Halfling NPCs [Level 16]
Halfling Battle Cleric [Level 16 Controller (Leader)]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +12
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 29, Reflex 26, Will 30
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target
until the end of the halfling cleric’s next turn.
- ○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +21 vs. AC; 2d8 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+21 vs. AC; 1d8 + 11 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +21 vs. Will; 2d8 + 11 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning damage.
- □ Divine Armor (standard) ✦ Healing
- The halfling cleric gains a +2 power bonus to AC. The halfling cleric and each ally within 3 squares gain resist 5 to all
damage until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The halfling cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- ○ 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 +17, Religion +13
Str 20 (+13); Dex 14 (+10); Wis 18 (+12);
Con 13 (+9); Int 11 (+8); Cha 16 (+11)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Devoted Cleric [Level 16 Controller (Leader)]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +13
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 26, Will 31
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +19 vs. Reflex; 1d8 + 11 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] Plague of Doom (standard)
- Ranged 10; +19 vs. Fortitude; 3d8 + 11 damage, and the target takes a -5 penalty to all defenses until the end of the halfling
cleric’s next turn.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +19 vs. Will; 4d10 + 11 radiant damage, and the target is slowed until the end of the halfling
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the halfling cleric and the halfling cleric’s allies against ranged attacks until the
end of the halfling cleric’s next turn. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The halfling cleric and any allies gain the following benefits
while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack
rolls. The area remains hallowed until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The halfling cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- ○ 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 +18, Religion +13
Str 14 (+10); Dex 14 (+10); Wis 20 (+13);
Con 13 (+9); Int 11 (+8); Cha 20 (+13)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Greatweapon Fighter [Level 16 Soldier]
Small natural humanoid [XP 1400]
Initiative +11; Senses Perception +9
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 31, Reflex 27, Will 26
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage. Miss: 5 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 15 damage, and make a secondary attack against each enemy adjacent to the primary target and within the
halfling fighter’s melee reach. Secondary Attack: +21 vs. AC; 1d10 + 15 damage.
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The halfling fighter gains regeneration 4, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts
its turn adjacent to the halfling fighter takes 1d10 + 6 damage damage and is slowed until the end of its turn, as long as
the halfling fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the halfling fighter uses another stance power.
- □ Iron Warrior (minor) ✦ Healing
- The halfling fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against
one effect that a save can end.
- ○ 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 +18, Intimidate +15
Str 20 (+13); Dex 16 (+11); Wis 13 (+9);
Con 18 (+12); Int 11 (+8); Cha 14 (+10)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Halfling Guardian Fighter [Level 16 Soldier]
Small natural humanoid [XP 1400]
Initiative +13; Senses Perception +9
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 26
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8), 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] Storm of Blows (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 16 damage (crit 24 + 2d8). Hit or Miss: After the attack, the halfling fighter can shift 1 square
and repeat the attack against another target within reach. The halfling fighter can then shift 1 square and repeat the attack
against a third target within reach. After the final attack, the halfling fighter can shift 1 square.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +21 vs. AC; 3d8 + 11 damage (crit 35 + 2d8). Miss: Half damage.
- ○ 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.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- 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 +14, Intimidate +15
Str 20 (+13); Dex 20 (+13); Wis 13 (+9);
Con 14 (+10); Int 11 (+8); Cha 14 (+10)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Avenging Paladin [Level 16 Soldier]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +10
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 27, Will 30
Saving Throws +5 against fear effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +22 vs. AC; 1d8 + 11 radiant damage. If the halfling paladin has marked the target, the halfling paladin gains a +2 bonus
to the damage roll.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +22 vs. AC; 3d8 + 11 radiant damage, and the target is marked until the end of the halfling paladin’s next turn. The halfling
paladin can fly 2 squares and must charge as part of this attack.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+22 vs. AC; 4d8 + 11 damage. Miss: Half damage. Hit or Miss: The halfling paladin can spend a healing surge.
- ● Divine Challenge (minor) ✦ Radiant
- The halfling paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
halfling paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 11 radiant damage. The halfling paladin must engage the target by attacking it or ending the turn adjacent
to it, or the mark ends. The mark also ends if the halfling paladin challenges another target. Divine Challenge can only be
used once per round.
- □□ Lay on Hands (minor) ✦ Healing
- The halfling paladin spends a healing surge but regains no hit points. Instead, one creature touched by the halfling paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling paladin would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the halfling paladin is hit by an attack.
The halfling paladin teleports adjacent to the ally and is hit by the attack instead.
- Nimble Reaction
- The halfling paladin gains a +2 racial bonus to AC against opportunity attacks.
Skills Intimidate +18, Religion +13
Str 20 (+13); Dex 14 (+10); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 20 (+13)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Halfling Protecting Paladin [Level 16 Soldier]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +10
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 34; Fortitude 29, Reflex 29, Will 31
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 12 damage (crit 20 + 2d8), and the halfling paladin gains 2 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +22 vs. AC; 2d8 + 12 damage (crit 28 + 2d8), and one ally within 5 squares of the halfling paladin regains 12 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +20 vs. Will; 2d10 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the halfling paladin and attacks the halfling paladin or an ally, the halfling paladin can
make a secondary attack against the target as an immediate reaction. Secondary Attack: +20 vs. Will; 2d10 + 12 damage.
Miss: Half damage.
- □ Death Ward (standard) ✦ Healing
- The halfling paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the
target regains hit points as if it had spent two healing surges. Add +6 to the hit points regained.
- ● 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 12 radiant damage. The halfling paladin must engage the target by attacking it or ending the turn adjacent
to it, or the mark ends. The mark also ends if the halfling paladin challenges another target. Divine Challenge can only be
used once per round.
- □□ Lay on Hands (minor) ✦ Healing
- The halfling paladin spends a healing surge but regains no hit points. Instead, one creature touched by the halfling paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling paladin would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling paladin gains a +2 racial bonus to AC against opportunity attacks.
Skills Intimidate +19, Religion +13
Str 18 (+12); Dex 14 (+10); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 22 (+14)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Archer Ranger [Level 16 Skirmisher]
Small natural humanoid [XP 1400]
Initiative +14; Senses Perception +15
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 33; Fortitude 29, Reflex 31, Will 26
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +22 vs. AC; 1d8 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +20/+21 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d6
+ 6 damage (off-hand).
Shortbow: Ranged 15/30; +22 vs. AC (twice); 1d8 + 6 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +20/+21 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d6
+ 6 damage (off-hand).
Shortbow: Ranged 15/30; +22 vs. AC (twice); 1d8 + 6 damage.
Hit: The target
is immobilized until the start of the halfling ranger’s next turn.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 15/30; three attacks against one, two, or three creatures; +22 vs. AC; 1d8 + 12 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d8 damage. Miss: The target is dazed (save ends).
- □ Momentary Respite (standard)
- The halfling ranger shifts 2 squares and makes a saving throw. The halfling ranger is no longer marked by any enemy.
- ● 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 2d6 damage. This effect remains active until the end of the encounter or until
the halfling ranger designates a different target as the quarry. The halfling ranger can only designate one enemy as quarry
at a time.
- ○ Second Chance (immediate interrupt)
- When the halfling ranger would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling ranger gains a +2 racial bonus to AC against opportunity attacks.
- Archer Fighting Style
- The halfling ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The halfling ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +15, Stealth +18
Str 18 (+12); Dex 22 (+14); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Halfling Two-Blade Ranger [Level 16 Skirmisher]
Small natural humanoid [XP 1400]
Initiative +13; Senses Perception +15
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 32; Fortitude 30, Reflex 30, Will 26
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +21 vs. AC; 1d8 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +21/+21 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d8
+ 6 damage (crit 14 + 2d8) (off-hand).
Shortbow: Ranged 15/30; +21 vs. AC (twice); 1d8 + 6 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar (main): +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
Scimitar
(off hand): +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
If one attack hits, the target takes a -2 penalty to AC
until the end of the halfling ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of
the halfling ranger’s next turn.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Scimitar (main): +21 vs. AC; 2d8 + 11 damage (crit 27 + 2d8).
Scimitar
(off hand): +21 vs. AC; 2d8 + 11 damage (crit 27 + 2d8).
Alternate main and off-hand weapon attacks until the halfling
ranger misses or until the halfling ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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 2d6 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 the Blow (immediate interrupt)
- When an enemy hits the halfling ranger with a melee attack.
Shift 1 square away from the enemy.
- 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 +10 hit points.
Skills Nature +15, Perception +15
Str 20 (+13); Dex 20 (+13); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Halfling Brawny Rogue [Level 16 Skirmisher]
Small natural humanoid [XP 1400]
Initiative +14; Senses Perception +9
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 28, Reflex 32, Will 27
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +23 vs. Reflex; 1d6 + 12 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +23 vs. AC; 3d6 + 12 damage, and the target cannot shift until the end of the halfling rogue’s next turn. If the target provokes
an opportunity attack from the halfling rogue before the start of the halfling rogue’s next turn, the halfling rogue gains
a +4 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The halfling rogue can use this power as a minor action if the halfling rogue has already grabbed a creature. Doing so requires
no attack roll. +23 vs. Reflex; 2d6 + 12 damage, and the halfling rogue grabs the target. Until the target escapes, the halfling
rogue has cover, and any melee attack or ranged attack that misses the halfling rogue hits the target instead. Sustain
Minor: Sustain the grab for another round. The third time the halfling rogue sustains the grab after using this power,
the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- ○ 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.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the halfling rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- 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 3d6 damage.
Skills Acrobatics +21, Thievery +21
Str 18 (+12); Dex 22 (+14); Wis 12 (+9);
Con 13 (+9); Int 11 (+8); Cha 16 (+11)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Halfling Trickster Rogue [Level 16 Skirmisher]
Small natural humanoid [XP 1400]
Initiative +14; Senses Perception +14
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 32, Will 29
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 8 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +23 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
The halfling rogue can move 2 squares before the attack.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +23 vs. AC; 2d6 + 12 damage.
Hand
Crossbow: Ranged 10/20; +22 vs. AC; 2d6 + 12 damage.
Hit: The target slides 2 squares. Hit or Miss:
The halfling rogue can move 3 squares after making the attack.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +23 vs. AC; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 3d6 + 12 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 14 damage (short sword) or
5d6 + 14 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ○ Hide in Plain Sight (minor)
- The halfling rogue must already be hidden to use this power. The halfling rogue is invisible until the halfling rogue leaves
the halfling rogue’s current square. No other action that the halfling rogue performs makes the halfling rogue visible.
- ○ 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 3d6 damage.
Skills Stealth +19, Thievery +21
Str 14 (+10); Dex 22 (+14); Wis 12 (+9);
Con 13 (+9); Int 11 (+8); Cha 20 (+13)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Halfling Fey-Pact Warlock [Level 16 Skirmisher]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +9
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 29, Will 31
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 1d6 + 12 psychic damage, and the halfling warlock is invisible to the target until the start of the
halfling warlock’s next turn.
- ○ [R] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +20 vs. Will; until the end of the halfling warlock’s next turn, the target treats all creatures as enemies for
the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these
attack rolls.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +20 vs. Will; The target loses its next standard action. Sustain Standard: Make a +20 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The halfling warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the halfling
warlock’s next turn.
- ● 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The halfling warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The halfling warlock can immediately teleport 3 squares.
- ○ Second Chance (immediate interrupt)
- When the halfling warlock would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warlock gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +17, Bluff +19
Str 11 (+8); Dex 14 (+10); Wis 13 (+9);
Con 14 (+10); Int 18 (+12); Cha 22 (+14)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Infernal-Pact Warlock [Level 16 Skirmisher]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +9
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 30; Fortitude 29, Reflex 29, Will 28
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +19 vs. Reflex; 1d6 + 11 fire damage. If the halfling warlock takes damage before the end of the halfling warlock’s
next turn, the target takes an extra 1d6 + 11 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +19 vs. Will; 2d8 + 15 necrotic damage, and the target is weakened until the end of the halfling warlock’s next
turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +19 vs. Reflex; 4d10 + 11 fire and poison damage. Sustain Standard: Make a +19 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 11 fire and poison damage. On a miss, the halfling
warlock deals half damage and the power ends.
- ○ Cloak of Shadow (move)
- The halfling warlock can fly a number of squares equal to the halfling warlock’s speed + 2. If the halfling warlock doesn’t
land at the end of this move, the halfling warlock falls. Until the end of the halfling warlock’s next turn, the halfling
warlock is insubstantial, and the halfling warlock cannot affect, attack, or use powers on creatures or objects.
- ● 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The halfling warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The halfling warlock gains 16 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 +17, Intimidate +16
Str 11 (+8); Dex 15 (+10); Wis 12 (+9);
Con 20 (+13); Int 18 (+12); Cha 16 (+11)
Equipment leather armor, mace
-1 Level / +1 Level
Halfling Star-Pact Warlock [Level 16 Skirmisher]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +9
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 29, Reflex 27, Will 30
Saving Throws +5 against fear effects
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +19 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the halfling warlock on its next turn,
it takes an extra 1d6 + 11 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +19 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +19 vs. Reflex; 1d10 + 13 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +19 vs. Fortitude; 4d10 + 11 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the halfling warlock’s next turn. Sustain Minor: Make
a +19 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 11 cold damage and is immobilized
(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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The halfling warlock can only curse one target per turn.
- □ Eye of the Warlock (minor)
- Ranged 10; the halfling warlock sees through the target’s eyes. The target is not aware that the halfling warlock is doing
so. The halfling warlock has line of sight and line of effect from the target for the halfling warlock’s attacks. The halfling
warlock’s warlock powers can originate in the target’s square. Each time the halfling warlock uses a power through this link,
a mystical third eye briefly appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The halfling warlock gains a +1 bonus to a single d20 roll the halfling warlock makes during the halfling warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- ○ Second Chance (immediate interrupt)
- When the halfling warlock would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warlock gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +15, Insight +14
Str 11 (+8); Dex 15 (+10); Wis 12 (+9);
Con 20 (+13); Int 14 (+10); Cha 20 (+13)
Equipment leather armor, sickle
-1 Level / +1 Level
Halfling Inspiring Warlord [Level 16 Soldier (Leader)]
Small natural humanoid [XP 1400]
Initiative +12; Senses Perception +8
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 26, Will 30
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +21 vs. Fortitude; 5 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 +5 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] Bolstering Blow (standard) ✦ Weapon
- +21 vs. AC; 3d10 + 11 damage, and the halfling warlord grants 15 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +21 vs. AC; 3d10 + 11 damage, and each ally who has line of sight to the halfling warlord regains hit points as if he or she
had spent a healing surge, regaining an additional +5 extra hit points. Miss: Each ally who has line of sight to the
halfling warlord regains 15 hit points.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the halfling warlord’s next turn, each target gains
a +2 power bonus to attack rolls.
- ○○○ Inspiring Word (minor) ✦ Healing
- The halfling warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- ○ 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 13 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 +13, History +15
Str 20 (+13); Dex 14 (+10); Wis 11 (+8);
Con 13 (+9); Int 14 (+10); Cha 20 (+13)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Halfling Tactical Warlord [Level 16 Soldier (Leader)]
Small natural humanoid [XP 1400]
Initiative +12; Senses Perception +8
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 29, Will 28
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8). 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] Beat Them into the Ground (standard) ✦ Weapon
- +21 vs. Fortitude; 2d8 + 11 damage (crit 27 + 2d8), the target is knocked prone, and every ally within 5 squares of the halfling
warlord makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a
target prone on a hit. The halfling warlord’s allies have a +4 power bonus to these attack rolls.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +21 vs. AC; 3d8 + 11 damage (crit 35 + 2d8), and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter,
when the halfling warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○○○ Inspiring Word (minor) ✦ Healing
- The halfling warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling warlord would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warlord gains a +2 racial bonus to AC against opportunity attacks.
- Tactical Presence
- When an ally the halfling warlord can see spends an action point to make an extra attack, the ally gains a +4 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 +13, History +17
Str 20 (+13); Dex 14 (+10); Wis 11 (+8);
Con 13 (+9); Int 18 (+12); Cha 16 (+11)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Halfling Control Wizard [Level 16 Artillery]
Small natural humanoid [XP 1400]
Initiative +11; Senses Perception +12
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 25, Reflex 29, Will 30
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +20 vs. AC; 1d4 + 9 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +19 vs. Fortitude; 1d6 + 11 cold damage, and the target is slowed until the end of the halfling wizard’s next turn.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +19 vs. Will; 2d6 + 11 psychic damage, and the target
is immobilized until the end of the halfling wizard’s next turn. If the halfling wizard targets only one creature with this
power, the halfling wizard gains a +4 power bonus to the attack roll.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +19 vs. Fortitude, Reflex, Will. The halfling wizard makes only one attack per target, but
compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 +
11 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and
ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject
to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against
each ongoing effect separately.
- ○ 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 -4 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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the halfling wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
- Nimble Reaction
- The halfling wizard gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +18, Insight +17
Str 11 (+8); Dex 16 (+11); Wis 18 (+12);
Con 13 (+9); Int 20 (+13); Cha 14 (+10)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Halfling War Wizard [Level 16 Artillery]
Small natural humanoid [XP 1400]
Initiative +13; Senses Perception +10
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 25, Reflex 29, Will 28
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d4 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +19 vs. Reflex; 1d6 + 11 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +19 vs. Reflex; 4d6 + 11 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +19 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- □ Stoneskin (standard)
- The halfling wizard or one ally touched by the halfling wizard gains resist 10 to all damage until the end of the encounter
or for 5 minutes.
- ○ 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 +5 bonus to a single attack roll.
- Nimble Reaction
- The halfling wizard gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +18, History +18
Str 11 (+8); Dex 20 (+13); Wis 14 (+10);
Con 13 (+9); Int 20 (+13); Cha 14 (+10)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Halfling Isolating Avenger [Level 16 Skirmisher]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +13
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage, and the halfling avenger shifts 1 square, sliding the target 1 square into the space the halfling
avenger occupied.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +22 vs. Will; 2d8 + 11 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the halfling avenger’s next turn or until the halfling avenger dismisses it as a minor action. Any enemy
that enters the zone is dazed until the end of the halfling avenger’s next turn. Hit or Miss: Until the end of the
halfling avenger’s next turn, the halfling avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Aspect of Fury (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the halfling avenger or that hits or misses the halfling avenger with a melee attack takes 5 damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the halfling avenger can see in within 10 squares. When the halfling avenger makes a melee attack against
the target and the target is the only enemy adjacent to the halfling avenger, the halfling avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the halfling avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the halfling avenger makes an attack roll against the halfling avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- ○ Second Chance (immediate interrupt)
- When the halfling avenger would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- ○ Bulwark of Defiance (no action)
- When the halfling avenger fails a saving throw other than a death saving throw.
Until the end of the halfling avenger’s next turn, the effect the halfling avenger failed the saving throw against doesn’t
affect the halfling avenger, but the halfling avenger makes saving throws against it as normal.
- 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 +4 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 +15, Religion +17
Str 14 (+10); Dex 14 (+10); Wis 20 (+13);
Con 13 (+9); Int 18 (+12); Cha 13 (+9)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Halfling Pursuing Avenger [Level 16 Skirmisher]
Small natural humanoid [XP 1400]
Initiative +13; Senses Perception +13
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 8 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +21 vs. AC; 1d8 + 11 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage, and if the target doesn’t end its next turn adjacent to the halfling avenger, the halfling avenger
can shift 6 squares as a free action. The halfling avenger must end that shift closer to the target.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +19 vs. Will; 2d8 + 11 thunder damage, and the halfling avenger teleports the target 5 squares. The halfling avenger
then teleports to a space adjacent to the target. Until the end of the halfling avenger’s next turn, any enemy that ends its
turn adjacent to the halfling avenger takes 5 thunder damage.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +19 vs. Fortitude; 2d10 + 11 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the halfling avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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.
- ○ Astral Cloak (minor) ✦ Illusion
- The halfling avenger becomes invisible until the end of the halfling avenger’s turn.
- ○ [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 +9 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 +14, Stealth +18
Str 14 (+10); Dex 20 (+13); Wis 20 (+13);
Con 13 (+9); Int 12 (+9); Cha 13 (+9)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Halfling Rageblood Barbarian [Level 16 Brute]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +14
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 27
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+21 vs. AC; 1d10 + 2d8 + 11 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.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +21 vs. AC; 2d10 + 11 damage and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +21 vs. AC; 4d10 + 11 damage. Miss: Half damage. Hit or Miss: The halfling barbarian enters the rage of the
hunting lion. Until the rage ends, the halfling barbarian gains a +2 power bonus to attack rolls against any target that is
granting combat advantage to the halfling barbarian.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the halfling barbarian gains resist 10 against a damage type of the halfling barbarian’s choice: acid,
cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the halfling barbarian uses another stance power.
- ○ Second Chance (immediate interrupt)
- When the halfling barbarian would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- ○ Swift Charge (free)
- When the halfling barbarian’s attack reduces an enemy to 0 hit points.
The halfling barbarian charges an enemy.
- Nimble Reaction
- The halfling barbarian gains a +2 racial bonus to AC against opportunity attacks.
- Rageblood Vigor
- Whenever the halfling barbarian’s attack reduces an enemy to 0 hit points, the halfling barbarian gains 9 temporary hit points.
- Barbarian Agility
- While the halfling barbarian is not wearing heavy armor, the halfling barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +17, Perception +14
Str 20 (+13); Dex 15 (+10); Wis 12 (+9);
Con 18 (+12); Int 11 (+8); Cha 16 (+11)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Thaneborn Barbarian [Level 16 Brute]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +14
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 29
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+21 vs. AC; 1d10 + 2d6 + 11 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +21 vs. Fortitude; 3d10 + 11 damage. Make a secondary attack against each adjacent enemy. Secondary Attack: +21 vs.
Will; the secondary target moves 2 squares away from the halfling barbarian as a free action and takes a –5 penalty to attack
rolls until the end of the halfling barbarian’s next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +21 vs. AC; 3d10 + 11 damage, and the halfling barbarian knocks the target prone. Miss: Half damage. Hit or Miss:
The halfling barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the halfling
barbarian hits or misses the halfling barbarian, the halfling barbarian can make a melee basic attack against that enemy as
an immediate reaction.
- ○ [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.
- □ Spur the Cycle (free)
- When the halfling barbarian reducees an enemy to 0 hit points during the halfling barbarian’s turn.
The halfling barbarian takes a standard action.
- 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 +5 bonus to the attack roll.
- Barbarian Agility
- While the halfling barbarian is not wearing heavy armor, the halfling barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +17, Perception +14
Str 20 (+13); Dex 15 (+10); Wis 12 (+9);
Con 14 (+10); Int 11 (+8); Cha 20 (+13)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Cunning Bard [Level 16 Controller (Leader)]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +13
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 30, Will 31
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage (crit 15 + 2d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 1d6 + 12 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the halfling
bard’s next turn.
- ○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 1d10 + 12 psychic damage. Until the end of the halfling bard’s next turn, any attack the target makes
provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 3d6 + 12 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the halfling bard’s choice as a free action (save ends). Miss: Half damage. As the
first action of the target’s next turn, the target makes a melee basic attack against a creature of the halfling bard’s choice
as a free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the halfling bard’s next
turn. While within the zone, the halfling bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares
as a move action. Sustain Minor: The zone persists.
- ○○○ Majestic Word (minor) ✦ Healing
- The halfling bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This
power can only be used once per round. The halfling bard can also slide the target 1 square.
- ○ Second Chance (immediate interrupt)
- When the halfling bard would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling bard gains a +2 racial bonus to AC against opportunity attacks.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 9 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 +17, Bluff +19
Str 13 (+9); Dex 14 (+10); Wis 11 (+8);
Con 14 (+10); Int 18 (+12); Cha 22 (+14)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Halfling Valorous Bard [Level 16 Controller (Leader)]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +13
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 28, Will 31
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage (crit 15 + 2d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 12 damage (crit 20 + 2d8), 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] Earthquake Strike (standard) ✦ Weapon
- +22 vs. AC; 2d8 + 12 damage (crit 28 + 2d8), and the halfling bard knocks the target prone. Until the end of the halfling
bard’s next turn, each ally within 10 squares of the halfling bard can knock prone any creature he or she hits and gains a
+4 bonus to damage rolls.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 12 damage (crit 36 + 2d8), and until the end of the halfling bard’s next turn, the target is marked by an
ally within 10 squares of the halfling bard. Miss: Half damage. Hit or Miss: Until the end of the encounter,
whenever an enemy that is adjacent to any of the halfling bard’s allies shifts, those allies can each shift 1 square as an
opportunity action.
- ○○○ Majestic Word (minor) ✦ Healing
- The halfling bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This
power can only be used once per round. The halfling bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the halfling bard’s next turn. When the
halfling bard moves, the zone moves with the halfling bard, remaining centered on the halfling bard. Any ally who starts his
or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
- ○ 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 7 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 +15, Athletics +13
Str 13 (+9); Dex 14 (+10); Wis 11 (+8);
Con 18 (+12); Int 14 (+10); Cha 22 (+14)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Halfling Guardian Druid [Level 16 Controller]
Small natural humanoid [XP 1400]
Initiative +11; Senses Perception +13
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 28, Will 30
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +19 vs. Fortitude; 2d6 + 11 damage, and the halfling druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +19 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the halfling druid’s next turn. Any creature that enters the zone or starts its turn
there is slowed until the end of the halfling druid’s next turn. As a move action, the halfling druid can move the zone 5
squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning 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.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The halfling druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- ○ 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 +18, Nature +18
Str 13 (+9); Dex 16 (+11); Wis 20 (+13);
Con 18 (+12); Int 12 (+9); Cha 13 (+9)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Predator Druid [Level 16 Controller]
Small natural humanoid [XP 1400]
Initiative +13; Senses Perception +18
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 30, Will 30
Saving Throws +5 against fear effects
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d6 + 6 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 5 fire damage.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +19 vs. Reflex; 2d6 + 11 damage, and until the end of the halfling druid’s next turn, the halfling druid can make a melee
basic attack with a +5 attack bonus as an opportunity action against any enemy adjacent to the halfling druid that hits or
misses with an attack.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +19 vs. Reflex; 3d8 + 11 damage, and remove from the halfling druid every effect that a save can end. Miss: Half damage,
and the halfling druid makes a saving throw against each effect that a save can end.
- ● Wild Shape (minor) ✦ Polymorph
- The halfling druid changes from the halfling druid’s humanoid form to beast form or vice versa. When the halfling druid changes
from beast form back to the halfling druid’s humanoid form, the halfling druid shifts 1 square. While the halfling druid is
in beast form, the halfling druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
halfling druid can sustain such powers. The halfling druid can use this power once per round.
- ○ Second Chance (immediate interrupt)
- When the halfling druid would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- □ Insect Plague (free)
- Until the end of the encounter, the halfling druid can use wild shape to assume the form of a cloud of insects. In this form,
the halfling druid gains a fly speed equal to the halfling druid’s speed, and the halfling druid can hover. The halfling druid
also becomes insubstantial. When the halfling druid squeezes, the halfling druid can move at full speed instead of half speed
and can fit through any opening large enough to accommodate even a single insect. The halfling druid can’t attack, pick up
anything, or manipulate objects. Until this power ends, the halfling druid can use wild shape to change among this form, another
beast form, and the halfling druid’s humanoid form.
- 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 +18, Perception +18
Str 13 (+9); Dex 20 (+13); Wis 20 (+13);
Con 14 (+10); Int 12 (+9); Cha 13 (+9)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Preserving Invoker [Level 16 Artillery]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +13
HP 116; Bloodied 58
Healing Surges (+29 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +19 vs. Reflex; 1d8 + 11 radiant damage, and the halfling invoker slides the target 1 square. The halfling invoker
can use this power as a ranged basic attack.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +19 vs. Fortitude; 3d6 + 11 damage, and the halfling invoker either slides the target
5 squares or the halfling invoker slides the target 1 square and knocks it prone.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +19 vs. Will; 4d6 + 11 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the halfling invoker
can teleport a creature within the zone 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 +4 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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the halfling invoker makes an attack roll against the halfling invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the halfling invoker’s next turn,
any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- 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 +17, Religion +17
Str 11 (+8); Dex 15 (+10); Wis 20 (+13);
Con 14 (+10); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, mace
-1 Level / +1 Level
Halfling Wrathful Invoker [Level 16 Artillery]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +13
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 30; Fortitude 29, Reflex 27, Will 30
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +19 vs. Fortitude; 1d10 + 11 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +4 radiant damage. The halfling invoker can use this power as a ranged basic attack.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +19 vs. Will; 2d8 + 11 damage, or 3d8 + 11 damage if the halfling invoker
targets only one creature. The target takes a –5 penalty to all saving throws until the end of the halfling invoker’s next
turn.
- □ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the halfling invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall
can be up to 4 squares high, and it lasts until the end of the halfling invoker’s next turn. The wall provides cover to the
halfling invoker and the halfling invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10
+ 11 radiant damage. While the halfling invoker is within 5 squares of the wall, the halfling invoker can make the following
attack as a standard action. Secondary Attack: Ranged 10; +19 vs. Reflex; 2d10 + 11 radiant damage. Before the attack,
remove a square of the wall. Sustain Minor: The wall persists.
- □ Walk Between Worlds (minor)
- The halfling invoker or one ally within 10 squares gains phasing until the end of the halfling invoker’s next turn. Sustain
Minor: The effect persists.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the halfling invoker hits the halfling invoker.
The triggering enemy takes 1d6+4 radiant damage and is pushed 2 squares.
- ○ Second Chance (immediate interrupt)
- When the halfling invoker would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling invoker gains a +2 racial bonus to AC against opportunity attacks.
- Covenant of Wrath
- When the halfling invoker uses a divine encounter or daily attack power on the halfling invoker’s turn, the halfling invoker
gains a bonus to the damage roll equal to 1 for each enemy the halfling invoker attacks with the power.
Skills Endurance +16, Religion +15
Str 11 (+8); Dex 15 (+10); Wis 20 (+13);
Con 18 (+12); Int 14 (+10); Cha 14 (+10)
Equipment chainmail, mace
-1 Level / +1 Level
Halfling Bear Shaman [Level 16 Controller (Leader)]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +18
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 28; Fortitude 29, Reflex 26, Will 30
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Will; 1d8 + 11 damage, and each ally adjacent to the halfling shaman’s spirit companion gains 4 temporary
hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Fortitude; 2d6 + 11 damage. Until the end of the halfling shaman’s next turn, the halfling shaman
and the halfling shaman’s allies gain resist 8 to all damage while adjacent to the halfling shaman’s spirit companion.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +19 vs. Reflex; 3d10 + 11 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 18 damage to the spirit,
the spirit disappears, and the halfling shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the halfling shaman’s next turn or until it attacks.
- ● [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; +19 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the halfling shaman’s
spirit companion regains 5 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 4 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 +18, Perception +18
Str 12 (+9); Dex 15 (+10); Wis 20 (+13);
Con 18 (+12); Int 14 (+10); Cha 13 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Panther Shaman [Level 16 Controller (Leader)]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +18
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 28, Will 30
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Fortitude; 1d10 + 11 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 +2 bonus to the attack roll.
- ○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Reflex; 2d10 + 11 damage. Until the start of the halfling shaman’s next turn, if an ally adjacent
to the halfling shaman’s spirit companion misses with an attack, the halfling shaman can use an immediate interrupt to allow
that ally to reroll the attack with a +4 bonus to the attack roll.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +19 vs. Fortitude; 4d6 + 11 fire damage. Miss: Half damage. Hit or Miss: The
halfling shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 18 damage to the spirit,
the spirit disappears, and the halfling shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the halfling
shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a
move action, the halfling shaman can move the zone 5 squares.
- ● [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; +19 vs. Reflex; 1d10 + 11 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +18, Perception +18
Str 12 (+9); Dex 15 (+10); Wis 20 (+13);
Con 14 (+10); Int 18 (+12); Cha 13 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Chaos Sorcerer [Level 16 Artillery]
Small natural humanoid [XP 1400]
Initiative +13; Senses Perception +8
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 32
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d4 + 11 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +20 vs. Will; 1d10 + 19 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:
+20 vs. Will; 1d6 + 13 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] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +20 vs. Will; 2d10 + 19 psychic damage, and the halfling sorcerer knocks the target prone. If the halfling sorcerer
rolled an even number on the attack roll, the target can’t stand up until the end of the halfling sorcerer’s next turn. If
the halfling sorcerer rolled an odd number on the attack roll, the halfling sorcerer slides the target 5 squares.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 5d6 + 19 psychic damage, and as a free action, the target charges the halfling sorcerer’s enemy nearest
to it that it can charge and makes a melee basic attack. If the halfling sorcerer rolled an even number on the attack roll,
the halfling sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity
attack that they provoke (save ends). Miss: Half damage.
- ○ Second Chance (immediate interrupt)
- When the halfling sorcerer would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- □ Chaos Echoes (immediate reaction)
- When the halfling sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- Nimble Reaction
- The halfling sorcerer gains a +2 racial bonus to AC against opportunity attacks.
- Chaos Power
- The halfling sorcerer gains a +7 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 +14, Bluff +19
Str 14 (+10); Dex 20 (+13); Wis 11 (+8);
Con 13 (+9); Int 12 (+9); Cha 22 (+14)
Equipment cloth armor, dagger
-1 Level / +1 Level
Halfling Dragon Sorcerer [Level 16 Skirmisher]
Small natural humanoid [XP 1400]
Initiative +11; Senses Perception +8
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 27, Will 32
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +20 vs. Reflex; 1d8 + 18 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 4 fire damage.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +20 vs. Fortitude; 2d6 + 18 thunder damage, and the target is dazed and slowed until the end of the halfling
sorcerer’s next turn.
- □ [C] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +20 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the halfling sorcerer takes 6 fire damage.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the halfling sorcerer’s next turn. When the halfling
sorcerer moves, the zone moves with the halfling sorcerer, remaining centered on the halfling sorcerer. The zone is difficult
terrain for the halfling sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
- ○ Second Chance (immediate interrupt)
- When the halfling sorcerer would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling sorcerer gains a +2 racial bonus to AC against opportunity attacks.
- Draconic Power
- The halfling sorcerer gains a +6 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 +14, Athletics +17
Str 18 (+12); Dex 16 (+11); Wis 11 (+8);
Con 13 (+9); Int 12 (+9); Cha 22 (+14)
Equipment cloth armor, mace
-1 Level / +1 Level
Halfling Earth Warden [Level 16 Brute]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +15
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 33; Fortitude 30, Reflex 28, Will 27
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8), and the halfling warden gains a +1 power bonus to AC until the end of the halfling
warden’s next turn.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +21 vs. AC; 3d8 + 11 damage (crit 35 + 2d8). Hit or Miss: The target provokes an opportunity attack from the halfling
warden if it shifts before the end of the halfling warden’s next turn.
- □ Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The halfling warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the halfling warden
is in this form, the halfling warden gains resist 10 lightning, and the halfling warden’s melee reach increases by 1. In addition,
if any enemy starts its turn within 3 squares of the halfling warden and the halfling warden is able to take actions, that
enemy is marked until the end of the halfling warden’s next turn. 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: +21 vs.
AC; 2d8 + 11 lightning damage (crit 27 + 2d8), and the target is dazed and takes ongoing 5 lightning damage (save ends both).
Miss: Half damage, and the target is dazed until the end of the halfling warden’s next turn.
- ● [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.
- ○ Cleansing Earth (immediate reaction)
- When the halfling warden is subjected to an effect that a save can end.
The halfling warden makes a saving throw against the triggering effect, with a +5 power bonus.
- 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 +4 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 +15, Perception +15
Str 20 (+13); Dex 15 (+10); Wis 14 (+10);
Con 18 (+12); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Wild Warden [Level 16 Brute]
Small natural humanoid [XP 1400]
Initiative +10; Senses Perception +17
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 31; Fortitude 30, Reflex 26, Will 29
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage, and the target is slowed until the end of the halfling warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +21 vs. AC; 1d10 + 11 radiant damage, and the target is blinded until the end of the halfling warden’s next turn. If the target
is bloodied, the halfling warden shifts 2 squares.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The halfling warden assumes the guardian form of the charging boar until the end of the encounter. While the halfling warden
is in this form, the halfling warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during
this encounter, the halfling warden can make the following attack while the halfling warden is in this form as a standard
action.
Secondary Attack: Before the attack, the halfling warden moves the halfling warden’s speed; +21 vs.
Reflex; 3d10 + 11 damage, and the halfling warden slides the target 2 squares. Miss: Half damage, and the halfling
warden slides the target 1 square.
- □ Verdant Life (minor) ✦ Healing
- The halfling warden can spend two healing surges.
- ● [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; +21 vs. Fortitude; 1d10 + 11 damage, and the target grants combat advantage to the halfling
warden and the halfling warden’s allies until the end of the halfling warden’s next turn.
- ○ Second Chance (immediate interrupt)
- When the halfling warden would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling warden gains a +2 racial bonus to AC against opportunity attacks.
- Wildblood
- When the halfling warden uses the halfling warden’s second wind, each enemy marked by the halfling warden takes an additional
-4 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 +17, Perception +17
Str 20 (+13); Dex 15 (+10); Wis 18 (+12);
Con 14 (+10); Int 11 (+8); Cha 14 (+10)
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.