Halfling NPCs [Level 1]
Halfling Battle Cleric [Level 1 Controller (Leader)]
Small natural humanoid [XP 100]
Initiative +1; Senses Perception +2
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 11, Will 14
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target until
the end of the halfling cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d8 + 3 thunder damage, and the target is dazed until the end of the halfling cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +5 vs. AC; 2d8 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- ○○ Healing Word (minor) ✦ Healing
- The halfling cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling cleric would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The halfling cleric gains a +1 bonus to the halfling cleric’s next attack roll or saving throw before the end of the halfling
cleric’s next turn.
- Nimble Reaction
- The halfling cleric gains a +2 racial bonus to AC against opportunity attacks.
Skills Heal +7, Religion +5
Str 16 (+3); Dex 13 (+1); Wis 14 (+2);
Con 12 (+1); Int 10 (+0); Cha 15 (+2)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Devoted Cleric [Level 1 Controller (Leader)]
Small natural humanoid [XP 100]
Initiative +1; Senses Perception +3
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 11, Will 15
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the halfling cleric can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +3 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the halfling cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the halfling cleric’s attacks
(save ends). Miss: Half damage, and the target gains no vulnerability.
- ○○ Healing Word (minor) ✦ Healing
- The halfling cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling cleric would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The halfling cleric gains a +1 bonus to the halfling cleric’s next attack roll or saving throw before the end of the halfling
cleric’s next turn.
- Nimble Reaction
- The halfling cleric gains a +2 racial bonus to AC against opportunity attacks.
Skills Heal +8, Religion +5
Str 13 (+1); Dex 13 (+1); Wis 16 (+3);
Con 12 (+1); Int 10 (+0); Cha 16 (+3)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Greatweapon Fighter [Level 1 Soldier]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +1
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 15, Reflex 12, Will 11
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage. Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +5 vs. AC; 2d10 + 3 damage, and the target is slowed and cannot shift until end of the halfling fighter’s next turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +5 vs. AC; 3d10 + 3 damage. Miss: The power is not expended.
- ○ Second Chance (immediate interrupt)
- When the halfling fighter would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling fighter gains a +2 racial bonus to AC against opportunity attacks.
- Combat Challenge
- Every time the halfling fighter attacks an enemy, the halfling fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the halfling fighter’s next turn. If the marked creature makes an attack that doesn’t include
the halfling fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the halfling fighter and shifts or makes an attack that does not include the halfling fighter, the halfling fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +8, Intimidate +6
Str 16 (+3); Dex 15 (+2); Wis 12 (+1);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Halfling Guardian Fighter [Level 1 Soldier]
Small natural humanoid [XP 100]
Initiative +3; Senses Perception +1
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 19; Fortitude 15, Reflex 15, Will 11
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8), and the target is pushed 1 square if it is the halfling fighter’s size, smaller
than the halfling fighter, or one size category larger. The halfling fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8), and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8), and the halfling fighter can spend a healing surge. Miss: The power is not expended.
- ○ Second Chance (immediate interrupt)
- When the halfling fighter would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling fighter gains a +2 racial bonus to AC against opportunity attacks.
- Combat Challenge
- Every time the halfling fighter attacks an enemy, the halfling fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the halfling fighter’s next turn. If the marked creature makes an attack that doesn’t include
the halfling fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the halfling fighter and shifts or makes an attack that does not include the halfling fighter, the halfling fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +6, Intimidate +6
Str 16 (+3); Dex 16 (+3); Wis 12 (+1);
Con 13 (+1); Int 10 (+0); Cha 13 (+1)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Avenging Paladin [Level 1 Soldier]
Small natural humanoid [XP 100]
Initiative +1; Senses Perception +1
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 18; Fortitude 14, Reflex 12, Will 14
Saving Throws +5 against fear effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d8 + 3 radiant damage. If the halfling paladin has marked the target, the halfling paladin gains a +1 bonus to
the damage roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +6 vs. AC; 2d8 + 4 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +6 vs. AC; 3d8 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- ● Divine Challenge (minor) ✦ Radiant
- The halfling paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
halfling paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 6 radiant damage. The halfling 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 halfling paladin challenges another target. Divine Challenge can only be
used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The halfling paladin spends a healing surge but regains no hit points. Instead, one creature touched by the halfling paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling paladin would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling paladin gains a +2 racial bonus to AC against opportunity attacks.
Skills Intimidate +8, Religion +5
Str 16 (+3); Dex 13 (+1); Wis 13 (+1);
Con 12 (+1); Int 10 (+0); Cha 16 (+3)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Halfling Protecting Paladin [Level 1 Soldier]
Small natural humanoid [XP 100]
Initiative +1; Senses Perception +1
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 20; Fortitude 13, Reflex 14, Will 15
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage (crit 10 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 4 damage (crit 12 + 1d8), and the halfling paladin gains 1 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 4 damage (crit 20 + 1d8). Hit or Miss: Until the end of the halfling paladin’s next turn, one ally
within 5 squares of the halfling paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 3d8 + 4 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the halfling paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The halfling paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
halfling paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 7 radiant damage. The halfling 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 halfling paladin challenges another target. Divine Challenge can only be
used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The halfling paladin spends a healing surge but regains no hit points. Instead, one creature touched by the halfling paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling paladin would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling paladin gains a +2 racial bonus to AC against opportunity attacks.
Skills Intimidate +9, Religion +5
Str 14 (+2); Dex 13 (+1); Wis 13 (+1);
Con 12 (+1); Int 10 (+0); Cha 18 (+4)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Archer Ranger [Level 1 Skirmisher]
Small natural humanoid [XP 100]
Initiative +4; Senses Perception +6
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 11
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage (crit 10 + 1d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +6 vs. AC; 1d8 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +4/+5 vs. AC; 1d8 damage (crit 8 + 1d8) (main)/1d6
damage (off-hand).
Shortbow: Ranged 15/30; +6 vs. AC (twice); 1d8 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The halfling ranger can shift 2 squares either before or after the attack.
Scimitar: +4 vs. AC; 2d8 + 2 damage
(crit 18 + 1d8).
Shortbow: Ranged 15/30; +6 vs. AC; 2d8 + 4 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 15/30; targets two creatures within 3 squares of each other; +6 vs. AC; 2d8 + 4 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The halfling ranger can designate the nearest visible enemy as the halfling ranger’s quarry. Once per round when hitting this
quarry, the halfling ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the halfling ranger designates a different target as the quarry. The halfling ranger can only designate one enemy as quarry
at a time.
- ○ Second Chance (immediate interrupt)
- When the halfling ranger would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling ranger gains a +2 racial bonus to AC against opportunity attacks.
- Archer Fighting Style
- The halfling ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The halfling ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +6, Stealth +8
Str 14 (+2); Dex 18 (+4); Wis 13 (+1);
Con 12 (+1); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Halfling Two-Blade Ranger [Level 1 Skirmisher]
Small natural humanoid [XP 100]
Initiative +3; Senses Perception +6
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 11
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +5/+5 vs. AC; 1d8 damage (crit 8 + 1d8) (main)/1d8 damage
(crit 8 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +5 vs. AC (twice); 1d8 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar (main): +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8).
Scimitar
(off hand): +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8).
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The halfling ranger can designate the nearest visible enemy as the halfling ranger’s quarry. Once per round when hitting this
quarry, the halfling ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the halfling ranger designates a different target as the quarry. The halfling ranger can only designate one enemy as quarry
at a time.
- ○ Second Chance (immediate interrupt)
- When the halfling ranger would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling ranger gains a +2 racial bonus to AC against opportunity attacks.
- Two-Blade Fighting Style
- The halfling ranger can wield a one-handed weapon in the halfling ranger’s off hand as if it were an off-hand weapon. In addition,
the halfling ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The halfling ranger gains an additional +5 hit points.
Skills Nature +6, Perception +6
Str 16 (+3); Dex 16 (+3); Wis 13 (+1);
Con 12 (+1); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Halfling Brawny Rogue [Level 1 Skirmisher]
Small natural humanoid [XP 100]
Initiative +4; Senses Perception +0
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 12
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 4 damage.
Hit:
The target is slowed and grants combat advantage to the halfling rogue (save ends both). Miss: Half damage, and the
target grants combat advantage to the halfling rogue until the end of the halfling rogue’s next turn.
- ○ Second Chance (immediate interrupt)
- When the halfling rogue would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling rogue gains a +2 racial bonus to AC against opportunity attacks.
- First Strike
- At the start of an encounter, the halfling rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the halfling rogue’s weapon damage die increases by one size. When wielding a dagger, the halfling
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the halfling rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the halfling rogue deals an extra 2d6 damage.
Skills Acrobatics +11, Thievery +11
Str 14 (+2); Dex 18 (+4); Wis 11 (+0);
Con 12 (+1); Int 10 (+0); Cha 15 (+2)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Halfling Trickster Rogue [Level 1 Skirmisher]
Small natural humanoid [XP 100]
Initiative +4; Senses Perception +5
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 16, Will 13
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +4 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
The halfling rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +7 vs. Reflex; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 4 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the halfling rogue hits
the target the halfling rogue slides it 1 square.
- ○ Second Chance (immediate interrupt)
- When the halfling rogue would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling rogue gains a +2 racial bonus to AC against opportunity attacks.
- First Strike
- At the start of an encounter, the halfling rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the halfling rogue’s weapon damage die increases by one size. When wielding a dagger, the halfling
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the halfling rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the halfling rogue deals an extra 2d6 damage.
Skills Stealth +9, Thievery +11
Str 13 (+1); Dex 18 (+4); Wis 11 (+0);
Con 12 (+1); Int 10 (+0); Cha 16 (+3)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Halfling Fey-Pact Warlock [Level 1 Skirmisher]
Small natural humanoid [XP 100]
Initiative +1; Senses Perception +1
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 14; Fortitude 11, Reflex 13, Will 15
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 4 psychic damage, and the halfling warlock is invisible to the target until the start of the
halfling warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 2d6 + 4 fire damage, and the target takes a –4 penalty to attack rolls until the end of the halfling
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 3d8 + 4 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ● Warlock’s Curse (minor)
- The halfling warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
halfling warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The halfling warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The halfling warlock can immediately teleport 3 squares.
- ○ Second Chance (immediate interrupt)
- When the halfling warlock would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warlock gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +7, Bluff +9
Str 10 (+0); Dex 13 (+1); Wis 12 (+1);
Con 13 (+1); Int 14 (+2); Cha 18 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Infernal-Pact Warlock [Level 1 Skirmisher]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +0
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 13, Will 13
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d6 + 3 fire damage. If the halfling warlock takes damage before the end of the halfling warlock’s
next turn, the target takes an extra 1d6 + 3 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +3 vs. Will; 2d8 + 3 necrotic damage, and the halfling warlock gains 7 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 3d10 + 3 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The halfling warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
halfling warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The halfling warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The halfling warlock gains 1 temporary hit points.
- ○ Second Chance (immediate interrupt)
- When the halfling warlock would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warlock gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +7, Intimidate +7
Str 10 (+0); Dex 14 (+2); Wis 11 (+0);
Con 16 (+3); Int 14 (+2); Cha 15 (+2)
Equipment leather armor, mace
-1 Level / +1 Level
Halfling Star-Pact Warlock [Level 1 Skirmisher]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +0
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 13, Will 14
Saving Throws +5 against fear effects
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +2 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 radiant damage. If the target moves nearer to the halfling warlock on its next turn,
it takes an extra 1d6 + 3 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +3 vs. Will; 2d8 + 3 psychic damage, and the target takes a –2 penalty to Will defense until the end of the halfling
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Will; 3d6 + 3 radiant damage, and the target is immobilized until the end of the halfling warlock’s next
turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ● Warlock’s Curse (minor)
- The halfling warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
halfling warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The halfling warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The halfling warlock gains a +1 bonus to a single d20 roll the halfling warlock makes during the halfling warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- ○ Second Chance (immediate interrupt)
- When the halfling warlock would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warlock gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +6, Insight +5
Str 10 (+0); Dex 14 (+2); Wis 11 (+0);
Con 16 (+3); Int 13 (+1); Cha 16 (+3)
Equipment leather armor, sickle
-1 Level / +1 Level
Halfling Inspiring Warlord [Level 1 Soldier (Leader)]
Small natural humanoid [XP 100]
Initiative +3; Senses Perception +0
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 11, Will 14
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +5 vs. Fortitude; 3 damage, and choose one ally adjacent to either the halfling warlord or the target. On his or her next
attack against the target, this ally gains a +3 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Guarding Attack (standard) ✦ Weapon
- +5 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the halfling warlord or the target gains a +4 power bonus to AC
against the target’s attacks until the end of the halfling warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +5 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the halfling warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the halfling warlord gains 8 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The halfling warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling warlord would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warlord gains a +2 racial bonus to AC against opportunity attacks.
- Inspiring Presence
- When an ally who can see the halfling warlord spends an action point to take an extra action, that ally also regains 3 lost
hit points.
- Combat Leader
- The halfling warlord and each ally within 10 squares who can see and hear the halfling warlord gains a +2 power bonus to initiative.
Skills Heal +5, History +6
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 12 (+1); Int 13 (+1); Cha 16 (+3)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Halfling Tactical Warlord [Level 1 Soldier (Leader)]
Small natural humanoid [XP 100]
Initiative +3; Senses Perception +0
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 13, Will 13
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8). Before the halfling warlord attacks, one ally adjacent to either the halfling warlord
or the target may shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8), and one ally within 5 squares gains a +3 power bonus to attack rolls against the
target until the end of the halfling warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +5 vs. AC; 3d8 + 3 damage (crit 27 + 1d8), and the halfling warlord and allies within 5 squares gain a +3 power bonus to attack
rolls against the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○○ Inspiring Word (minor) ✦ Healing
- The halfling warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling warlord would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warlord gains a +2 racial bonus to AC against opportunity attacks.
- Tactical Presence
- When an ally the halfling warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the
attack roll.
- Combat Leader
- The halfling warlord and each ally within 10 squares who can see and hear the halfling warlord gains a +2 power bonus to initiative.
Skills Heal +5, History +7
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 12 (+1); Int 14 (+2); Cha 15 (+2)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Halfling Control Wizard [Level 1 Artillery]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +2
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 13; Fortitude 11, Reflex 13, Will 14
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d4 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the halfling wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the halfling wizard’s next turn. The halfling wizard can end this effect as a minor
action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +3 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Second Chance (immediate interrupt)
- When the halfling wizard would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- ○ Orb of Imposition (free)
- The halfling wizard can choose one creature suffering from one of the halfling wizard’s wizard spells whose effect ends on
a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the halfling wizard
can extend the duration a wizard at-will spell whose effect is ending at the end of the halfling wizard’s current turn, so
that it lasts instead until the end of the halfling wizard’s next turn.
- Nimble Reaction
- The halfling wizard gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +8, Insight +7
Str 10 (+0); Dex 15 (+2); Wis 14 (+2);
Con 12 (+1); Int 16 (+3); Cha 13 (+1)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Halfling War Wizard [Level 1 Artillery]
Small natural humanoid [XP 100]
Initiative +3; Senses Perception +1
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 13; Fortitude 11, Reflex 13, Will 13
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +3 vs. Reflex; 2d6 + 3 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +3 vs. Reflex; 2d8 + 3 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +3 vs. Reflex; 1d8 + 3 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Second Chance (immediate interrupt)
- When the halfling wizard would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- ○ Wand of Accuracy (free)
- The halfling wizard gains a +3 bonus to a single attack roll.
- Nimble Reaction
- The halfling wizard gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +8, History +8
Str 10 (+0); Dex 16 (+3); Wis 13 (+1);
Con 12 (+1); Int 16 (+3); Cha 13 (+1)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Halfling Isolating Avenger [Level 1 Skirmisher]
Small natural humanoid [XP 100]
Initiative +1; Senses Perception +3
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 14
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and the halfling avenger shifts 1 square, sliding the target 1 square into the space the halfling
avenger occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d8 + 3 damage, and until the end of the halfling avenger’s next turn, any enemy that ends its turn adjacent to
the halfling avenger or that hits or misses the halfling avenger takes 7 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +6 vs. AC; 2d8 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered on
the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the halfling avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the halfling avenger can see in within 10 squares. When the halfling avenger makes a melee attack against
the target and the target is the only enemy adjacent to the halfling avenger, the halfling 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 halfling avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the halfling avenger makes an attack roll against the halfling avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- ○ Second Chance (immediate interrupt)
- When the halfling avenger would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling avenger gains a +2 racial bonus to AC against opportunity attacks.
- Censure of Retribution
- When any enemy other than the halfling avenger’s oath of enmity target hits the halfling avenger, the halfling avenger gains
a +2 bonus to damage rolls against the halfling avenger’s oath of enmity target until the end of the halfling avenger’s next
turn. This bonus is cumulative.
- Armor of Faith
- The favor of the halfling avenger’s deity wards the halfling avenger from harm. While the halfling avenger is neither wearing
heavy armor nor using a shield, the halfling avenger gains a +3 bonus to AC.
Skills Athletics +6, Religion +7
Str 13 (+1); Dex 13 (+1); Wis 16 (+3);
Con 12 (+1); Int 14 (+2); Cha 12 (+1)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Halfling Pursuing Avenger [Level 1 Skirmisher]
Small natural humanoid [XP 100]
Initiative +3; Senses Perception +3
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 14
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and if the target doesn’t end its next turn adjacent to the halfling avenger, the halfling avenger
can shift 4 squares as a free action. The halfling avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage. Before the attack, the halfling avenger shifts 4 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +6 vs. AC; 2d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the halfling avenger at the start of the halfling avenger’s turn, the halfling avenger can teleport
to a space within 3 squares of it as a minor action. This effect ends if the halfling avenger ends the halfling avenger’s
turn more than 3 squares away from the target.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the halfling avenger can see in within 10 squares. When the halfling avenger makes a melee attack against
the target and the target is the only enemy adjacent to the halfling avenger, the halfling 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 halfling avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the halfling avenger makes an attack roll against the halfling avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- ○ Second Chance (immediate interrupt)
- When the halfling avenger would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling avenger gains a +2 racial bonus to AC against opportunity attacks.
- Censure of Pursuit
- If the halfling avenger’s oath of enmity target moves away from the halfling avenger willingly, the halfling avenger gains
a +5 bonus to damage rolls against the target until the end of the halfling avenger’s next turn.
- Armor of Faith
- The favor of the halfling avenger’s deity wards the halfling avenger from harm. While the halfling avenger is neither wearing
heavy armor nor using a shield, the halfling avenger gains a +3 bonus to AC.
Skills Religion +5, Stealth +8
Str 13 (+1); Dex 16 (+3); Wis 16 (+3);
Con 12 (+1); Int 11 (+0); Cha 12 (+1)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Halfling Rageblood Barbarian [Level 1 Brute]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +5
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 12
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d10 + 1d8 + 3 damage. Hit or Miss: Until the start of the halfling barbarian’s next turn, any attacker
gains a +2 bonus to attack rolls against the halfling barbarian. If the halfling barbarian is raging, attackers do not gain
this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +5 vs. AC; 3d10 + 5 damage. Hit or Miss: Until the start of the halfling barbarian’s next turn, any attacker gains
a +4 bonus to attack rolls against the halfling barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +5 vs. AC; 3d10 + 3 damage. Miss: Half damage. Hit or Miss: The halfling barbarian enters the rage of the bloodhunt.
Until the rage ends, the halfling barbarian gains a +2 bonus to melee damage rolls if either the halfling barbarian or the
halfling barbarian’s target is bloodied.
- ○ Second Chance (immediate interrupt)
- When the halfling barbarian would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- ○ Swift Charge (free)
- When the halfling barbarian’s attack reduces an enemy to 0 hit points.
The halfling barbarian charges an enemy.
- Nimble Reaction
- The halfling barbarian gains a +2 racial bonus to AC against opportunity attacks.
- Rageblood Vigor
- Whenever the halfling barbarian’s attack reduces an enemy to 0 hit points, the halfling barbarian gains 2 temporary hit points.
- Barbarian Agility
- While the halfling barbarian is not wearing heavy armor, the halfling barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 14 (+2); Wis 11 (+0);
Con 14 (+2); Int 10 (+0); Cha 15 (+2)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Thaneborn Barbarian [Level 1 Brute]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +5
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 13
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d10 + 1d6 + 3 damage. When charging, the halfling barbarian can use this power in place of a melee basic attack.
If the halfling barbarian is raging, the halfling barbarian can move 2 extra squares as part of the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +5 vs. AC; 1d10 + 1d6 + 3 damage. If the halfling barbarian targets two creatures, the halfling
barbarian can shift 3 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d10 + 3 damage, and the halfling barbarian knocks the target prone.
Miss: Half damage. Hit or Miss: The halfling barbarian enters the rage of the macetail behemoth. Until the rage
ends, whenever the halfling barbarian hits, the halfling barbarian gains 3 temporary hit points.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the halfling 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 halfling barbarian’s next turn.
- ○ Second Chance (immediate interrupt)
- When the halfling barbarian would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling barbarian gains a +2 racial bonus to AC against opportunity attacks.
- Thaneborn Triumph
- Whenever the halfling barbarian bloodies an enemy, the next attack by the halfling barbarian or an ally against that enemy
gains a +3 bonus to the attack roll.
- Barbarian Agility
- While the halfling barbarian is not wearing heavy armor, the halfling barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 14 (+2); Wis 11 (+0);
Con 13 (+1); Int 10 (+0); Cha 16 (+3)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Cunning Bard [Level 1 Controller (Leader)]
Small natural humanoid [XP 100]
Initiative +1; Senses Perception +5
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 14, Will 15
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage (crit 9 + 1d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the halfling
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +4 vs. Will; 1d6 + 4 damage, and the halfling bard slides the target 3 squares. During the slide, the halfling bard
or one of the halfling bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus
to the attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +4 vs. Will; 2d6 + 4 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 4 hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The halfling bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The halfling bard can also slide the target 1 square.
- ○ Second Chance (immediate interrupt)
- When the halfling bard would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling bard gains a +2 racial bonus to AC against opportunity attacks.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the halfling bard, the halfling bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The halfling bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Bluff +9
Str 12 (+1); Dex 13 (+1); Wis 10 (+0);
Con 13 (+1); Int 14 (+2); Cha 18 (+4)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Halfling Valorous Bard [Level 1 Controller (Leader)]
Small natural humanoid [XP 100]
Initiative +1; Senses Perception +5
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 12, Reflex 13, Will 15
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage (crit 9 + 1d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 4 damage (crit 12 + 1d8), and the target takes a –2 penalty to the defense of the halfling bard’s choice
until the end of the halfling bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +4 vs. Fortitude; 1d6 + 4 thunder damage, and the target is pushed 2 squares. Hit or Miss:
The halfling bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 4 damage (crit 20 + 1d8), and the target grants combat advantage to the halfling bard and the halfling bard’s
allies (save ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the halfling bard
hits an enemy, that enemy grants combat advantage to the halfling bard and the halfling bard’s allies until the end of the
halfling bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The halfling bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The halfling bard can also slide the target 1 square.
- ○ Second Chance (immediate interrupt)
- When the halfling bard would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling bard gains a +2 racial bonus to AC against opportunity attacks.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the halfling bard reduces an enemy to 0 hit points or bloodies an enemy,
the halfling bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The halfling bard gains a +1 bonus to untrained skill checks.
Skills Arcana +6, Athletics +5
Str 12 (+1); Dex 13 (+1); Wis 10 (+0);
Con 14 (+2); Int 13 (+1); Cha 18 (+4)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Halfling Guardian Druid [Level 1 Controller]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +3
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 14
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the halfling druid’s next turn. This power can be
used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 5 cold damage, and the target is immobilized until the end of the halfling druid’s next
turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the halfling druid’s choice within
5 squares of the target regains 7 hit points. Aftereffect: One creature of the halfling druid’s choice within 5 squares
of the target regains 2 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The halfling druid changes from the halfling druid’s humanoid form to beast form or vice versa. When the halfling druid changes
from beast form back to the halfling druid’s humanoid form, the halfling druid shifts 1 square. While the halfling druid is
in beast form, the halfling druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
halfling druid can sustain such powers. The halfling druid can use this power once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling druid would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling druid gains a +2 racial bonus to AC against opportunity attacks.
- Primal Guardian
- While the halfling druid is not wearing heavy armor, the halfling druid can use the halfling druid’s Constitution modifier
in place of the halfling druid’s Dexterity or Intelligence modifier to determine the halfling druid’s AC.
Skills Heal +8, Nature +8
Str 12 (+1); Dex 15 (+2); Wis 16 (+3);
Con 14 (+2); Int 11 (+0); Cha 12 (+1)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Predator Druid [Level 1 Controller]
Small natural humanoid [XP 100]
Initiative +3; Senses Perception +8
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 14, Will 14
Saving Throws +5 against fear effects
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +3 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the halfling druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +3 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the halfling druid can
shift 3 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +3 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the halfling druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The halfling druid changes from the halfling druid’s humanoid form to beast form or vice versa. When the halfling druid changes
from beast form back to the halfling druid’s humanoid form, the halfling druid shifts 1 square. While the halfling druid is
in beast form, the halfling druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
halfling druid can sustain such powers. The halfling druid can use this power once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling druid would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling druid gains a +2 racial bonus to AC against opportunity attacks.
- Primal Predator
- While the halfling druid is not wearing heavy armor, the halfling druid gains a +1 bonus to the halfling druid’s speed.
Skills Nature +8, Perception +8
Str 12 (+1); Dex 16 (+3); Wis 16 (+3);
Con 13 (+1); Int 11 (+0); Cha 12 (+1)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Preserving Invoker [Level 1 Artillery]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +3
HP 25; Bloodied 12
Healing Surges (+6 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 14
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +3 vs. Reflex; 1d8 + 3 radiant damage, and the halfling invoker slides the target 1 square. The halfling invoker
can use this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst
gains a +3 power bonus to AC until the end of the halfling invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +3 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the halfling invoker’s next turn.
- ○ Second Chance (immediate interrupt)
- When the halfling invoker would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the halfling invoker hits the halfling invoker’s ally.
The halfling invoker gains a +2 bonus to the halfling invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the halfling invoker’s next turn.
- Nimble Reaction
- The halfling invoker gains a +2 racial bonus to AC against opportunity attacks.
- Covenant of Preservation
- When the halfling invoker uses a divine encounter or daily attack power on the halfling invoker’s turn, the halfling invoker
can slide an ally within 10 squares of the halfling invoker 1 square.
Skills Arcana +7, Religion +7
Str 10 (+0); Dex 14 (+2); Wis 16 (+3);
Con 13 (+1); Int 14 (+2); Cha 13 (+1)
Equipment hide armor, mace
-1 Level / +1 Level
Halfling Wrathful Invoker [Level 1 Artillery]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +3
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 16; Fortitude 13, Reflex 13, Will 14
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The halfling invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +3 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
halfling invoker targets only one creature. In addition, the target is dazed until the end of the halfling invoker’s next
turn and is pushed 2 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the halfling invoker hits the halfling invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- ○ Second Chance (immediate interrupt)
- When the halfling invoker would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling invoker gains a +2 racial bonus to AC against opportunity attacks.
- Covenant of Wrath
- When the halfling invoker uses a divine encounter or daily attack power on the halfling invoker’s turn, the halfling invoker
gains a bonus to the damage roll equal to 1 for each enemy the halfling invoker attacks with the power.
Skills Endurance +6, Religion +6
Str 10 (+0); Dex 14 (+2); Wis 16 (+3);
Con 14 (+2); Int 13 (+1); Cha 13 (+1)
Equipment chainmail, mace
-1 Level / +1 Level
Halfling Bear Shaman [Level 1 Controller (Leader)]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +8
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 13, Reflex 12, Will 14
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Will; 1d8 + 3 damage, and each ally adjacent to the halfling shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +3 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the halfling shaman’s next turn, the halfling shaman
and the halfling shaman’s allies gain 2 resistance to all damage while adjacent to the halfling shaman’s spirit companion.
In addition, the halfling shaman or one ally within 5 squares of the halfling shaman gains 2 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +3 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the halfling shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action,
a character can end this effect on himself or herself to regain 10 hit points.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The halfling shaman conjures the halfling shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the halfling shaman falls unconscious or until the halfling shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the halfling shaman takes a move action, the halfling
shaman can also move the spirit a number of squares equal to the halfling 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 10 damage to the spirit,
the spirit disappears, and the halfling shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The halfling shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
halfling shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the halfling shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the halfling shaman’s
spirit companion regains 3 hit points.
- ○ Second Chance (immediate interrupt)
- When the halfling shaman would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling shaman gains a +2 racial bonus to AC against opportunity attacks.
- Protector Spirit
- Any ally adjacent to the halfling shaman’s spirit companion regains 2 additional hit points when he or she uses second wind
or when the halfling shaman uses a healing power on him or her.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 14 (+2); Wis 16 (+3);
Con 14 (+2); Int 13 (+1); Cha 12 (+1)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Panther Shaman [Level 1 Controller (Leader)]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +8
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 14; Fortitude 12, Reflex 12, Will 14
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Fortitude; 1d10 + 3 damage, and until the end of the halfling shaman’s next turn, the halfling shaman’s
spirit companion can flank with the halfling shaman and the halfling shaman’s allies. If the target is bloodied, the halfling
shaman gains a +1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +3 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the halfling
shaman gains a +2 bonus to the attack roll. Hit: Until the end of the halfling shaman’s next turn, the halfling shaman
and the halfling shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the halfling
shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the halfling shaman’s spirit companion; +3 vs. Will; 3d6
+ 3 psychic damage, and the halfling shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The halfling shaman conjures the halfling shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the halfling shaman falls unconscious or until the halfling shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the halfling shaman takes a move action, the halfling
shaman can also move the spirit a number of squares equal to the halfling 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 10 damage to the spirit,
the spirit disappears, and the halfling shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The halfling shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
halfling shaman’s spirit companion, other than the target, regains 1d6 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 halfling shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 1d10 + 3 damage.
- ○ Second Chance (immediate interrupt)
- When the halfling shaman would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling shaman gains a +2 racial bonus to AC against opportunity attacks.
- Stalker Spirit
- Any ally adjacent to the halfling shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 14 (+2); Wis 16 (+3);
Con 13 (+1); Int 14 (+2); Cha 12 (+1)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Chaos Sorcerer [Level 1 Artillery]
Small natural humanoid [XP 100]
Initiative +3; Senses Perception +0
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 13; Fortitude 11, Reflex 13, Will 16
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +4 vs. Will; 1d10 + 7 psychic damage and if the halfling sorcerer rolled an even number for the primary attack
roll, make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+4 vs. Will; 1d6 + 3 psychic damage. If the halfling sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The halfling sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +4 vs. Will; 1d10 + 7 psychic damage, and the target is pushed 3 squares. If
the halfling sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 6d6 + 7 radiant damage and if the halfling sorcerer rolled an even number on the attack roll, the
target takes a -3 penalty to attack rolls against the halfling sorcerer (save ends). Miss: Half damage.
- ○ Second Chance (immediate interrupt)
- When the halfling sorcerer would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling sorcerer gains a +2 racial bonus to AC against opportunity attacks.
- Chaos Power
- The halfling sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the halfling sorcerer rolls a natural 20 on an attack roll for an arcane power, the halfling sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the halfling sorcerer rolls a natural 1 on an
attack roll for an arcane power, the halfling sorcerer must push each creature within 5 squares of the halfling sorcerer 1
square.
Skills Arcana +5, Bluff +9
Str 13 (+1); Dex 16 (+3); Wis 10 (+0);
Con 12 (+1); Int 11 (+0); Cha 18 (+4)
Equipment cloth armor, dagger
-1 Level / +1 Level
Halfling Dragon Sorcerer [Level 1 Skirmisher]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +0
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 12; Fortitude 12, Reflex 12, Will 16
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +4 vs. Reflex; 1d8 + 6 fire damage. The next enemy that hits the halfling sorcerer with a melee attack before
the end of the halfling sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +4 vs. Reflex; 2d6 + 6 acid damage, and the target can’t gain combat advantage against any creature until the
end of the halfling sorcerer’s next turn. The halfling sorcerer gains concealment until the end of the halfling sorcerer’s
next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +4 vs. Reflex; 3d8 + 6 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
halfling sorcerer’s next turn, whenever an enemy hits the halfling sorcerer with a melee attack, the halfling sorcerer pushes
that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Second Chance (immediate interrupt)
- When the halfling sorcerer would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling sorcerer gains a +2 racial bonus to AC against opportunity attacks.
- Draconic Power
- The halfling sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the halfling sorcerer is not wearing heavy armor, the halfling sorcerer can use the halfling sorcerer’s Strength modifier
in place of the halfling sorcerer’s Dexterity or Intelligence modifier to determine the halfling sorcerer’s AC.
Skills Arcana +5, Athletics +7
Str 14 (+2); Dex 15 (+2); Wis 10 (+0);
Con 12 (+1); Int 11 (+0); Cha 18 (+4)
Equipment cloth armor, mace
-1 Level / +1 Level
Halfling Earth Warden [Level 1 Brute]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +6
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 17; Fortitude 14, Reflex 14, Will 12
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8), and the halfling warden gains a +1 power bonus to AC until the end of the halfling
warden’s next turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d8 + 3 thunder damage (crit 11 + 1d8), and the halfling warden pushes the target 2 squares. Make a secondary attack.
Secondary Attack: Close blast 3; +5 vs. Fortitude; 1d6 thunder damage (crit 6 + 1d8), and the halfling warden pushes
the secondary target 1 square.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The halfling warden assumes the guardian form of the willow sentinel until the end of the encounter. While the halfling warden
is in this form, the halfling warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus
to Fortitude while adjacent to the halfling warden. Once during this encounter, the halfling warden can make the following
attack while the halfling warden is in this form as an immediate interrupt when an enemy adjacent to the halfling warden makes
an attack roll against the halfling warden’s ally.
Secondary Attack: Targets the triggering enemy; +5 vs. AC;
1d8 + 3 damage (crit 11 + 1d8), and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage,
and the target takes a –2 penalty to the triggering attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the halfling warden that is within 5 squares of the halfling warden makes an attack that does not
include the halfling warden as a target.
Targets the triggering enemy; The halfling warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- ○ Second Chance (immediate interrupt)
- When the halfling warden would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warden gains a +2 racial bonus to AC against opportunity attacks.
- Earthstrength
- When the halfling warden uses the halfling warden’s second wind, the halfling warden gains an additional +2 bonus to AC. The
bonus lasts until the end of the halfling warden’s next turn.
- Font of Life
- At the start of the halfling warden’s turn, the halfling 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 halfling warden on the halfling warden’s current
turn. If the halfling warden fails the saving throw, the halfling warden still makes a saving throw against the effect at
the end of the halfling warden’s turn.
- Nature’s Wrath
- Once during each of the halfling warden’s turns, the halfling warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the halfling warden’s next turn.
Skills Athletics +5, Perception +6
Str 16 (+3); Dex 14 (+2); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Wild Warden [Level 1 Brute]
Small natural humanoid [XP 100]
Initiative +2; Senses Perception +7
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 15; Fortitude 14, Reflex 12, Will 13
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and the target is slowed until the end of the halfling warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +5 vs. AC; 1d10 + 5 damage.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The halfling warden assumes the guardian form of the relentless panther until the end of the encounter. While the halfling
warden is in this form, the halfling warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked
by the halfling warden. In addition, the halfling warden can shift 2 squares as a move action. Once during this encounter,
the halfling warden can make the following attack while the halfling warden is in this form as a standard action.
Secondary
Attack: Before the attack, the halfling warden shifts the halfling warden’s speed; +5 vs. Reflex; 2d10 + 3 damage, and
ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the halfling warden makes an attack that does not include the halfling warden as a target.
Targets the triggering enemy; +5 vs. Fortitude; 1d10 + 3 damage, and the target grants combat advantage to the halfling warden
and the halfling warden’s allies until the end of the halfling warden’s next turn.
- ○ Second Chance (immediate interrupt)
- When the halfling warden would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warden gains a +2 racial bonus to AC against opportunity attacks.
- Wildblood
- When the halfling warden uses the halfling warden’s second wind, each enemy marked by the halfling warden takes an additional
-2 penalty to attack rolls for attacks that don’t include the halfling warden as a target, until the end of the halfling warden’s
next turn.
- Font of Life
- At the start of the halfling warden’s turn, the halfling 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 halfling warden on the halfling warden’s current
turn. If the halfling warden fails the saving throw, the halfling warden still makes a saving throw against the effect at
the end of the halfling warden’s turn.
- Nature’s Wrath
- Once during each of the halfling warden’s turns, the halfling warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the halfling warden’s next turn.
Skills Athletics +7, Perception +7
Str 16 (+3); Dex 14 (+2); Wis 14 (+2);
Con 13 (+1); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, battleaxe, 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.