Halfling NPCs [Level 6]
Halfling Battle Cleric [Level 6 Controller (Leader)]
Small natural humanoid [XP 250]
Initiative +4; Senses Perception +5
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 19
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 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] Split the Sky (standard) ✦ Thunder, Weapon
- +10 vs. Fortitude; 1d8 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ Cure Serious Wounds (standard) ✦ Healing
- The halfling cleric or one creature touched by the halfling cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The halfling cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the halfling cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal
an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon
wielder’s next turn.
- ○ 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 +10, Religion +8
Str 17 (+6); Dex 13 (+4); Wis 15 (+5);
Con 12 (+4); Int 10 (+3); Cha 15 (+5)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Devoted Cleric [Level 6 Controller (Leader)]
Small natural humanoid [XP 250]
Initiative +4; Senses Perception +6
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 16, Will 20
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +8 vs. Reflex; 1d8 + 5 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.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 2d10 + 5 radiant damage. Hit or Miss: One ally the halfling cleric can see gains combat advantage
against the target until the end of the halfling cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +8 vs. AC; 1d10 + 5 damage. The halfling cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The halfling cleric’s allies gain combat advantage against the target. The halfling cleric can move the
weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the halfling cleric’s
next turn. Sustain Minor: Repeat the attack. The halfling cleric’s allies continue to gain combat advantage against
the weapon’s target.
- □ Cure Serious Wounds (standard) ✦ Healing
- The halfling cleric or one creature touched by the halfling cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The halfling cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- ○ 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 +11, Religion +8
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 10 (+3); Cha 17 (+6)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Greatweapon Fighter [Level 6 Soldier]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +4
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 22; Fortitude 20, Reflex 17, Will 16
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage. Miss: 3 damage.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 7 damage.
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +10 vs. AC; 3d10 + 5 damage, and the target is immobilized (save ends). Miss: The power is not expended.
- □ Defensive Training (minor) ✦ Stance
- The halfling fighter gains a +2 power bonus to the halfling fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the halfling fighter uses another stance power.
- ○ 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 +11, Intimidate +9
Str 17 (+6); Dex 15 (+5); Wis 12 (+4);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Halfling Guardian Fighter [Level 6 Soldier]
Small natural humanoid [XP 250]
Initiative +6; Senses Perception +4
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 24; Fortitude 20, Reflex 20, Will 16
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+10 vs. AC; 1d8 + 5 damage (crit 13 + 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] Dance of Steel (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and the target is immobilized until the end of the halfling fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). 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.
- ○ Unbreakable (immediate reaction)
- When the halfling fighter is hit by an attack.
Reduce the damage from the attack by 6.
- 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 +9, Intimidate +9
Str 17 (+6); Dex 17 (+6); Wis 12 (+4);
Con 13 (+4); Int 10 (+3); Cha 13 (+4)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Avenging Paladin [Level 6 Soldier]
Small natural humanoid [XP 250]
Initiative +4; Senses Perception +4
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 19
Saving Throws +5 against fear effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +11 vs. AC; 1d8 + 5 radiant damage. If the halfling paladin has marked the target, the halfling paladin gains a +1 bonus to
the damage roll.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +11 vs. AC against one or two targets; 1d8 + 5 damage, and the target is marked until the end of the halfling paladin’s next
turn.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The halfling paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d8 + 5 radiant damage. Miss: Half damage.
- ● 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.
- □ Wrath of the Gods (minor)
- The halfling paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
- ○ 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 +11, Religion +8
Str 17 (+6); Dex 13 (+4); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 17 (+6)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Halfling Protecting Paladin [Level 6 Soldier]
Small natural humanoid [XP 250]
Initiative +4; Senses Perception +4
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 25; Fortitude 18, Reflex 19, Will 20
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 6 damage (crit 14 + 1d8), and the halfling paladin gains 1 temporary hit points.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +11 vs. Will; 2d8 + 6 damage (crit 22 + 1d8). If the halfling paladin is bloodied, the halfling paladin regains 6 hit points.
Bloodied allies within 5 squares of the halfling paladin also regain 6 hit points.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +9 vs. Reflex; 2d6 + 6 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The halfling paladin and the halfling paladin’s allies gain a +1 power bonus to
all defenses while within the zone.
- ● 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The halfling paladin takes half that ally’s damage until the end of the encounter or until
the halfling paladin ends the effect as a free action. No power or effect can reduce the damage the halfling paladin takes
from this power.
- ○ 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 +12, Religion +8
Str 15 (+5); Dex 13 (+4); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 19 (+7)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Archer Ranger [Level 6 Skirmisher]
Small natural humanoid [XP 250]
Initiative +7; Senses Perception +9
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 22; Fortitude 18, Reflex 20, Will 16
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +11 vs. AC; 1d8 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +9/+10 vs. AC; 1d8 + 2 damage (crit 10 + 1d8) (main)/1d6
+ 2 damage (off-hand).
Shortbow: Ranged 15/30; +11 vs. AC (twice); 1d8 + 2 damage.
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 15/30; +11 vs. AC; 3d8 + 6 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● Hunter’s Quarry (minor)
- The 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.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the halfling ranger or an ally is attacked by a creature.
Targets the attacking creature.
Scimitar: +9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
Shortbow:
Ranged 15/30; +11 vs. AC; 1d8 + 6 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering
attack.
- ○ 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the halfling ranger.
The halfling ranger can shift 1 square.
- 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 +9, Stealth +11
Str 15 (+5); Dex 19 (+7); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Halfling Two-Blade Ranger [Level 6 Skirmisher]
Small natural humanoid [XP 250]
Initiative +6; Senses Perception +9
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 19, Will 16
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +10/+10 vs. AC; 1d8 + 2 damage (crit 10 + 1d8) (main)/1d8
+ 2 damage (crit 10 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +10 vs. AC (twice); 1d8 + 2 damage.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +10/+10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8) (main)/1d8
+ 5 damage (crit 13 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +10 vs. AC (twice); 1d8 + 5 damage.
After
the first or the second attack, the halfling ranger can shift 2 squares.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The halfling ranger can shift 2 squares before making this attack. Two attacks on one creature.
Scimitar (main):
+10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8).
Scimitar (off hand): +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
Hit or Miss: After attacking the primary target, the halfling ranger can shift 2 squares and make a secondary
attack against a different creature. Secondary Attack: +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8) (off-hand).
- ● 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the halfling ranger can use this power to allow one ally
to avoid being surprised.
- 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 +9, Perception +9
Str 17 (+6); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Halfling Brawny Rogue [Level 6 Skirmisher]
Small natural humanoid [XP 250]
Initiative +7; Senses Perception +3
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 21, Will 17
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +12 vs. Reflex; 1d6 + 6 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +12 vs. AC; 2d6 + 6 damage, and the target grants combat advantage to the halfling rogue until the end of the halfling rogue’s
next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +12 vs. Fortitude; 2d6 + 6 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the halfling rogue is marked, end that condition. The halfling rogue can shift a number of squares equal to the halfling
rogue’s speed.
- ○ 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 +14, Thievery +14
Str 15 (+5); Dex 19 (+7); Wis 11 (+3);
Con 12 (+4); Int 10 (+3); Cha 15 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Halfling Trickster Rogue [Level 6 Skirmisher]
Small natural humanoid [XP 250]
Initiative +7; Senses Perception +8
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 21, Will 18
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
The halfling rogue can move 2 squares before the attack.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 2d6 + 6 damage.
Hit: Add +3 to the halfling rogue’s AC until the start of the halfling rogue’s next turn.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +12 vs. Fortitude; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. Fortitude; 2d6 +
6 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Chameleon (immediate interrupt)
- When the halfling rogue is hidden and loses cover or concealment against an opponent.
The halfling rogue makes a Stealth check. Until the end of the halfling rogue’s next turn, the halfling rogue remains hidden
from a creature with a clear line of sight to the halfling rogue if that creature does not beat the halfling rogue’s check
result with its Perception check. If at the end of the halfling rogue’s next turn, the halfling rogue is not behind cover
or concealment against a creature, that creature automatically notices the halfling rogue.
- ○ 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 +12, Thievery +14
Str 13 (+4); Dex 19 (+7); Wis 11 (+3);
Con 12 (+4); Int 10 (+3); Cha 17 (+6)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Halfling Fey-Pact Warlock [Level 6 Skirmisher]
Small natural humanoid [XP 250]
Initiative +4; Senses Perception +4
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 19; Fortitude 16, Reflex 18, Will 20
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 psychic damage, and the halfling warlock is invisible to the target until the start of the
halfling warlock’s next turn.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +9 vs. Fortitude; 1d8 + 6 damage, and the target is immobilized until the end of the halfling warlock’s next
turn. Hit or Miss: The halfling warlock teleports 7 squares.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 2d6 + 6 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the halfling warlock’s choice (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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Nimble Reaction
- The halfling warlock gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +10, Bluff +12
Str 10 (+3); Dex 13 (+4); Wis 12 (+4);
Con 13 (+4); Int 15 (+5); Cha 19 (+7)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Infernal-Pact Warlock [Level 6 Skirmisher]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +3
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 18
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +8 vs. Reflex; 1d6 + 5 fire damage. If the halfling warlock takes damage before the end of the halfling warlock’s
next turn, the target takes an extra 1d6 + 5 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +8 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 2d10 + 5 fire damage. Hit or Miss: The targets take 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The halfling warlock’s skin changes into living steel. The halfling warlock gains a +2 power bonus to AC and Fortitude defense
but take a –2 penalty to speed until the end of the encounter. The halfling warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The halfling warlock gains 6 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 +10, Intimidate +10
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 15 (+5); Cha 15 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Halfling Star-Pact Warlock [Level 6 Skirmisher]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +3
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the halfling warlock on its next turn,
it takes an extra 1d6 + 5 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +8 vs. Fortitude; 2d8 + 5 cold damage, and the target grants combat advantage to the halfling warlock and any allies
until the end of the halfling warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end
of the halfling warlock’s next turn.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the halfling warlock’s next turn, blocking line
of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +8 vs. Fortitude; 1d6 + 5 necrotic damage.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Nimble Reaction
- The halfling warlock gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +9, Insight +8
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 13 (+4); Cha 17 (+6)
Equipment leather armor, sickle
-1 Level / +1 Level
Halfling Inspiring Warlord [Level 6 Soldier (Leader)]
Small natural humanoid [XP 250]
Initiative +6; Senses Perception +3
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 16, Will 19
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +10 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] Warlord’s Strike (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage, and all of the halfling warlord’s allies gain a +4 bonus to damage rolls against the target until
the end of the halfling warlord’s next turn.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +10 vs. AC; 3d10 + 5 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
3 hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The halfling warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This
power can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The halfling warlord and each ally within 5 squares regain 13 hit points.
- ○ 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 6 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 +8, History +9
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 17 (+6)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Halfling Tactical Warlord [Level 6 Soldier (Leader)]
Small natural humanoid [XP 250]
Initiative +6; Senses Perception +3
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 18, Will 18
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 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] Steel Monsoon (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and 2 allies within 5 squares of the halfling warlord can shift 1 square.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +10 vs. Reflex; 3d8 + 5 damage (crit 29 + 1d8). Hit or Miss: Until the end of the encounter, when the halfling warlord
is adjacent to the target and it walks or runs, the halfling warlord can cancel that movement as an immediate interrupt.
- ○○ Inspiring Word (minor) ✦ Healing
- The halfling warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This
power can only be used once per round.
- ○ 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.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +2 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +8, History +10
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 15 (+5); Cha 15 (+5)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Halfling Control Wizard [Level 6 Artillery]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +5
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 cold damage, and the target is slowed until the end of the halfling wizard’s next turn.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +8 vs. Will; 1d6 + 5 radiant damage, and the target is dazed until the end of the halfling wizard’s next turn.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +8 vs. Fortitude; 1d10 + 5 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the halfling wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 5 poison damage. As a move action, the halfling wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The halfling wizard or one creature with 5 squares becomes invisible until the end of the halfling wizard’s next turn. If
the target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the halfling wizard
can sustain the effect.
- ○ 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 +11, Insight +10
Str 10 (+3); Dex 15 (+5); Wis 15 (+5);
Con 12 (+4); Int 17 (+6); Cha 13 (+4)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Halfling War Wizard [Level 6 Artillery]
Small natural humanoid [XP 250]
Initiative +6; Senses Perception +4
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 18
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +11 vs. AC; 1d4 + 5 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 1d6 + 5 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +8 vs. Reflex; 2d6 + 5 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +8 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The halfling wizard teleports 10 squares.
- ○ 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 +11, History +11
Str 10 (+3); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 17 (+6); Cha 13 (+4)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Halfling Isolating Avenger [Level 6 Skirmisher]
Small natural humanoid [XP 250]
Initiative +4; Senses Perception +6
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and the halfling avenger shifts 1 square, sliding the target 1 square into the space the halfling
avenger occupied.
- ○ [M] Halo of Fire (standard) ✦ Fire, Weapon
- +11 vs. AC; 2d8 + 5 fire damage, and until the end of the halfling avenger’s next turn, any enemy that ends its turn adjacent
to the target takes 7 fire damage.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +11 vs. AC; 2d8 + 5 damage, and the halfling avenger is invisible to the target (save ends). Aftereffect: The halfling
avenger is invisible to the target until the end of the halfling avenger’s next turn. Miss: Half damage, and the halfling
avenger is invisible to the target until the end of the halfling avenger’s next turn.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the halfling avenger.
If the halfling avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical
hit’s damage.
- 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 +9, Religion +10
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 15 (+5); Cha 12 (+4)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Halfling Pursuing Avenger [Level 6 Skirmisher]
Small natural humanoid [XP 250]
Initiative +6; Senses Perception +6
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +11 vs. AC; 2d8 + 5 damage, and the halfling avenger teleports the target 4 squares. The halfling avenger then teleports to
a space adjacent to the target.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the halfling avenger hits the target with a divine power,
the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the halfling avenger hits the target with
a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the halfling avenger
hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Aspect of Agility (move)
- The halfling avenger shifts 5 squares, and the halfling avenger gains a +2 bonus to AC and Reflex until the end of the halfling
avenger’s next turn.
- ○ [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 +8, Stealth +11
Str 13 (+4); Dex 17 (+6); Wis 17 (+6);
Con 12 (+4); Int 11 (+3); Cha 12 (+4)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Halfling Rageblood Barbarian [Level 6 Brute]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +8
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 17
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d10 + 1d8 + 5 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] Blade Sweep (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage, and each enemy adjacent to the halfling barbarian takes 2 damage.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +10 vs. AC; 2d10 + 5 fire damage, and ongoing 5 fire damage (save ends). Miss: Half damage. Hit or Miss: The
halfling barbarian enters the rage of the silver phoenix. Until the rage ends, the halfling barbarian gains regeneration 3.
In addition, the first time the halfling barbarian drops to 0 hit points or fewer, the halfling barbarian can spend a healing
surge as an immediate interrupt.
- ○ 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.
- □ Combat Surge (free)
- When the halfling barbarian misses with an attack.
Must be raging.
The halfling barbarian rerolls the attack.
- 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 +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 15 (+5); Int 10 (+3); Cha 15 (+5)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Thaneborn Barbarian [Level 6 Brute]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +8
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 18
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d10 + 1d6 + 5 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] Daring Charge (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. When charging, the halfling barbarian can use this power in place of a melee basic attack. If
the halfling barbarian charges, the halfling barbarian gains a +2 bonus to the attack roll and the damage roll for each opportunity
attack made against the halfling barbarian while the halfling barbarian charges. The halfling barbarian gains a +3 bonus to
AC against any opportunity attack the halfling barbarian provokes during the halfling barbarian’s charge.
- □ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the halfling barbarian as a free action. If it does so,
the halfling barbarian’s attack deals 1d10 damage extra cold damage.
+10 vs. AC; 3d10 + 5 cold damage. Miss:
Half damage. Hit or Miss: The halfling barbarian enters the rage of the frost wolf. Until the rage ends, any enemy
that hits the halfling barbarian with a melee attack takes 6 cold damage.
- ○ [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.
- □ Instinctive Charge (no action)
- When the halfling barbarian rolls initiative at the beginning of an encounter.
The halfling barbarian gains a +5 power bonus to the halfling barbarian’s initiative. The halfling barbarian also gains a
+2 power bonus to the halfling barbarian’s first attack roll during the encounter.
- 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 +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 13 (+4); Int 10 (+3); Cha 17 (+6)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Cunning Bard [Level 6 Controller (Leader)]
Small natural humanoid [XP 250]
Initiative +4; Senses Perception +8
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 19, Will 20
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the halfling
bard’s next turn.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +11 vs. Reflex; 1d8 + 6 damage (crit 14 + 1d8), and each ally within 5 squares of the halfling bard gains a +3 bonus to damage
rolls against the target until the end of the halfling bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +9 vs. Will; the target is dominated until the end of the halfling bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the halfling bard’s choice as a free action.
- ○○ Majestic Word (minor) ✦ Healing
- The halfling bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This
power can only be used once per round. The 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.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the halfling bard.
Each ally within 10 squares missed by the triggering attack regains 5 hit points.
- 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 +10, Bluff +12
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 13 (+4); Int 15 (+5); Cha 19 (+7)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Halfling Valorous Bard [Level 6 Controller (Leader)]
Small natural humanoid [XP 250]
Initiative +4; Senses Perception +8
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 22; Fortitude 17, Reflex 18, Will 20
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 6 damage (crit 14 + 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.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 6 damage (crit 22 + 1d8), and each ally within 5 squares of the halfling bard gains a +3 bonus to attack
rolls while charging until the end of the halfling bard’s next turn.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +9 vs. Will; 2d6 + 6 psychic damage, and the target is affected by the halfling bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the halfling bard
than where it started its turn, the target takes 1d6 + 6 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The halfling bard pushes the target 3 squares.
- ○○ Majestic Word (minor) ✦ Healing
- The halfling bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This
power can only be used once per round. The halfling bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The halfling bard transfers one effect on the target that a save can end to the halfling
bard or to another ally with 5 squares. The new subject of the effect gains a +2 power bonus to saving throws against that
effect.
- ○ 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 +9, Athletics +8
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 15 (+5); Int 13 (+4); Cha 19 (+7)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Halfling Guardian Druid [Level 6 Controller]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +6
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +8 vs. Fortitude; 2d6 + 5 cold damage, the target is pushed 2 squares and is knocked prone.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The halfling druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high
and must be on a solid surface, and it lasts until the end of the halfling druid’s next turn. The wall provides cover. A creature’s
line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs
3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 5
damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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.
- ○ Camouflage Cloak (minor)
- The halfling druid or one ally within 5 squares becomes invisible until moving or until the end of the halfling druid’s next
turn.
- ○ 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 +11, Nature +11
Str 12 (+4); Dex 15 (+5); Wis 17 (+6);
Con 15 (+5); Int 11 (+3); Cha 12 (+4)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Predator Druid [Level 6 Controller]
Small natural humanoid [XP 250]
Initiative +6; Senses Perception +11
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 19, Will 19
Saving Throws +5 against fear effects
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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] Predator’s Flurry (standard) ✦ Beast Form
- +8 vs. Reflex; 1d6 + 5 damage, and the primary target is dazed until the end of the halfling druid’s next turn. Hit or
Miss: The halfling druid shifts 3 squares and then make a secondary attack against one creature other than the primary
target. Secondary Attack: +8 vs. Reflex; 1d6 + 5 damage, and the secondary target is dazed until the end of the halfling
druid’s next turn.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Stalker’s Eyes (minor)
- The halfling druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- ○ 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 +11, Perception +11
Str 12 (+4); Dex 17 (+6); Wis 17 (+6);
Con 13 (+4); Int 11 (+3); Cha 12 (+4)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Preserving Invoker [Level 6 Artillery]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +6
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 1d8 + 5 radiant damage, and the halfling invoker slides the target 1 square. The halfling invoker
can use this power as a ranged basic attack.
- ○ [R] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the halfling invoker or the halfling invoker’s allies before the end of its next turn, the
target takes 2d10 + 5 radiant damage at the end of that turn. If the target doesn’t attack the halfling invoker or the halfling
invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 5 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the halfling invoker’s next turn. Miss: Half damage, and the target is blinded until the end
of the halfling invoker’s next turn.
- □ Astral Step (move) ✦ Teleportation
- The halfling invoker and each ally within 5 squares teleports 5 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.
- ○ 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 +10, Religion +10
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 15 (+5); Cha 13 (+4)
Equipment hide armor, mace
-1 Level / +1 Level
Halfling Wrathful Invoker [Level 6 Artillery]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +6
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 21; Fortitude 18, Reflex 18, Will 19
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Fortitude; 1d10 + 5 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.
- ○ [A] Chains of Carceri (standard)
- Area burst 1 within 10; +8 vs. Reflex; 2d8 + 5 damage, and the target is slowed until the end of the halfling invoker’s next
turn.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is pushed 2 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the 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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the halfling invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +9, Religion +9
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 13 (+4); Cha 13 (+4)
Equipment chainmail, mace
-1 Level / +1 Level
Halfling Bear Shaman [Level 6 Controller (Leader)]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +11
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 1d8 + 5 damage, and each ally adjacent to the halfling shaman’s spirit companion gains 2 temporary
hit points.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +8 vs. Fortitude; 2d8 + 5 damage, and one ally adjacent to the halfling shaman’s spirit companion can spend
a healing surge and regains 2 additional hit points.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +8 vs. Will; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
halfling shaman and the halfling shaman’s allies gain a +2 bonus to attack rolls against the target.
- ● 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 13 damage to the spirit,
the spirit disappears, and the halfling shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the halfling shaman’s spirit companion doesn’t grant combat advantage.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the halfling shaman’s spirit companion without shifting.
Targets triggering enemy; +8 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 +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 13 (+4); Cha 12 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Panther Shaman [Level 6 Controller (Leader)]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +11
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +8 vs. Reflex; 1d10 + 5 lightning damage, until the end of the halfling shaman’s next turn, any ally adjacent to
the halfling shaman’s spirit companion can shift as a minor action. In addition, until the end of the halfling shaman’s next
turn, any ally ignores difficult terrain in the halfling shaman’s spirit companion’s space and in squares adjacent to it.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +8 vs. Reflex; 2d6 + 5 damage, and the halfling shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● Call Spirit Companion (minor) ✦ Conjuration
- The 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 13 damage to the spirit,
the spirit disappears, and the halfling shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the halfling shaman’s spirit companion without shifting.
Targets triggering enemy; +8 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 15 (+5); Cha 12 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Chaos Sorcerer [Level 6 Artillery]
Small natural humanoid [XP 250]
Initiative +6; Senses Perception +3
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 21
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +11 vs. AC; 1d4 + 5 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +9 vs. Will; 1d10 + 9 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:
+9 vs. Will; 1d6 + 5 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.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +9 vs. Fortitude; 1d8 + 9 force damage, and the target is immobilized until the end of the halfling sorcerer’s
next turn. If the halfling sorcerer rolled an even number on the attack roll, the halfling sorcerer slides the target 3 squares.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +9 vs. Reflex; 3d10 + 9 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ 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.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the halfling sorcerer is hit by an area or a close attack.
The halfling sorcerer teleports 5 squares.
- 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 +8, Bluff +12
Str 13 (+4); Dex 17 (+6); Wis 10 (+3);
Con 12 (+4); Int 11 (+3); Cha 19 (+7)
Equipment cloth armor, dagger
-1 Level / +1 Level
Halfling Dragon Sorcerer [Level 6 Skirmisher]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +3
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 17; Fortitude 17, Reflex 17, Will 21
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d8 + 8 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] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +9 vs. Fortitude; 2d8 + 8 poison damage, and the target takes a –2 penalty to Fortitude until the end of the
halfling sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +9 vs. Fortitude; 2d6 + 8 thunder damage. Hit or Miss: The halfling sorcerer jumps a number of squares
equal to the halfling sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +9 vs. Fortitude; 2d6 + 4 thunder damage, and the halfling sorcerer
pushes the secondary target 1 square.
- ○ 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.
- ○ Sudden Scales (immediate interrupt)
- When the halfling sorcerer is hit by an attack.
The halfling sorcerer gains a +5 bonus to all defenses against the triggering attack.
- 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 +8, Athletics +10
Str 15 (+5); Dex 15 (+5); Wis 10 (+3);
Con 12 (+4); Int 11 (+3); Cha 19 (+7)
Equipment cloth armor, mace
-1 Level / +1 Level
Halfling Earth Warden [Level 6 Brute]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +9
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 19, Reflex 19, Will 17
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8), and the halfling warden gains a +1 power bonus to AC until the end of the halfling
warden’s next turn.
- ○ [M] Earthgrasp Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8), and the halfling warden knocks the target prone. The target can’t stand up until
the end of the halfling warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10
+ 5 damage.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the halfling warden teleports 5 squares. +10 vs. Reflex; 2d8 + 5 thunder damage (crit 21 + 1d8), and the
target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of the halfling warden’s next
turn.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the halfling warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the halfling warden uses another stance power.
- ● [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 +8, Perception +9
Str 17 (+6); Dex 14 (+5); Wis 13 (+4);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Wild Warden [Level 6 Brute]
Small natural humanoid [XP 250]
Initiative +5; Senses Perception +10
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 20; Fortitude 19, Reflex 17, Will 18
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage, and the target is slowed until the end of the halfling warden’s next turn.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. If the target shifts before the start of the halfling warden’s next turn, the halfling warden
shifts 3 squares as an immediate reaction.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the halfling warden can see; +10 vs. Reflex; 1d10 + 5 poison damage, and the target takes
ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
- ● [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; +10 vs. Fortitude; 1d10 + 5 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the halfling warden drops to 0 hit points or fewer.
The halfling warden regains hit points as if the halfling warden had spent a healing surge.
- 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 +10, Perception +10
Str 17 (+6); Dex 14 (+5); Wis 15 (+5);
Con 13 (+4); Int 10 (+3); Cha 13 (+4)
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.