half-orc paladin’s next turn, and make a secondary
attack against each enemy other than the primary target adjacent to the half-orc paladin. Secondary Attack: +35 vs.
Will; 1d10 + 18 damage, and the target is stunned until the end of the half-orc paladin’s next turn.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +35 vs. AC; 4d10 + 18 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the half-orc paladin when it attacks (save ends). The half-orc paladin gains a +2 bonus to the opportunity attack roll and
deals an extra 1d10 damage.
- ● Divine Challenge (minor) ✦ Radiant
- The half-orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
half-orc paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 15 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.
- □ Cleansing Burst (minor)
- The half-orc paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- ○ 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 15 temporary hit points.
- Swift Charge
- The half-orc paladin gains a +2 bonus to speed when charging.
Skills Intimidate +27, Religion +20
Str 26 (+22); Dex 15 (+16); Wis 15 (+16);
Con 14 (+16); Int 12 (+15); Cha 22 (+20)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Half-Orc Protecting Paladin [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +16; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 42, Reflex 39, Will 42
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage, and the half-orc paladin gains 2 temporary hit points.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +31 vs. Will; 4d8 + 17 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack
whether it hits or misses.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +31 vs. Will; 6d6 + 17 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the half-orc paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The half-orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
half-orc paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 16 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.
- □ United in Faith (minor) ✦ Healing
- The half-orc paladin and each ally within 5 squares can spend a healing surge.
- ○ 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 15 temporary hit points.
- Swift Charge
- The half-orc paladin gains a +2 bonus to speed when charging.
Skills Intimidate +28, Religion +20
Str 24 (+21); Dex 15 (+16); Wis 15 (+16);
Con 14 (+16); Int 12 (+15); Cha 24 (+21)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Orc Archer Ranger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +22; Senses Perception +21; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 45; Fortitude 42, Reflex 43, Will 36
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +34 vs. AC; 2d6 + 17 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +34 vs. AC; 2d10 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +34/+34 vs. AC; 2d8 + 10 damage (main)/2d6 + 10
damage (off-hand).
Longbow: Ranged 20/40; +34 vs. AC (twice); 2d10 + 10 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 20/40; targets each enemy in range; +34 vs. AC; 1d10 + 18 damage.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +34 vs. AC; 3d10 + 18 damage. Miss: Half damage.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the half-orc ranger’s turn, enemies treat the half-orc ranger as invisible if the half-orc ranger has cover
or concealment from them. An enemy still knows the square occupied by the half-orc ranger if it saw the half-orc ranger in
that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● Hunter’s Quarry (minor)
- The half-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 3d6 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 15 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 +21, Stealth +26
Str 24 (+21); Dex 26 (+22); Wis 15 (+16);
Con 14 (+16); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Half-Orc Two-Blade Ranger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +21; low-light
HP 261; Bloodied 130
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 43, Reflex 42, Will 36
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +33 vs. AC; 2d10 + 17 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +35/+35 vs. AC; 2d8 + 10 damage (main)/2d8 + 10 damage
(off-hand).
Longbow: Ranged 20/40; +33 vs. AC (twice); 2d10 + 10 damage.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +35 vs. AC; 1d8 + 18 damage. Hit or Miss: The half-orc ranger can shift 3 squares,
and make another close burst 1 attack (as above).
- □ [M/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +35/+35 vs. AC; 2d8 + 18 damage (main)/2d8 + 18 damage (off-hand).
Longbow: Ranged 20/40; +33 vs. AC (twice); 2d10 + 17 damage.
Miss: Half damage per attack. Hit
or Miss: After making these attacks, the half-orc ranger can shift 2 squares.
- ● 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the half-orc ranger is hit by an area attack or a close attack.
Shift 2 squares.
- Half-Orc Resilience
- The first time the half-orc ranger is bloodied during an encounter, the half-orc ranger gains 15 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 +15 hit points.
Skills Nature +21, Perception +21
Str 26 (+22); Dex 24 (+21); Wis 15 (+16);
Con 14 (+16); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Half-Orc Brawny Rogue [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +22; Senses Perception +15; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 41, Reflex 44, Will 36
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +34 vs. AC; 2d6 + 17 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +35 vs. Reflex; 2d6 + 18 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +35 vs. AC; 5d6 + 18 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +35 vs. Will; 6d6 + 18 damage, and the half-orc rogue becomes invisible. The half-orc rogue shifts into any square adjacent
to the target and reappear at the start of the half-orc rogue’s next turn. The half-orc rogue has combat advantage against
the target until the end of the half-orc rogue’s next turn. Miss: Half damage, the half-orc rogue can shift 1 square
to another square adjacent to the target, and the half-orc rogue has combat advantage against the target until the end of
the half-orc rogue’s next turn.
- ○ Dazzling Acrobatics (move)
- The half-orc rogue can shift twice the half-orc rogue’s speed. The half-orc rogue can climb at full speed as part of this
move. If an enemy attacks the half-orc rogue while the half-orc rogue shifts, the half-orc rogue gains a +4 bonus to AC against
that attack.
- ○ 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 15 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 5d6 damage.
Skills Acrobatics +27, Thievery +27
Str 24 (+21); Dex 26 (+22); Wis 13 (+15);
Con 14 (+16); Int 12 (+15); Cha 15 (+16)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Half-Orc Trickster Rogue [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +22; Senses Perception +20; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 37, Reflex 44, Will 40
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +30 vs. AC; 2d6 + 13 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +35 vs. AC; 2d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
The half-orc rogue can move 2 squares before the attack.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +35 vs. AC; 3d6 + 18 damage. If the target makes a melee attack against the half-orc
rogue before the end of the half-orc rogue’s next turn, the half-orc rogue can make it attack another creature of the half-orc
rogue’s choice instead, including itself.
- □ [M/R] Hamstring (standard) ✦ Weapon
- Short Sword: +35 vs. AC; 4d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +34 vs. AC; 4d6 + 18 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- □ Hide from the Light (minor)
- The half-orc rogue must already be hidden to use this power. The half-orc rogue is invisible until the end of the encounter
or until the half-orc rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic
attack or an at-will attack.
- ○ 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 15 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 5d6 damage.
Skills Stealth +27, Thievery +27
Str 17 (+17); Dex 26 (+22); Wis 13 (+15);
Con 14 (+16); Int 12 (+15); Cha 22 (+20)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Half-Orc Fey-Pact Warlock [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +16; low-light
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 42; Fortitude 36, Reflex 41, Will 42
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +31 vs. Reflex; 2d10 + 17 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +31 vs. Will; 2d6 + 17 psychic damage, and the half-orc warlock is invisible to the target until the start of the
half-orc warlock’s next turn.
- ○ [R] Curse of the Fey King (standard)
- Ranged 10; +31 vs. Will; 3d10 + 17 damage. In addition, the first time the target rolls a d20 on its next turn, the half-orc
warlock can steal that result. The target rerolls, and the half-orc warlock uses the stolen result for the half-orc warlock’s
next d20 roll. The half-orc warlock gains a +6 bonus to the stolen result.
- □ [R] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +31 vs. Will; 4d10 + 17 psychic damage. Until the end of the encounter, every time the half-orc warlock takes damage,
the half-orc warlock makes a +31 vs. Will attack against the target; if the attack hits, the half-orc warlock takes half damage
and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the half-orc warlock is
adjacent to the target, the images of the half-orc warlock both begin to flow together, such that anyone who attacks one has
a 50% chance of accidentally hitting the other instead.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The half-orc warlock becomes invisible until the start of the half-orc warlock’s next turn and teleports 20 squares. The half-orc
warlock leaves behind an illusory image of the half-orc warlock that persists as long as the half-orc warlock is invisible.
This image stands in place, takes no actions, and uses the half-orc warlock’s defenses if it is attacked. If the illusion
is touched or takes any damage, it dissolves into a pile of dead leaves. If the half-orc warlock makes an attack, the half-orc
warlock becomes visible. Sustain Standard: The half-orc warlock remains invisible as long as the half-orc warlock doesn’t
make an attack.
- ● 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 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The half-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 15 temporary hit points.
- Swift Charge
- The half-orc warlock gains a +2 bonus to speed when charging.
Skills Arcana +25, Bluff +26
Str 14 (+16); Dex 15 (+16); Wis 14 (+16);
Con 15 (+16); Int 22 (+20); Cha 24 (+21)
Equipment leather armor, spear
-1 Level / +1 Level
Half-Orc Infernal-Pact Warlock [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +15; low-light
HP 256; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 42; Fortitude 41, Reflex 41, Will 37
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +31 vs. Reflex; 2d10 + 17 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +31 vs. Reflex; 2d6 + 17 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 2d6 + 17 fire damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +31 vs. Fortitude; 5d10 + 23 fire damage.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +31 vs. Reflex; 5d10 + 17 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the half-orc warlock cannot
gain line of sight or line of effect to the target. Miss: Half damage, and the target is immobilized (save ends).
- ● Warlock’s Curse (minor)
- The half-orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
half-orc warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The half-orc warlock can only curse one target per turn.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The half-orc warlock grows wings and gains a fly speed equal to the half-orc warlock’s speed until the end of the encounter
or for 5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The half-orc warlock gains 28 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 15 temporary hit points.
- Swift Charge
- The half-orc warlock gains a +2 bonus to speed when charging.
Skills Arcana +25, Intimidate +23
Str 14 (+16); Dex 16 (+17); Wis 13 (+15);
Con 24 (+21); Int 22 (+20); Cha 15 (+16)
Equipment leather armor, mace
-1 Level / +1 Level
Half-Orc Star-Pact Warlock [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +15; low-light
HP 256; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 39; Fortitude 41, Reflex 38, Will 41
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +31 vs. Reflex; 2d10 + 17 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +31 vs. Fortitude; 2d6 + 17 radiant damage. If the target moves nearer to the half-orc warlock on its next turn,
it takes an extra 2d6 + 17 damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +31 vs. Will; 2d10 + 17 damage. The target disappears into a starry realm. At the start of its next turn, the target
reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice).
The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the half-orc warlock’s
next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take
every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls
it makes due to this power.
- □ [R] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +31 vs. Will; 5d10 + 17 fire and psychic damage, and the target is stunned until the end of the half-orc warlock’s
next turn. Miss: Half damage, and the target is dazed until the end of the half-orc warlock’s next turn.
- ● Warlock’s Curse (minor)
- The half-orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
half-orc warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The half-orc warlock can only curse one target per turn.
- ○ Entropic Ward (minor)
- Until the end of the half-orc warlock’s next turn, anyone who attacks the half-orc warlock must roll two dice and take the
lower result. Each time an attack misses due to this effect, the half-orc warlock gains a cumulative +1 power bonus to the
half-orc warlock’s next attack roll.
- ● 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 15 temporary hit points.
- Swift Charge
- The half-orc warlock gains a +2 bonus to speed when charging.
Skills Arcana +21, Insight +20
Str 14 (+16); Dex 16 (+17); Wis 13 (+15);
Con 24 (+21); Int 15 (+16); Cha 22 (+20)
Equipment leather armor, sickle
-1 Level / +1 Level
Half-Orc Inspiring Warlord [Level 28 Soldier (Leader)]
Medium natural humanoid [XP 13000]
Initiative +18; Senses Perception +15; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 43, Reflex 36, Will 41
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +34 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +34 vs. Fortitude; 8 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 +6 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] Devastating Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+34 vs. AC; 4d10 + 18 damage, and until the end of the half-orc warlord’s next turn, any ally who has line of sight to the
half-orc warlord gains a +6 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +34 vs. AC; 6d10 + 18 damage, and the half-orc warlord and all of the half-orc warlord’s allies within 10 squares of the half-orc
warlord makes saving throws against any single effect that a save can end. Miss: Each of the half-orc warlord’s allies
within 10 squares of the half-orc warlord makes a saving throw against any effect that the target caused and that a save can
end.
- □ Heart of the Titan (standard)
- The half-orc warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 6.
Until the target loses as many temporary hit points as he or she gained from this power, the target adds +6 to damage rolls
and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ Inspiring Word (minor) ✦ Healing
- The half-orc warlord or one ally within 15 squares can spend a healing surge and regain an additional 6d6 hit points. This
power can only be used once per round.
- ○ 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 15 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 20 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 +20, History +21
Str 26 (+22); Dex 15 (+16); Wis 12 (+15);
Con 14 (+16); Int 15 (+16); Cha 22 (+20)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Half-Orc Tactical Warlord [Level 28 Soldier (Leader)]
Medium natural humanoid [XP 13000]
Initiative +18; Senses Perception +15; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 43, Reflex 41, Will 37
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 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.
- ○ [C] Chimera Battlestrike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +35 vs. Reflex; 3d8 + 18 damage, and the target slides 7 squares.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +34 vs. AC; 6d6 + 18 damage. Until the end of the encounter, the half-orc warlord’s allies add +6 to attack
rolls and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +6 bonus to the attack roll and the damage.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the half-orc warlord slides each target 6 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The half-orc warlord or one ally within 15 squares can spend a healing surge and regain an additional 6d6 hit points. This
power can only be used once per round.
- ○ 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 15 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 +6 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 +20, History +25
Str 26 (+22); Dex 15 (+16); Wis 12 (+15);
Con 14 (+16); Int 22 (+20); Cha 15 (+16)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Half-Orc Control Wizard [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +20; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○○
AC 41; Fortitude 36, Reflex 41, Will 42
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +31 vs. Fortitude; 2d6 + 17 cold damage, and the target is slowed until the end of the half-orc wizard’s next turn.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +31 vs. Will; 3d10 + 17 psychic damage. On the target’s next turn, the half-orc wizard controls its actions. The
half-orc wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
- □ [A] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +31 vs. Reflex; 4d6 + 17 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- □ Time Stop (minor)
- The half-orc wizard gains two extra standard actions, which the half-orc wizard can’t use to attack other creatures.
- ○ 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 -6 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 15 temporary hit points.
- Swift Charge
- The half-orc wizard gains a +2 bonus to speed when charging.
Skills Arcana +26, Insight +25
Str 14 (+16); Dex 17 (+17); Wis 22 (+20);
Con 14 (+16); Int 24 (+21); Cha 13 (+15)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Half-Orc War Wizard [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +16; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○○
AC 41; Fortitude 36, Reflex 41, Will 38
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +31 vs. Reflex; 2d6 + 17 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +31 vs. Reflex; 6d6 + 17 fire and necrotic damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +31 vs. Fortitude, Reflex, Will. The half-orc wizard makes only one attack per target, but
compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 3d6 +
17 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 17 fire damage, and ongoing 15 fire
damage (save ends).
Will: The target is stunned (save ends).
A target might be subject to any, all,
or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing
effect separately.
- □ Mass Fly (standard)
- The half-orc wizard and each ally within 5 squares gain a speed of fly 8 until the end of the half-orc wizard’s next turn.
Sustain Minor: The half-orc wizard can sustain this power until the end of the encounter or for 5 minutes. If the half-orc
wizard does not sustain this power, all targets float to the ground without taking falling damage.
- ○ 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 +7 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 15 temporary hit points.
- Swift Charge
- The half-orc wizard gains a +2 bonus to speed when charging.
Skills Arcana +26, History +26
Str 14 (+16); Dex 24 (+21); Wis 15 (+16);
Con 14 (+16); Int 24 (+21); Cha 13 (+15)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Half-Orc Isolating Avenger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +21; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 43; Fortitude 38, Reflex 41, Will 42
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 13 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 17 damage, and the half-orc avenger shifts 1 square, sliding the target 1 square into the space the half-orc
avenger occupied.
- ○ [M] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
- +34 vs. Will; 3d10 + 17 damage, and the half-orc avenger teleports each enemy within 5 squares of the half-orc avenger, other
than the target, 10 squares.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +34 vs. Fortitude; 6d10 + 17 damage, and the target takes 10 damage at the start of its turn if the half-orc avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the half-orc
avenger is within 5 squares of it (save ends).
- ○ [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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the half-orc avenger to 0 hit points or fewer and doesn’t kill you.
The half-orc avenger is dying but doesn’t fall unconscious. Until the end of the half-orc avenger’s next turn, the half-orc
avenger doesn’t take any damage after the triggering attack, and the half-orc avenger gains a +4 bonus to attack rolls. At
the end of the half-orc avenger’s next turn, the half-orc avenger falls unconscious if the half-orc avenger is still dying.
- Half-Orc Resilience
- The first time the half-orc avenger is bloodied during an encounter, the half-orc avenger gains 15 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 +6 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 +22, Religion +25
Str 17 (+17); Dex 15 (+16); Wis 24 (+21);
Con 14 (+16); Int 22 (+20); Cha 12 (+15)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Half-Orc Pursuing Avenger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +21; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 38, Reflex 42, Will 42
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 13 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +33 vs. AC; 2d8 + 17 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 17 damage, and if the target doesn’t end its next turn adjacent to the half-orc avenger, the half-orc avenger
can shift 8 squares as a free action. The half-orc avenger must end that shift closer to the target.
- ○ [M] Inevitable End (standard) ✦ Weapon
- +41 vs. AC; 4d10 + 17 damage. Hit or Miss: If the target is still alive and not adjacent to the half-orc avenger at
the end of its next turn, the half-orc avenger regains the use of this power. The half-orc avenger can regain the use of this
power in this manner once per encounter.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +31 vs. Will; 6d8 + 17 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the half-orc avenger can teleport to a space adjacent to the target as a minor
action. The half-orc avenger doesn’t need line of sight to the destination space. Aftereffect: The half-orc avenger
can teleport to a space adjacent to the target as a free action once. The half-orc avenger doesn’t need line of sight to the
destination space.
- ○ [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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the half-orc avenger gains phasing, and the half-orc avenger takes half damage from opportunity
attacks.
- ○ [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 15 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 +13 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 +20, Stealth +26
Str 17 (+17); Dex 24 (+21); Wis 24 (+21);
Con 14 (+16); Int 13 (+15); Cha 12 (+15)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Half-Orc Rageblood Barbarian [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +20; low-light
HP 312; Bloodied 156
Healing Surges (+78 hp) ○○○
AC 43; Fortitude 44, Reflex 40, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+34 vs. AC; 2d12 + 3d8 + 18 damage (crit 66 + 3d12). 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] Blood Wrath (standard) ✦ Weapon
- The half-orc barbarian gains gains a +6 bonus to the attack roll if the target is bloodied. +34 vs. AC; 5d12 + 18 damage (crit
78 + 3d12), and the half-orc barbarian gains a +6 bonus to attack rolls until the end of the half-orc barbarian’s next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +34 vs. AC; 7d12 + 18 damage (crit 102 + 3d12), and the target is pushed 6 squares. Miss: Half damage, and the target
is pushed 1 square. Hit or Miss: The half-orc barbarian enters the rage of the ash hammer. Until the rage ends, whenever
the half-orc barbarian hits with an attack, the half-orc barbarian gains 12 temporary hit points. If that attack already grants
temporary hit points to the half-orc barbarian, add +2 to the number of temporary hit points the half-orc barbarian gains.
- ○ 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.
- □ Primal Vigor (immediate interrupt)
- When the half-orc barbarian is hit by an attack.
Until the end of the half-orc barbarian’s next turn, the half-orc barbarian gains resist 20 to all damage.
- Half-Orc Resilience
- The first time the half-orc barbarian is bloodied during an encounter, the half-orc barbarian gains 15 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 16 temporary hit points.
- Barbarian Agility
- While the half-orc barbarian is not wearing heavy armor, the half-orc barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +26, Perception +20
Str 26 (+22); Dex 16 (+17); Wis 13 (+15);
Con 22 (+20); Int 12 (+15); Cha 15 (+16)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Orc Thaneborn Barbarian [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +20; low-light
HP 305; Bloodied 152
Healing Surges (+76 hp) ○○○
AC 43; Fortitude 44, Reflex 40, Will 40
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+34 vs. AC; 2d12 + 3d6 + 18 damage (crit 60 + 3d12). 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] Butcher’s Feast (standard) ✦ Weapon
- +34 vs. AC; 6d12 + 18 damage (crit 90 + 3d12), and until the end of the half-orc barbarian’s next turn, the half-orc barbarian
can make a melee basic attack as a free action against any enemy adjacent to the half-orc barbarian that hits or misses the
half-orc barbarian. Until the end of the half-orc barbarian’s next turn, the half-orc barbarian also gains a +6 power bonus
to basic attack rolls.
- □ [M] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +34 vs. AC; 7d12 + 18 thunder damage (crit 102 + 3d12), and the half-orc barbarian knocks the target prone. Miss: Half
damage. Hit or Miss: The half-orc barbarian enters the rage of the stone tempest. Until the rage ends, the half-orc
barbarian can score a critical hit on a roll of 18–20.
- □ Untouched (minor)
- The half-orc barbarian makes a saving throw against each effect on the half-orc barbarian that a save can end. The half-orc
barbarian gains a +2 bonus to each saving throw.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the half-orc barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the half-orc barbarian’s next turn.
- ○ Furious Assault (free)
- When the half-orc barbarian hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
- Half-Orc Resilience
- The first time the half-orc barbarian is bloodied during an encounter, the half-orc barbarian gains 15 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 +6 bonus to the attack roll.
- Barbarian Agility
- While the half-orc barbarian is not wearing heavy armor, the half-orc barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +26, Perception +20
Str 26 (+22); Dex 16 (+17); Wis 13 (+15);
Con 15 (+16); Int 12 (+15); Cha 22 (+20)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Orc Cunning Bard [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +20; low-light
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 37, Reflex 42, Will 42
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +31 vs. Will; 2d6 + 17 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the half-orc
bard’s next turn.
- ○ [R] Bond of Malediction (standard) ✦ Psychic
- Ranged 10; +31 vs. Reflex; 3d10 + 17 psychic damage. Choose an ally within 10 squares of the half-orc bard. Until the end
of the half-orc bard’s next turn, the target takes 16 psychic damage whenever that ally takes damage.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +31 vs. Will; the half-orc bard slides the target 5 squares, the target makes a basic attack
as a free action against a creature of the half-orc bard’s choice, and the target is then stunned until the end of the half-orc
bard’s next turn. Miss: The target is dazed until the end of the half-orc bard’s next turn.
- ○○○ Majestic Word (minor) ✦ Healing
- The half-orc bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 7 hit points. This
power can only be used once per round. The half-orc bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- ○ 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 15 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 11 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 +25, Bluff +26
Str 16 (+17); Dex 15 (+16); Wis 12 (+15);
Con 15 (+16); Int 22 (+20); Cha 24 (+21)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Half-Orc Valorous Bard [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +20; low-light
HP 254; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 41; Fortitude 40, Reflex 38, Will 42
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 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] Surge of Valor (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage, and each ally within 10 squares of the half-orc bard can shift 2 squares and make a melee basic
attack as a free action, with a +6 bonus to the attack roll and the damage roll.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +31 vs. Will; 3d10 + 17 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the half-orc bard. The target deals half damage to any of the half-orc bard’s allies except the chosen ally (save
ends). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○○○ Majestic Word (minor) ✦ Healing
- The half-orc bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 7 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.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the half-orc bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- Half-Orc Resilience
- The first time the half-orc bard is bloodied during an encounter, the half-orc bard gains 15 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 11 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 +21, Athletics +21
Str 16 (+17); Dex 15 (+16); Wis 12 (+15);
Con 22 (+20); Int 15 (+16); Cha 24 (+21)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Half-Orc Guardian Druid [Level 28 Controller]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +21; low-light
HP 254; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 43; Fortitude 40, Reflex 38, Will 42
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +29 vs. AC; 4d4 + 13 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +31 vs. Reflex; 2d8 + 17 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; +31 vs. Fortitude; 2d6 + 10 cold damage, and the target slides 1 square.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +31 vs. Reflex; 3d8 + 17 cold damage, the target gains 6 vulnerability to all damage and the target is immobilized
until the end of the half-orc druid’s next turn.
- □ [A] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +31 vs. Fortitude; 4d6 + 17 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the half-orc druid’s next turn. While the zone persists, the half-orc druid can make the following secondary attack,
using a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +31 vs. Reflex; the
target cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor:
The zone persists.
- □ Unyielding Roots (standard) ✦ Healing
- The half-orc druid and each ally with 5 squares grows revitalizing roots. Until the end of the half-orc druid’s next turn,
each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn,
he or she regains 6 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The half-orc druid changes from the half-orc druid’s humanoid form to beast form or vice versa. When the half-orc druid changes
from beast form back to the half-orc druid’s humanoid form, the half-orc druid shifts 1 square. While the half-orc druid is
in beast form, the half-orc druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
half-orc druid can sustain such powers. The half-orc druid can use this power once per round.
- ○ 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 15 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 +26, Nature +26
Str 16 (+17); Dex 17 (+17); Wis 24 (+21);
Con 22 (+20); Int 13 (+15); Cha 12 (+15)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Orc Predator Druid [Level 28 Controller]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +26; low-light
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 44; Fortitude 37, Reflex 42, Will 42
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +29 vs. AC; 4d4 + 13 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +31 vs. Reflex; 2d8 + 17 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; +31 vs. Reflex; 2d6 + 10 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 7 fire damage.
- ○ [M] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the half-orc druid shifts 8 squares. Targets each enemy within reach during the shift; +31 vs. Reflex;
1d10 + 17 damage, and the target is dazed until the end of the half-orc druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +31 vs. Reflex; 6d6 + 17 damage. If the attack hits at least once, the half-orc druid
shifts 7 squares. Hit or Miss: Until the end of the encounter, while the half-orc druid is in beast form the half-orc
druid can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the half-orc
druid.
- ● 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the half-orc druid uses wild shape to change into beast form, the half-orc druid
becomes insubstantial and gain phasing until the end of the half-orc druid’s 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 15 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 +26, Perception +26
Str 16 (+17); Dex 24 (+21); Wis 24 (+21);
Con 15 (+16); Int 13 (+15); Cha 12 (+15)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Orc Preserving Invoker [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +21; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○○
AC 43; Fortitude 37, Reflex 41, Will 42
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 12 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +31 vs. Reflex; 2d8 + 17 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.
- ○ [R] Offering of Peace (standard) ✦ Radiant
- Choose one enemy within 10 squares. If the target attacks before the end of the half-orc invoker’s next turn, it takes 4d10
+ 17 radiant damage damage. If the half-orc invoker or an ally attacks the target before the end of the half-orc invoker’s
next turn, the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The half-orc invoker and the half-orc
invoker’s allies gain a +2 power bonus to all defenses until the end of the half-orc invoker’s next turn.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +31 vs. Will; 6d6 + 17 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- □ Covenant of Vengeance (minor)
- Choose either the half-orc invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the half-orc invoker and the half-orc invoker’s allies
gain a +4 power bonus to attack rolls against that creature until the end of the half-orc invoker’s next 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 +6 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 15 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 +25, Religion +25
Str 14 (+16); Dex 16 (+17); Wis 24 (+21);
Con 15 (+16); Int 22 (+20); Cha 13 (+15)
Equipment hide armor, morningstar
-1 Level / +1 Level
Half-Orc Wrathful Invoker [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +21; low-light
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 40; Fortitude 41, Reflex 38, Will 42
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 12 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +31 vs. Fortitude; 2d10 + 17 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 radiant damage. The half-orc invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Terror (standard) ✦ Fear, Psychic
- Area burst 2 within 10; +31 vs. Will; 3d8 + 17 psychic damage, and the target moves half its speed away from the half-orc
invoker, avoiding unsafe squares and difficult terrain if it can. Until the start of the half-orc invoker’s next turn, opportunity
attacks that hit the target deal +6 extra damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +31 vs. Fortitude; 4d8 + 17 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the half-orc invoker hits the half-orc invoker.
The triggering enemy takes 2d6+6 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 15 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 +26, Religion +21
Str 14 (+16); Dex 16 (+17); Wis 24 (+21);
Con 22 (+20); Int 15 (+16); Cha 13 (+15)
Equipment chainmail, morningstar
-1 Level / +1 Level
Half-Orc Bear Shaman [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +26; low-light
HP 254; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 39; Fortitude 41, Reflex 37, Will 42
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +28 vs. AC; 2d10 + 12 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +31 vs. Will; 2d8 + 17 damage, and each ally adjacent to the half-orc shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +31 vs. Reflex; 4d8 + 17 fire and radiant damage. Until the end of the half-orc shaman’s next turn, each ally
gains a +9 bonus to saving throws while adjacent to the half-orc shaman’s spirit companion.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +31 vs. Reflex; 3d6 + 17 lightning damage, and the half-orc shaman teleports the target 10
squares. Miss: Half damage, and the half-orc shaman teleports the target 5 squares. Hit or Miss: The half-orc
shaman teleports each ally in the blast 10 squares.
- ● 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 24 damage to the spirit,
the spirit disappears, and the half-orc shaman takes 19 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 6d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the half-orc shaman and the half-orc shaman’s allies are insubstantial.
- ● [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; +31 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the half-orc shaman’s
spirit companion regains 7 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 15 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 6 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 +26, Perception +26
Str 15 (+16); Dex 16 (+17); Wis 24 (+21);
Con 22 (+20); Int 15 (+16); Cha 12 (+15)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Orc Panther Shaman [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +26; low-light
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 42; Fortitude 37, Reflex 40, Will 42
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +28 vs. AC; 2d10 + 12 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +31 vs. Fortitude; 2d10 + 17 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 +3 bonus to the attack roll.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +31 vs. Fortitude; 4d6 + 17 damage. Until the end of the half-orc shaman’s next turn, any ally gains a +8 bonus
to damage rolls while adjacent to the half-orc shaman’s spirit companion. Make the attack two more times against the same
target or different ones. The bonus to the half-orc shaman’s allies’ damage rolls increases to +10 if the attack hits twice
and +12 if it hits three times.
- □ [R] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +31 vs. Will; 3d10 + 17 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The half-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 24 damage to the spirit,
the spirit disappears, and the half-orc shaman takes 19 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 6d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the half-orc shaman’s spirit companion without shifting.
Targets triggering enemy; +31 vs. Reflex; 2d10 + 17 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 15 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 +6 bonus to damage rolls against bloodied enemies.
Skills Nature +26, Perception +26
Str 15 (+16); Dex 16 (+17); Wis 24 (+21);
Con 15 (+16); Int 22 (+20); Cha 12 (+15)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Orc Chaos Sorcerer [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +15; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○○
AC 41; Fortitude 37, Reflex 41, Will 43
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +34 vs. AC; 2d4 + 17 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +31 vs. Will; 2d10 + 28 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:
+31 vs. Will; 1d6 + 21 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] Wildfire Curse (standard) ✦ Fire
- Ranged 10; +31 vs. Reflex; 4d6 + 28 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +31 vs. Reflex; 4d6 + 28 fire damage. Repeat the secondary attack against
a creature the half-orc sorcerer has not already targeted with this power during this encounter.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +31 vs. Will; 4d12 + 28 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the half-orc sorcerer can make a secondary attack against the target if it is within 10 squares of the half-orc
sorcerer (save ends): +31 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise,
its attack is unaffected by this secondary attack. If the half-orc sorcerer rolled an even number on the secondary attack
roll, the half-orc sorcerer chooses the creature that the target attacks.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the half-orc sorcerer’s next turn, the half-orc sorcerer becomes insubstantial, the half-orc sorcerer gains
a fly speed equal to the half-orc sorcerer’s speed, and the half-orc sorcerer can hover.
- ○ 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 15 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 +11 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 +20, Bluff +26
Str 17 (+17); Dex 24 (+21); Wis 12 (+15);
Con 14 (+16); Int 13 (+15); Cha 24 (+21)
Equipment cloth armor, dagger
-1 Level / +1 Level
Half-Orc Dragon Sorcerer [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +15; low-light
HP 246; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 41; Fortitude 41, Reflex 37, Will 43
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +33 vs. AC; 2d8 + 17 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +31 vs. Reflex; 2d8 + 28 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 7 fire damage.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +31 vs. Reflex; 3d12 + 28 lightning damage, and each enemy adjacent to the target takes 1d12 + 21 lightning damage.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +31 vs. Reflex; 7d6 + 28 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the half-orc sorcerer’s turns, the half-orc sorcerer can slide one enemy within 3 squares of the half-orc
sorcerer 2 squares as a free action.
- ○ 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.
- □ Platinum Scales (immediate interrupt)
- When the half-orc sorcerer is hit by an attack.
Until the end of the encounter, the half-orc sorcerer gains a +7 power bonus to all defenses.
- Half-Orc Resilience
- The first time the half-orc sorcerer is bloodied during an encounter, the half-orc sorcerer gains 15 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 +11 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 +20, Athletics +26
Str 24 (+21); Dex 17 (+17); Wis 12 (+15);
Con 14 (+16); Int 13 (+15); Cha 24 (+21)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Half-Orc Earth Warden [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +21; low-light
HP 312; Bloodied 156
Healing Surges (+78 hp) ○○○
AC 45; Fortitude 43, Reflex 39, Will 37
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 18 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] Earth Tomb (standard) ✦ Weapon
- +34 vs. AC; 3d10 + 18 damage, and the target is knocked prone and can’t stand up until the end of the half-orc warden’s next
turn. The half-orc warden also slides the target 6 squares.
- □ Panacea (minor)
- The half-orc warden makes a saving throw with a +4 power bonus. The half-orc warden also gains a +4 power bonus to saving
throws until the end of the encounter.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The half-orc warden assumes the guardian form of the jungle lord until the end of the encounter. While the half-orc warden
is in this form, the half-orc warden gains a climb speed equal to the half-orc warden’s speed and a +2 bonus to Reflex. In
addition, whenever the half-orc warden hits a target with a melee attack, the half-orc warden slides the target 2 squares.
If that attack already pulls, pushes, or slides the target, the half-orc warden slides the target 2 squares after that forced
movement. 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: +34 vs. AC; 4d10 + 18 damage, and the half-orc warden slides the
target 1 square. Miss: Half damage.
- ● [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 15 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 +6 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 +24, Perception +21
Str 26 (+22); Dex 16 (+17); Wis 15 (+16);
Con 22 (+20); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Half-Orc Wild Warden [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +25; low-light
HP 305; Bloodied 152
Healing Surges (+76 hp) ○○○
AC 43; Fortitude 43, Reflex 37, Will 41
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +34 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and the target is slowed until the end of the half-orc warden’s next turn.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +34 vs. AC; 4d12 + 18 damage (crit 66 + 3d12), and the target takes 21 lightning damage if it moves before the end of the
half-orc warden’s next turn.
- □ Renewal (minor) ✦ Healing
- The half-orc warden spends a healing surge. In addition, the half-orc warden regains the use of an encounter attack power
the half-orc warden has already used during this encounter.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The half-orc warden assumes the guardian form of the blood wolf until the end of the encounter. While the half-orc warden
is in this form, the half-orc warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied
targets. In addition, if the half-orc warden has combat advantage against a target that the half-orc warden hits with a melee
attack, the half-orc warden can knock that target prone. 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: +34 vs. AC; 5d12 +
18 damage (crit 78 + 3d12), and the target grants combat advantage to the half-orc warden (save ends). Miss: Half damage,
and the target grants combat advantage to the half-orc warden until the end of the half-orc warden’s next turn.
- ● [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; +34 vs. Fortitude; 2d12 + 18 damage (crit 42 + 3d12), 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 15 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
-6 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 +26, Perception +25
Str 26 (+22); Dex 16 (+17); Wis 22 (+20);
Con 15 (+16); Int 12 (+15); Cha 13 (+15)
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.