Halfling NPCs [Level 9]
Halfling Battle Cleric [Level 9 Controller (Leader)]
Small natural humanoid [XP 400]
Initiative +5; Senses Perception +7
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 21, Reflex 18, Will 22
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target
until the end of the halfling cleric’s next turn.
- ○ [M] Awe Strike (standard) ✦ Fear, Weapon
- +13 vs. Will; 1d8 + 7 damage, and the target is immobilized until the end of the halfling cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +13 vs. Fortitude; 2d8 + 7 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the halfling cleric gains regeneration 5, and the halfling cleric and each ally
within the burst gain a +2 power bonus to AC.
- □ 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 +12, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 16 (+7);
Con 12 (+5); Int 10 (+4); Cha 15 (+6)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Devoted Cleric [Level 9 Controller (Leader)]
Small natural humanoid [XP 400]
Initiative +5; Senses Perception +8
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 18, Reflex 18, Will 23
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +11 vs. Reflex; 1d8 + 7 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] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +11 vs. Will; 2d8 + 7 radiant damage, and the target takes a -4 penalty to attack rolls until the end of the halfling
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +11 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Cure Serious Wounds (standard) ✦ Healing
- The 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 +13, Religion +9
Str 13 (+5); Dex 13 (+5); Wis 18 (+8);
Con 12 (+5); Int 10 (+4); Cha 18 (+8)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Greatweapon Fighter [Level 9 Soldier]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +5
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 23, Reflex 19, Will 18
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage. Miss: 4 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the halfling fighter. A target
that cannot end adjacent to the halfling fighter is not pulled. The halfling fighter then makes a close attack targeting each
adjacent enemy: +13 vs. AC; 1d10 + 7 damage.
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +13 vs. AC; 2d10 + 7 damage, and the halfling fighter slides the target 1 square.
Miss: Half damage.
- □ 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 +13, Intimidate +10
Str 18 (+8); Dex 15 (+6); Wis 12 (+5);
Con 16 (+7); Int 10 (+4); Cha 13 (+5)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Halfling Guardian Fighter [Level 9 Soldier]
Small natural humanoid [XP 400]
Initiative +8; Senses Perception +5
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 26; Fortitude 23, Reflex 23, Will 18
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+13 vs. AC; 1d8 + 7 damage (crit 15 + 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] Iron Bulwark (standard) ✦ Weapon
- +13 vs. AC; 2d8 + 7 damage (crit 23 + 1d8). Hit or Miss: The halfling fighter gains a +2 power bonus to AC until the
end of the halfling fighter’s next turn.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +13 vs. AC; 3d8 + 7 damage (crit 31 + 1d8), and the target is slowed (save ends). 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 +10, Intimidate +10
Str 18 (+8); Dex 18 (+8); Wis 12 (+5);
Con 13 (+5); Int 10 (+4); Cha 13 (+5)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Avenging Paladin [Level 9 Soldier]
Small natural humanoid [XP 400]
Initiative +5; Senses Perception +5
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 25; Fortitude 22, Reflex 19, Will 22
Saving Throws +5 against fear effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +14 vs. AC; 1d8 + 7 radiant damage. If the halfling paladin has marked the target, the halfling paladin gains a +1 bonus to
the damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +14 vs. AC; 2d8 + 7 thunder damage, and the target is knocked prone. If the target is marked by the halfling paladin, the
attack can score a critical hit on a roll of 19–20.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +11 vs. Will; 2d8 + 7 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ● 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.
- □ Wrath of the Gods (minor)
- The halfling paladin and each adjacent ally add +4 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 +13, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 18 (+8)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Halfling Protecting Paladin [Level 9 Soldier]
Small natural humanoid [XP 400]
Initiative +5; Senses Perception +5
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 27; Fortitude 21, Reflex 21, Will 23
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage (crit 14 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 8 damage (crit 16 + 1d8), and the halfling paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +12 vs. Will; 2d10 + 8 damage, and the target is pulled 1 square.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +12 vs. Fortitude; 1d10 + 8 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +12 vs. Fortitude; 1d10 + 8 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- ● Divine Challenge (minor) ✦ Radiant
- The 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 8 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 +14, Religion +9
Str 16 (+7); Dex 13 (+5); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 20 (+9)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Archer Ranger [Level 9 Skirmisher]
Small natural humanoid [XP 400]
Initiative +9; Senses Perception +10
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 25; Fortitude 21, Reflex 23, Will 18
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage (crit 14 + 1d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +14 vs. AC; 1d8 + 8 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +12/+13 vs. AC; 1d8 + 3 damage (crit 11 + 1d8) (main)/1d6
+ 3 damage (off-hand).
Shortbow: Ranged 15/30; +14 vs. AC (twice); 1d8 + 3 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 15/30; one attack each on one or two creatures; +14 vs. AC; 2d8 + 8 damage (first shot) and 1d8 + 8 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The halfling ranger can move at full speed. At any point during the move, the halfling ranger can make two attacks.
Scimitar: +12 vs. AC; 3d8 + 6 damage (crit 30 + 1d8).
Shortbow: Ranged 15/30; +14 vs. AC; 3d8 + 8 damage.
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.
- ○ 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 +10, Stealth +13
Str 16 (+7); Dex 20 (+9); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Halfling Two-Blade Ranger [Level 9 Skirmisher]
Small natural humanoid [XP 400]
Initiative +8; Senses Perception +10
HP 97; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 22, Reflex 22, Will 18
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 1d8 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +13/+13 vs. AC; 1d8 + 3 damage (crit 11 + 1d8) (main)/1d8
+ 3 damage (crit 11 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +13 vs. AC (twice); 1d8 + 3 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar (main): +13 vs. AC; 2d8 + 7 damage (crit 23 + 1d8).
Scimitar
(off hand): +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +13 vs. AC; 2d8 + 7 damage (crit 23 + 1d8). Miss: Half damage.
- ● 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 +10, Perception +10
Str 18 (+8); Dex 18 (+8); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Halfling Brawny Rogue [Level 9 Skirmisher]
Small natural humanoid [XP 400]
Initiative +9; Senses Perception +4
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 20, Reflex 24, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +15 vs. Reflex; 1d6 + 8 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +15 vs. Fortitude; 1d6 + 8 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the halfling
rogue’s next turn.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +15 vs. Fortitude; 2d6 + 8 damage, and the target takes ongoing 8 damage and grants combat advantage to the halfling rogue
(save ends both). 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 +16, Thievery +16
Str 16 (+7); Dex 20 (+9); Wis 11 (+4);
Con 12 (+5); Int 10 (+4); Cha 15 (+6)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Halfling Trickster Rogue [Level 9 Skirmisher]
Small natural humanoid [XP 400]
Initiative +9; Senses Perception +9
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 18, Reflex 24, Will 21
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
The halfling rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +15 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +15 vs. Fortitude; 2d6 + 8 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the halfling rogue’s
next turn.
- ● 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 +14, Thievery +16
Str 13 (+5); Dex 20 (+9); Wis 11 (+4);
Con 12 (+5); Int 10 (+4); Cha 18 (+8)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Halfling Fey-Pact Warlock [Level 9 Skirmisher]
Small natural humanoid [XP 400]
Initiative +5; Senses Perception +5
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 22; Fortitude 18, Reflex 21, Will 23
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 1d6 + 8 psychic damage, and the halfling warlock is invisible to the target until the start of the
halfling warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +12 vs. Will; 1d10 + 8 psychic damage, and the halfling warlock and all allies in range are invisible to the target
until the end of the halfling warlock’s next turn. Hit or Miss: The halfling warlock gains a +3 power bonus to Stealth
checks until the end of the encounter.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +12 vs. Reflex; 2d8 + 8 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the halfling warlock
can no longer sustain this power.
- ● 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 +12, Bluff +14
Str 10 (+4); Dex 13 (+5); Wis 12 (+5);
Con 13 (+5); Int 16 (+7); Cha 20 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Infernal-Pact Warlock [Level 9 Skirmisher]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +4
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 22; Fortitude 21, Reflex 21, Will 20
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +11 vs. Reflex; 1d6 + 7 fire damage. If the halfling warlock takes damage before the end of the halfling warlock’s
next turn, the target takes an extra 1d6 + 7 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +11 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +11 vs. Reflex; 3d10 + 7 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ● Warlock’s Curse (minor)
- The 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 9 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 +12, Intimidate +11
Str 10 (+4); Dex 14 (+6); Wis 11 (+4);
Con 18 (+8); Int 16 (+7); Cha 15 (+6)
Equipment leather armor, mace
-1 Level / +1 Level
Halfling Star-Pact Warlock [Level 9 Skirmisher]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +4
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 21; Fortitude 21, Reflex 20, Will 22
Saving Throws +5 against fear effects
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +11 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the halfling warlock on its next turn,
it takes an extra 1d6 + 7 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +11 vs. Will; 2d6 + 7 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +11 vs. Will; 2d10 + 7 psychic damage, and the halfling warlock teleports the target to an unoccupied square within
3 squares of the halfling warlock. Sustain Minor: Make a +11 vs. Will attack against the target. On a hit, the halfling
warlock teleports the target to an unoccupied square within 3 squares of the halfling warlock. On a miss, the effect 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.
- □ 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, Insight +9
Str 10 (+4); Dex 14 (+6); Wis 11 (+4);
Con 18 (+8); Int 13 (+5); Cha 18 (+8)
Equipment leather armor, sickle
-1 Level / +1 Level
Halfling Inspiring Warlord [Level 9 Soldier (Leader)]
Small natural humanoid [XP 400]
Initiative +7; Senses Perception +4
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 22, Reflex 18, Will 22
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +13 vs. Fortitude; 4 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 +4 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Sunder Armor (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 7 damage. Until the end of the halfling warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] White Raven Strike (standard) ✦ Weapon
- +13 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
halfling warlord dropped the target to 0 hit points or fewer with this attack, add +4 to the temporary hit points the halfling
warlord’s allies gain.
- ○○ 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 14 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 8 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 +9, History +10
Str 18 (+8); Dex 13 (+5); Wis 10 (+4);
Con 12 (+5); Int 13 (+5); Cha 18 (+8)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Halfling Tactical Warlord [Level 9 Soldier (Leader)]
Small natural humanoid [XP 400]
Initiative +7; Senses Perception +4
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 20
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 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] Surprise Attack (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8), and an ally within 5 squares of the halfling warlord makes a basic attack with
combat advantage as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Knock Them Down (standard) ✦ Weapon
- +13 vs. AC; 3d8 + 7 damage (crit 31 + 1d8), and the target is knocked prone. Every ally within 10 squares of the halfling
warlord can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks
deal no damage but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ○○ Inspiring Word (minor) ✦ Healing
- The 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 +3 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +3 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 +9, History +12
Str 18 (+8); Dex 13 (+5); Wis 10 (+4);
Con 12 (+5); Int 16 (+7); Cha 15 (+6)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Halfling Control Wizard [Level 9 Artillery]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +7
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 21, Will 22
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +12 vs. AC; 1d4 + 5 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +11 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the halfling wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +11 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +11 vs. Reflex; 2d12 + 7 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends
both). Miss: Half damage, and the target is slowed (save ends).
- □ Invisibility (standard) ✦ Illusion
- The 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 -3 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 +13, Insight +12
Str 10 (+4); Dex 15 (+6); Wis 16 (+7);
Con 12 (+5); Int 18 (+8); Cha 13 (+5)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Halfling War Wizard [Level 9 Artillery]
Small natural humanoid [XP 400]
Initiative +8; Senses Perception +5
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 21, Will 20
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d4 + 7 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +11 vs. Reflex; 1d6 + 7 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +11 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +11 vs. Reflex; 1d6 + 7 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +11 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- □ Dimension Door (move) ✦ Teleportation
- The 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 +4 bonus to a single attack roll.
- Nimble Reaction
- The halfling wizard gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +13, History +13
Str 10 (+4); Dex 18 (+8); Wis 13 (+5);
Con 12 (+5); Int 18 (+8); Cha 13 (+5)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Halfling Isolating Avenger [Level 9 Skirmisher]
Small natural humanoid [XP 400]
Initiative +5; Senses Perception +8
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 22
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and the halfling avenger shifts 1 square, sliding the target 1 square into the space the halfling
avenger occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +14 vs. AC; 1d8 + 7 damage, and the halfling avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +14 vs. AC; 3d8 + 7 damage, and the halfling avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the
halfling avenger makes a saving throw.
- ○ [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 +3 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 +10, Religion +12
Str 13 (+5); Dex 13 (+5); Wis 18 (+8);
Con 12 (+5); Int 16 (+7); Cha 12 (+5)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Halfling Pursuing Avenger [Level 9 Skirmisher]
Small natural humanoid [XP 400]
Initiative +8; Senses Perception +8
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 22
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 1d8 + 7 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and if the target doesn’t end its next turn adjacent to the halfling avenger, the halfling avenger
can shift 5 squares as a free action. The halfling avenger must end that shift closer to the target.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage. Before the attack, the halfling avenger gains phasing until the end of the halfling avenger’s
turn, and the halfling avenger shifts 6 squares.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the halfling avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The halfling
avenger must end this movement closer to the target.
- ○ 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 +6 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 +9, Stealth +13
Str 13 (+5); Dex 18 (+8); Wis 18 (+8);
Con 12 (+5); Int 11 (+4); Cha 12 (+5)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Halfling Rageblood Barbarian [Level 9 Brute]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +9
HP 116; Bloodied 58
Healing Surges (+29 hp) ○
AC 23; Fortitude 23, Reflex 20, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d10 + 1d8 + 7 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] Tide of Blood (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 7 damage. The attack deals 1 extra damage for each enemy within 3 squares of the halfling barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +13 vs. AC; 3d10 + 7 damage, and the target is knocked prone. Miss: Half damage. Hit or Miss: The halfling barbarian
enters the rage of the oak hammer. Until the rage ends, whenever the halfling barbarian hits a target with a melee attack,
the halfling barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +3 damage.
- ○ 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 3 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 +12, Perception +9
Str 18 (+8); Dex 14 (+6); Wis 11 (+4);
Con 16 (+7); Int 10 (+4); Cha 15 (+6)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Thaneborn Barbarian [Level 9 Brute]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +9
HP 113; Bloodied 56
Healing Surges (+28 hp) ○
AC 23; Fortitude 23, Reflex 20, Will 21
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d10 + 1d6 + 7 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +13 vs. AC; 2d10 + 7 acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The
halfling barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the halfling barbarian’s
turns, each enemy adjacent to the halfling barbarian is blinded until the end of the halfling barbarian’s turn.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the halfling barbarian hits or misses the halfling barbarian.
Targets the triggering enemy; +17 vs. AC; 3d10 + 7 damage.
- ○ 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 +4 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 +12, Perception +9
Str 18 (+8); Dex 14 (+6); Wis 11 (+4);
Con 13 (+5); Int 10 (+4); Cha 18 (+8)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Cunning Bard [Level 9 Controller (Leader)]
Small natural humanoid [XP 400]
Initiative +5; Senses Perception +9
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 18, Reflex 22, Will 23
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 1d6 + 8 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the halfling
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +12 vs. Will; 2d8 + 8 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the halfling bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 3d8 + 8 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions until the end of the 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 1d6 + 5 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 7 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 8 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 +12, Bluff +14
Str 12 (+5); Dex 13 (+5); Wis 10 (+4);
Con 13 (+5); Int 16 (+7); Cha 20 (+9)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Halfling Valorous Bard [Level 9 Controller (Leader)]
Small natural humanoid [XP 400]
Initiative +5; Senses Perception +9
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 20, Reflex 20, Will 23
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 8 damage (crit 16 + 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] Scorpion’s Claw Strike (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 8 damage (crit 24 + 1d8), and the halfling bard slides an ally who is adjacent to the target to another
space adjacent to it. Until the end of the halfling bard’s next turn, the ally also gains a +3 power bonus to AC.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +14 vs. AC; 3d8 + 8 thunder damage (crit 32 + 1d8), and the halfling bard slides the target 2 squares. Hit or Miss:
Until the end of the encounter, whenever the halfling bard hits a target with an at-will attack power, the halfling bard slides
the target 2 squares to a space that must be adjacent to at least one of the halfling bard’s allies.
- ○○ Majestic Word (minor) ✦ Healing
- The halfling bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 5 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 +3 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 4 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 +10, Athletics +9
Str 12 (+5); Dex 13 (+5); Wis 10 (+4);
Con 16 (+7); Int 13 (+5); Cha 20 (+9)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Halfling Guardian Druid [Level 9 Controller]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +8
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 23; Fortitude 20, Reflex 20, Will 22
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage, and the halfling druid pulls each creature within 3 squares of the target 1 square.
If the halfling druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 3 damage.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +11 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant
damage. Miss: 1d10 + 7 radiant damage.
- ● Wild Shape (minor) ✦ Polymorph
- The 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 +13, Nature +13
Str 12 (+5); Dex 15 (+6); Wis 18 (+8);
Con 16 (+7); Int 11 (+4); Cha 12 (+5)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Predator Druid [Level 9 Controller]
Small natural humanoid [XP 400]
Initiative +8; Senses Perception +13
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 18, Reflex 22, Will 22
Saving Throws +5 against fear effects
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +11 vs. Reflex; 1d6 + 3 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the halfling druid’s next turn. Any enemy that enters the zone or starts its turn there takes 4 fire damage.
- ○ [M] Latch On (standard) ✦ Beast Form
- +11 vs. Reflex; 2d10 + 7 damage, and the halfling druid grabs the target. The target takes a -4 penalty to checks to escape
the grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +11 vs. Reflex; 2d8 + 7 damage, the halfling druid knocks the target prone, and it can’t stand up (save ends). Miss:
Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the halfling druid gains
a +2 bonus to attack rolls against prone targets. In addition, whenever the halfling druid hits an enemy with a melee attack
while the halfling druid is in beast form, the halfling druid can knock that enemy prone.
- ● 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 +13, Perception +13
Str 12 (+5); Dex 18 (+8); Wis 18 (+8);
Con 13 (+5); Int 11 (+4); Cha 12 (+5)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Preserving Invoker [Level 9 Artillery]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +8
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 22
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +11 vs. Reflex; 1d8 + 7 radiant damage, and the halfling invoker slides the target 1 square. The halfling invoker
can use this power as a ranged basic attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +11 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +11 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the halfling invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the halfling invoker takes 5 psychic damage.
- □ Astral Step (move) ✦ Teleportation
- The halfling invoker and each ally within 5 squares teleports 6 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 +3 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 +12, Religion +12
Str 10 (+4); Dex 14 (+6); Wis 18 (+8);
Con 13 (+5); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, mace
-1 Level / +1 Level
Halfling Wrathful Invoker [Level 9 Artillery]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +8
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 23; Fortitude 21, Reflex 20, Will 22
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The halfling invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +16 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 3 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +11 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the halfling invoker’s next turn. Any creature that starts its turn within
the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the halfling invoker hits the halfling invoker.
The triggering enemy takes 3 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 +11, Religion +10
Str 10 (+4); Dex 14 (+6); Wis 18 (+8);
Con 16 (+7); Int 13 (+5); Cha 13 (+5)
Equipment chainmail, mace
-1 Level / +1 Level
Halfling Bear Shaman [Level 9 Controller (Leader)]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +13
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 21; Fortitude 21, Reflex 19, Will 22
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Will; 1d8 + 7 damage, and each ally adjacent to the halfling shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +11 vs. Fortitude; 1d10 + 7 cold damage, and before the end of the halfling shaman’s next turn, as an immediate
interrupt, the halfling shaman can grant an ally adjacent to the halfling shaman’s spirit companion a +6 bonus to AC against
an attack that hits.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +11 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ● Call Spirit Companion (minor) ✦ Conjuration
- The 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 14 damage to the spirit,
the spirit disappears, and the halfling shaman takes 9 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; +11 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the halfling shaman’s
spirit companion regains 4 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 3 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 +13, Perception +13
Str 11 (+4); Dex 14 (+6); Wis 18 (+8);
Con 16 (+7); Int 13 (+5); Cha 12 (+5)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Panther Shaman [Level 9 Controller (Leader)]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +13
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 20, Will 22
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Fortitude; 1d10 + 7 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Will; 2d10 + 7 damage, and until the end of the halfling shaman’s next turn, any ally adjacent to
the halfling shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +11 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The halfling shaman and each
ally within 10 squares of the halfling shaman regains 5 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 14 damage to the spirit,
the spirit disappears, and the halfling shaman takes 9 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; +11 vs. Reflex; 1d10 + 7 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 +3 bonus to damage rolls against bloodied enemies.
Skills Nature +13, Perception +13
Str 11 (+4); Dex 14 (+6); Wis 18 (+8);
Con 13 (+5); Int 16 (+7); Cha 12 (+5)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Chaos Sorcerer [Level 9 Artillery]
Small natural humanoid [XP 400]
Initiative +8; Senses Perception +4
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 21, Will 24
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d4 + 7 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +12 vs. Will; 1d10 + 12 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:
+12 vs. Will; 1d6 + 7 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +12 vs. Reflex; 2d6 + 12 lightning damage. Hit or Miss: The halfling sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +12 vs. Fortitude; 2d10 + 12 poison damage. Hit or Miss: The halfling sorcerer slides the target 5 squares.
The target is poisonous to the halfling sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts
its turn adjacent to the target takes 1d10 + 7 poison damage. If the halfling sorcerer rolled an even number on the attack
roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 7 poison damage.
- ○ 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 6 squares.
- Nimble Reaction
- The halfling sorcerer gains a +2 racial bonus to AC against opportunity attacks.
- Chaos Power
- The halfling sorcerer gains a +4 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 +9, Bluff +14
Str 13 (+5); Dex 18 (+8); Wis 10 (+4);
Con 12 (+5); Int 11 (+4); Cha 20 (+9)
Equipment cloth armor, dagger
-1 Level / +1 Level
Halfling Dragon Sorcerer [Level 9 Skirmisher]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +4
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 19, Will 24
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +12 vs. Reflex; 1d8 + 11 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 3 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +12 vs. Fortitude; 2d8 + 11 cold damage, and the halfling sorcerer knocks the target prone.
The target also takes a –2 penalty to Fortitude until the end of the halfling sorcerer’s next turn.
- □ [C] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +12 vs. Fortitude; 2d6 + 11 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The halfling sorcerer gains a +3 power bonus to AC until the end of the
encounter.
- ○ 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 +6 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 +3 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 +9, Athletics +12
Str 16 (+7); Dex 15 (+6); Wis 10 (+4);
Con 12 (+5); Int 11 (+4); Cha 20 (+9)
Equipment cloth armor, mace
-1 Level / +1 Level
Halfling Earth Warden [Level 9 Brute]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +10
HP 116; Bloodied 58
Healing Surges (+29 hp) ○
AC 25; Fortitude 22, Reflex 21, Will 19
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8), and the halfling warden gains a +1 power bonus to AC until the end of the halfling
warden’s next turn.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +13 vs. Fortitude; 2d8 + 7 damage (crit 23 + 1d8), and the target takes a –4 penalty to melee attack rolls 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.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The halfling warden assumes the guardian form of the oak sentinel until the end of the encounter. While the halfling warden
is in this form, the halfling warden’s melee reach increases by 1. In addition, any enemy that hits the halfling warden with
a melee attack takes 4 damage. 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 within the halfling warden’s reach makes a melee attack against
the halfling warden’s ally.
Secondary Attack: targets the triggering enemy; +13 vs. AC; 2d8 + 7 damage (crit
23 + 1d8). Miss: Half damage. Hit or Miss: The halfling warden becomes the target of the triggering attack,
even if the halfling warden is not within that attack’s range.
- ● [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 +3 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 +10, Perception +10
Str 18 (+8); Dex 14 (+6); Wis 13 (+5);
Con 16 (+7); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Wild Warden [Level 9 Brute]
Small natural humanoid [XP 400]
Initiative +6; Senses Perception +12
HP 113; Bloodied 56
Healing Surges (+28 hp) ○
AC 23; Fortitude 22, Reflex 19, Will 21
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage, and the target is slowed until the end of the halfling warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +13 vs. AC; 2d10 + 7 damage, and the halfling warden slides the target 1 square. The halfling warden can slide the target
into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature take 3
psychic damage.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The halfling warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the halfling
warden is in this form, the halfling warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking
ongoing damage. In addition, the halfling warden can use the halfling warden’s second wind as a minor 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: +13 vs. AC; 1d10 + 7 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; +13 vs. Fortitude; 1d10 + 7 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
-3 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 +12, Perception +12
Str 18 (+8); Dex 14 (+6); Wis 16 (+7);
Con 13 (+5); Int 10 (+4); Cha 13 (+5)
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.