Halfling NPCs [Level 23]
Halfling Battle Cleric [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +16
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 36, Reflex 32, Will 37
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the halfling cleric’s next turn.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +30 vs. AC; 4d8 + 15 damage. The next attack roll the halfling cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +28 vs. AC; 3d8 + 15 damage. Miss: Half damage. Hit or Miss: The halfling cleric and each ally within 5 squares
of the halfling cleric regains hit points as if the halfling cleric had each spent a healing surge.
- □ Purify (standard)
- Every effect that a save can end is removed from the halfling cleric and each ally within 10 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The halfling cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +21, Religion +17
Str 22 (+17); Dex 15 (+13); Wis 20 (+16);
Con 14 (+13); Int 12 (+12); Cha 17 (+14)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Devoted Cleric [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +17
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 32, Reflex 32, Will 38
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +26 vs. Reflex; 2d8 + 15 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +26 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The halfling cleric and
each ally in the burst gain a +6 power bonus to AC until the end of the halfling cleric’s next turn and can spend a healing
surge. Add +6 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +26 vs. Reflex; 5d10 + 15 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the halfling cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 15 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The halfling cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains
hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it
can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the halfling cleric within
5 squares of its previous location.
- ○○○ Healing Word (minor) ✦ Healing
- The halfling cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +22, Religion +17
Str 15 (+13); Dex 15 (+13); Wis 22 (+17);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Greatweapon Fighter [Level 23 Soldier]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +13
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 38, Reflex 33, Will 32
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage. Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +28 vs. AC; 4d10 + 20 damage.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +28 vs. AC; 3d10 + 15 damage. Miss: Half damage. Hit or Miss: Until
the start of the halfling fighter’s next turn, the halfling fighter can make a secondary attack as a free action against any
enemy that starts its turn adjacent to the halfling fighter. Secondary Attack: +28 vs. AC; 1d10 + 15 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.
- □ No Surrender (no action) ✦ Healing
- When the halfling fighter’s hit points drop to 0 or lower.
The halfling fighter regains hit points up to one-half the halfling fighter’s maximum hit points. However, the halfling fighter
takes a –2 penalty to attack rolls until the end of the encounter.
- 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 +22, Intimidate +18
Str 22 (+17); Dex 17 (+14); Wis 14 (+13);
Con 20 (+16); Int 12 (+12); Cha 15 (+13)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Halfling Guardian Fighter [Level 23 Soldier]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +13
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 38, Reflex 38, Will 32
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8), 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] Fangs of Steel (standard) ✦ Weapon
- +28 vs. AC; 3d8 + 21 damage (crit 45 + 3d8), and make a secondary attack against one creature adjacent to the primary target
and within the halfling fighter’s melee reach. Secondary Attack: +28 vs. AC; 2d8 + 21 damage (crit 37 + 3d8).
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +28 vs. AC; 4d8 + 15 damage (crit 47 + 3d8). Hit or Miss: Until the end of the encounter, the halfling fighter can
make a melee basic attack against the target as a free action if the halfling fighter is adjacent to it and it either shifts
or attacks one of the halfling fighter’s allies.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The halfling fighter gains an action point that the halfling fighter must spend during the halfling fighter’s current turn.
- ○ Second Chance (immediate interrupt)
- When the halfling fighter would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling fighter gains a +2 racial bonus to AC against opportunity attacks.
- Combat Challenge
- Every time the halfling fighter attacks an enemy, the halfling fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the halfling fighter’s next turn. If the marked creature makes an attack that doesn’t include
the halfling fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the halfling fighter and shifts or makes an attack that does not include the halfling fighter, the halfling fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +18, Intimidate +18
Str 22 (+17); Dex 22 (+17); Wis 14 (+13);
Con 15 (+13); Int 12 (+12); Cha 15 (+13)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Avenging Paladin [Level 23 Soldier]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +13
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 37, Reflex 33, Will 37
Saving Throws +5 against fear effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +29 vs. AC; 2d8 + 15 radiant damage. If the halfling paladin has marked the target, the halfling paladin gains a +2 bonus
to the damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +29 vs. AC; 3d8 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the halfling paladin other than the primary target. Secondary Attack: +29 vs. AC; 1d8 + 15 thunder damage, and the
target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 damage. Miss: Half damage. Hit or Miss: The halfling paladin and allies adjacent to the
halfling paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 15 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.
- □ Cleansing Burst (minor)
- The halfling paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- ○ 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 +22, Religion +17
Str 22 (+17); Dex 15 (+13); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Halfling Protecting Paladin [Level 23 Soldier]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +13
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 40; Fortitude 36, Reflex 35, Will 38
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 16 damage (crit 32 + 3d8), and the halfling paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +27 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +27 vs. Reflex; 3d10 + 16 fire damage, and the target grants combat advantage to
the halfling paladin and the halfling paladin’s allies until the end of the halfling paladin’s next turn. Miss: Half
damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until
the end of the halfling paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 9 fire damage
and grant combat advantage to the halfling paladin and the halfling paladin’s allies. Sustain Minor: The zone persists.
- ● 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 16 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.
- □ United in Faith (minor) ✦ Healing
- The halfling paladin and each ally within 5 squares can spend a healing surge.
- ○ 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 +23, Religion +17
Str 20 (+16); Dex 15 (+13); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 24 (+18)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Archer Ranger [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +18; Senses Perception +18
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 40; Fortitude 36, Reflex 38, Will 32
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +29 vs. AC; 2d8 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +27/+28 vs. AC; 2d8 + 9 damage (crit 25 + 3d8) (main)/2d6
+ 9 damage (off-hand).
Shortbow: Ranged 15/30; +29 vs. AC (twice); 2d8 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 15/30; +29 vs. Fortitude; 4d8 + 16 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 15/30; two attacks against one creature; +29 vs. AC; 2d8 + 16 damage per attack. If the first attack hits, the halfling
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the halfling ranger’s turn, enemies treat the halfling ranger as invisible if the halfling ranger has cover
or concealment from them. An enemy still knows the square occupied by the halfling ranger if it saw the halfling ranger in
that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● Hunter’s Quarry (minor)
- The 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 3d6 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 +18, Stealth +22
Str 20 (+16); Dex 24 (+18); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Halfling Two-Blade Ranger [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +18
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 37, Reflex 37, Will 32
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +28/+28 vs. AC; 2d8 + 9 damage (crit 25 + 3d8) (main)/2d8
+ 9 damage (crit 25 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +28 vs. AC (twice); 2d8 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Scimitar (main): +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
Scimitar (off hand): +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
If one attack hits, the target takes a
–2 penalty to attack rolls until the end of the halfling ranger’s next turn. If both attacks hit the same target, this penalty
worsens to –4. Hit or Miss: If any adjacent creature makes an attack against the halfling ranger and misses before
the start of the halfling ranger’s next turn, make a melee basic attack against it with both the halfling ranger’s main weapon
and the halfling ranger’s off-hand weapon as an immediate reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Scimitar (first attack; main): +30 vs. AC; 2d8 + 15 damage
(crit 31 + 3d8).
Scimitar (second attack; off hand): +30 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
Scimitar
(third attack; main): +30 vs. AC; 1d8 + 15 damage (crit 23 + 3d8).
A target hit once is dazed until the end of
the halfling ranger’s next turn. A target hit twice is stunned until the end of the halfling ranger’s next turn. A target
hit three times is weakened and stunned until the end of the halfling ranger’s next turn. Miss: Half damage per attack,
and the target is not dazed, stunned, or weakened. Hit or Miss: After the first attack and after the second attack,
the halfling ranger can shift 1 square.
- ● 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the halfling ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +15 hit points.
Skills Nature +18, Perception +18
Str 22 (+17); Dex 22 (+17); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Halfling Brawny Rogue [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +18; Senses Perception +12
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 35, Reflex 39, Will 33
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +30 vs. Reflex; 2d6 + 16 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +30 vs. Fortitude; 4d6 + 16 damage, and the halfling rogue slides the target 5 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The halfling rogue slides the target 5 squares, and no damage from obstacles.
- ○ Dazzling Acrobatics (move)
- The halfling rogue can shift twice the halfling rogue’s speed. The halfling rogue can climb at full speed as part of this
move. If an enemy attacks the halfling rogue while the halfling rogue shifts, the halfling rogue gains a +4 bonus to AC against
that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the halfling rogue.
Targets the creature the halfling rogue’s ally damaged; +30 vs. AC; 2d6 + 16 damage.
- ○ 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 5d6 damage.
Skills Acrobatics +25, Thievery +25
Str 20 (+16); Dex 24 (+18); Wis 13 (+12);
Con 14 (+13); Int 12 (+12); Cha 17 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Halfling Trickster Rogue [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +18; Senses Perception +17
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 32, Reflex 39, Will 36
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +25 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
The halfling rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 16 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the halfling
rogue. The halfling rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +30 vs. Will; 5d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. Will; 5d6 + 16 damage.
Hit or Miss: Until the end of the halfling rogue’s next turn, all of the target’s defenses against the halfling
rogue’s attacks take a -6 penalty. Sustain Minor: Sustain the penalty for another round.
- □ Hide from the Light (minor)
- The halfling rogue must already be hidden to use this power. The halfling rogue is invisible until the end of the encounter
or until the halfling rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic
attack or an at-will attack.
- ○ 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 5d6 damage.
Skills Stealth +23, Thievery +25
Str 15 (+13); Dex 24 (+18); Wis 13 (+12);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Halfling Fey-Pact Warlock [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +13
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 37; Fortitude 32, Reflex 36, Will 38
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the halfling warlock is invisible to the target until the start of the
halfling warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +27 vs. Fortitude; 3d8 + 16 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the halfling warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +27 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the halfling warlock since the halfling warlock’s last turn. If no one attacked the halfling warlock since the halfling
warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When
the halfling warlock sustains this power, the halfling warlock can repeat the attack against the target. If the halfling warlock
misses, the halfling warlock can no longer sustain the power.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The halfling warlock becomes invisible until the start of the halfling warlock’s next turn and teleports 20 squares. The halfling
warlock leaves behind an illusory image of the halfling warlock that persists as long as the halfling warlock is invisible.
This image stands in place, takes no actions, and uses the halfling warlock’s defenses if it is attacked. If the illusion
is touched or takes any damage, it dissolves into a pile of dead leaves. If the halfling warlock makes an attack, the halfling
warlock becomes visible. Sustain Standard: The halfling warlock remains invisible as long as the halfling warlock doesn’t
make an attack.
- ● 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 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The 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 +21, Bluff +23
Str 12 (+12); Dex 15 (+13); Wis 14 (+13);
Con 15 (+13); Int 20 (+16); Cha 24 (+18)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Infernal-Pact Warlock [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +12
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 36, Reflex 36, Will 34
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +26 vs. Reflex; 2d6 + 15 fire damage. If the halfling warlock takes damage before the end of the halfling warlock’s
next turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +26 vs. Reflex; 4d8 + 15 damage, and the target is pushed 8 squares.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The halfling warlock conjures flames in the shape of diabolic imps that appear at the halfling warlock’s feet. The halfling
warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the halfling warlock takes 2d10 fire damage
and is pushed 3 squares. This effect applies once per creature per round. It ends when the halfling warlock has no temporary
hit points remaining.
- ● 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 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The halfling warlock can only curse one target per turn.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The halfling warlock grows wings and gains a fly speed equal to the halfling warlock’s speed until the end of the encounter
or for 5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The halfling warlock gains 23 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 +21, Intimidate +19
Str 12 (+12); Dex 16 (+14); Wis 13 (+12);
Con 22 (+17); Int 20 (+16); Cha 17 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Halfling Star-Pact Warlock [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +12
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 35; Fortitude 36, Reflex 34, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +23 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the halfling warlock on its next turn,
it takes an extra 2d6 + 15 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +26 vs. Will; 4d10 + 15 damage, and the halfling warlock can swap places with the target. After swapping places
with the target, the halfling warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +26 vs. Reflex; 4d10 + 15 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 9 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ● 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 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The halfling warlock can only curse one target per turn.
- ○ Entropic Ward (minor)
- Until the end of the halfling warlock’s next turn, anyone who attacks the halfling warlock must roll two dice and take the
lower result. Each time an attack misses due to this effect, the halfling warlock gains a cumulative +1 power bonus to the
halfling warlock’s next attack roll.
- ● 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 +18, Insight +17
Str 12 (+12); Dex 16 (+14); Wis 13 (+12);
Con 22 (+17); Int 15 (+13); Cha 22 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Halfling Inspiring Warlord [Level 23 Soldier (Leader)]
Small natural humanoid [XP 5100]
Initiative +15; Senses Perception +12
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 37, Reflex 32, Will 37
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +28 vs. Fortitude; 6 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 +6 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +28 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the halfling warlord’s next turn. Until the end
of the encounter, the halfling warlord’s allies gain a +6 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage. Until the start of the halfling warlord’s next turn, every ally within 10 squares of the halfling
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the halfling
warlord’s next turn, one ally of the halfling warlord’s choice within 10 squares of the halfling warlord can follow up a standard
action with a basic attack made as a free action. Sustain Minor: Until the start of the halfling warlord’s next turn,
one ally of the halfling warlord’s choice within 10 squares of the halfling warlord can follow up a standard action with a
basic attack made as a free action.
- □ Heart of the Titan (standard)
- The halfling warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 6.
Until the target loses as many temporary hit points as he or she gained from this power, the target adds +6 to damage rolls
and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ Inspiring Word (minor) ✦ Healing
- The halfling warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 17 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 +17, History +18
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 14 (+13); Int 15 (+13); Cha 22 (+17)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Halfling Tactical Warlord [Level 23 Soldier (Leader)]
Small natural humanoid [XP 5100]
Initiative +15; Senses Perception +12
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 37, Reflex 36, Will 34
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8). 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] Sudden Assault (standard) ✦ Weapon
- +28 vs. AC; 1d8 + 15 damage (crit 23 + 3d8), and an ally of the halfling warlord’s choice within 5 squares of the halfling
warlord takes a standard action. The halfling warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent
to the halfling warlord for attacks made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +28 vs. AC; 4d8 + 15 damage (crit 47 + 3d8). Hit or Miss: If the target attacks before the end of the halfling warlord’s
next turn, the halfling warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the
target. If the halfling warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The
effect continues until the end of the halfling warlord’s next turn.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the halfling warlord slides each target 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The halfling warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +17, History +21
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 14 (+13); Int 20 (+16); Cha 17 (+14)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Halfling Control Wizard [Level 23 Artillery]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +16
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 36; Fortitude 32, Reflex 36, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +26 vs. AC; 2d4 + 12 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the halfling wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +26 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the halfling wizard’s next turn, or the halfling wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +26 vs. Reflex; 2d10 + 15 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the halfling wizard’s next turn. Sustain Minor:
When the halfling wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 9 necrotic damage to creatures that are immobilized.
- □ Time Stop (minor)
- The halfling wizard gains two extra standard actions, which the halfling wizard can’t use to attack other creatures.
- ○ 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 -5 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 +22, Insight +21
Str 12 (+12); Dex 17 (+14); Wis 20 (+16);
Con 14 (+13); Int 22 (+17); Cha 15 (+13)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Halfling War Wizard [Level 23 Artillery]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +13
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 36; Fortitude 32, Reflex 36, Will 34
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 15 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +26 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +26 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +26
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +26 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +26 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Mass Fly (standard)
- The halfling wizard and each ally within 5 squares gain a speed of fly 8 until the end of the halfling wizard’s next turn.
Sustain Minor: The halfling wizard can sustain this power until the end of the encounter or for 5 minutes. If the halfling
wizard does not sustain this power, all targets float to the ground without taking falling damage.
- ○ 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 +6 bonus to a single attack roll.
- Nimble Reaction
- The halfling wizard gains a +2 racial bonus to AC against opportunity attacks.
Skills Arcana +22, History +22
Str 12 (+12); Dex 22 (+17); Wis 15 (+13);
Con 14 (+13); Int 22 (+17); Cha 15 (+13)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Halfling Isolating Avenger [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +17
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage, and the halfling avenger shifts 1 square, sliding the target 1 square into the space the halfling
avenger occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 15 damage, and until the end of the halfling avenger’s next turn, the halfling avenger and the target are
immobilized. In addition, no other creature has line of sight or line of effect to either the target or the halfling avenger,
both of whom have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends
on either the target or the halfling avenger before 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 +5 bonus to all defenses against the target’s attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +26 vs. Will; 4d8 + 15 psychic damage, and the target is pulled 3 squares. At
the start of each of the halfling avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and
the target is pulled 2 squares. At the start of the halfling avenger’s next turn, the target is pulled 3 squares.
- ○ [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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the halfling avenger to 0 hit points or fewer and doesn’t kill you.
The halfling avenger is dying but doesn’t fall unconscious. Until the end of the halfling avenger’s next turn, the halfling
avenger doesn’t take any damage after the triggering attack, and the halfling avenger gains a +4 bonus to attack rolls. At
the end of the halfling avenger’s next turn, the halfling avenger falls unconscious if the halfling avenger is still dying.
- 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 +5 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 +18, Religion +21
Str 15 (+13); Dex 15 (+13); Wis 22 (+17);
Con 14 (+13); Int 20 (+16); Cha 14 (+13)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Halfling Pursuing Avenger [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +17
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 15 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage, and if the target doesn’t end its next turn adjacent to the halfling avenger, the halfling avenger
can shift 7 squares as a free action. The halfling avenger must end that shift closer to the target.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +29 vs. AC; 4d8 + 15 radiant damage, and if the target is not adjacent to the halfling avenger at the start of the halfling
avenger’s next turn, the halfling avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that
turn, the halfling avenger can teleport to a space adjacent to the target as a move action, doing 11 radiant damage to the
target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +29 vs. AC; 5d8 + 15 damage. Miss: Half damage. The halfling avenger gains a +5 power bonus to the halfling avenger’s
next damage roll against the target before the end of the encounter, unless the halfling avenger attacks another creature
first.
- ○ [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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the halfling avenger gains phasing, and the halfling avenger takes half damage from opportunity
attacks.
- ○ [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 +12 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 +17, Stealth +22
Str 15 (+13); Dex 22 (+17); Wis 22 (+17);
Con 14 (+13); Int 13 (+12); Cha 14 (+13)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Halfling Rageblood Barbarian [Level 23 Brute]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +17
HP 260; Bloodied 130
Healing Surges (+65 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 33
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d10 + 3d8 + 15 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] Fatal Strike (standard) ✦ Weapon
- +28 vs. AC; 4d10 + 20 damage, and the target cannot regain hit points until the start of the halfling barbarian’s next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +28 vs. AC; 4d10 + 15 damage, and the target is dazed (save ends). Miss: Half damage. Hit or Miss: The halfling
barbarian enters the rage of the hydra. Until the rage ends, once per round when the halfling barbarian makes an attack that
misses, the halfling barbarian can make a melee basic attack as a free action.
- ○ 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.
- □ Primal Vigor (immediate interrupt)
- When the halfling barbarian is hit by an attack.
Until the end of the halfling barbarian’s next turn, the halfling barbarian gains resist 16 to all damage.
- 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 15 temporary hit points.
- Barbarian Agility
- While the halfling barbarian is not wearing heavy armor, the halfling barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +21, Perception +17
Str 22 (+17); Dex 16 (+14); Wis 13 (+12);
Con 20 (+16); Int 12 (+12); Cha 17 (+14)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Thaneborn Barbarian [Level 23 Brute]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +17
HP 255; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 36
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d10 + 3d6 + 15 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +28 vs. AC; 5d10 + 15 damage, and each enemy adjacent to the halfling barbarian takes a –6 penalty to attack rolls until the
end of the halfling barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +28 vs. AC; 3d10 + 15 damage, and ongoing 10 poison damage (save ends). Miss: Half damage. Hit or Miss: The
halfling barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next to the halfling
barbarian grants combat advantage to the halfling barbarian and the halfling barbarian’s allies until the end of its next
turn.
- □ Untouched (minor)
- The halfling barbarian makes a saving throw against each effect on the halfling barbarian that a save can end. The halfling
barbarian gains a +2 bonus to each saving throw.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the halfling barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the halfling barbarian’s next turn.
- ○ Second Chance (immediate interrupt)
- When the halfling barbarian would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling barbarian gains a +2 racial bonus to AC against opportunity attacks.
- Thaneborn Triumph
- Whenever the halfling barbarian bloodies an enemy, the next attack by the halfling barbarian or an ally against that enemy
gains a +6 bonus to the attack roll.
- Barbarian Agility
- While the halfling barbarian is not wearing heavy armor, the halfling barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +21, Perception +17
Str 22 (+17); Dex 16 (+14); Wis 13 (+12);
Con 15 (+13); Int 12 (+12); Cha 22 (+17)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Cunning Bard [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +17
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 32, Reflex 37, Will 38
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage (crit 27 + 3d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the halfling
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +27 vs. Reflex; 3d8 + 16 force damage. Each ally within 10 squares of the halfling bard, as the last action of
his or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of
the halfling bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 3d8 + 16 radiant damage. Miss: Half damage. Hit or Miss:
The halfling bard and each ally within 10 squares of the halfling bard can shift 5 squares as a free action.
- ○○○ Majestic Word (minor) ✦ Healing
- The halfling bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 hit points. This
power can only be used once per round. The halfling bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- ○ 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 10 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 +21, Bluff +23
Str 14 (+13); Dex 15 (+13); Wis 12 (+12);
Con 15 (+13); Int 20 (+16); Cha 24 (+18)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Halfling Valorous Bard [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +17
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 35, Reflex 34, Will 38
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage (crit 27 + 3d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 16 damage (crit 32 + 3d8), 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] Weal and Woe (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 16 damage (crit 40 + 3d8), and one ally adjacent to the target makes a saving throw with a +5 power bonus
and gains a +5 power bonus to his or her next attack roll against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○○○ Majestic Word (minor) ✦ Healing
- The halfling bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 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.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the halfling bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 10 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 +18, Athletics +17
Str 14 (+13); Dex 15 (+13); Wis 12 (+12);
Con 20 (+16); Int 15 (+13); Cha 24 (+18)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Halfling Guardian Druid [Level 23 Controller]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +17
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 35, Reflex 34, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +26 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the halfling
druid’s next turn. Hit or Miss: Until the end of the halfling druid’s next turn, any creature that enters the area
of the burst or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +26 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the halfling druid’s next turn.
- □ Unyielding Roots (standard) ✦ Healing
- The halfling druid and each ally with 5 squares grows revitalizing roots. Until the end of the halfling druid’s next turn,
each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn,
he or she regains 5 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The halfling druid changes from the halfling druid’s humanoid form to beast form or vice versa. When the halfling druid changes
from beast form back to the halfling druid’s humanoid form, the halfling druid shifts 1 square. While the halfling druid is
in beast form, the halfling druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
halfling druid can sustain such powers. The halfling druid can use this power once per round.
- ○ 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 +22, Nature +22
Str 14 (+13); Dex 17 (+14); Wis 22 (+17);
Con 20 (+16); Int 13 (+12); Cha 14 (+13)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Predator Druid [Level 23 Controller]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +22
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 32, Reflex 37, Will 37
Saving Throws +5 against fear effects
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Reflex; 2d6 + 9 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 6 fire damage.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +26 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the halfling druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +26 vs. Fortitude; 3d10 + 15 damage, and the halfling druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the halfling druid’s turn. Miss: Half damage, and the halfling druid grabs the target. Hit or Miss:
Until the end of the encounter, while the halfling druid is in beast form, the halfling druid gains a +2 bonus to AC and Fortitude.
- ● 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the halfling druid uses wild shape to change into beast form, the halfling druid
becomes insubstantial and gain phasing until the end of the halfling druid’s 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 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 +22, Perception +22
Str 14 (+13); Dex 22 (+17); Wis 22 (+17);
Con 15 (+13); Int 13 (+12); Cha 14 (+13)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Preserving Invoker [Level 23 Artillery]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +17
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +26 vs. Reflex; 2d8 + 15 radiant damage, and the halfling invoker slides the target 1 square. The halfling invoker
can use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the halfling invoker’s next turn. Until
the end of the halfling invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- □ Covenant of Vengeance (minor)
- Choose either the halfling invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the halfling invoker and the halfling invoker’s allies
gain a +4 power bonus to attack rolls against that creature until the end of the halfling invoker’s next turn.
- ○ Second Chance (immediate interrupt)
- When the halfling invoker would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the halfling invoker hits the halfling invoker’s ally.
The halfling invoker gains a +5 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 +21, Religion +21
Str 12 (+12); Dex 16 (+14); Wis 22 (+17);
Con 15 (+13); Int 20 (+16); Cha 15 (+13)
Equipment hide armor, mace
-1 Level / +1 Level
Halfling Wrathful Invoker [Level 23 Artillery]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +17
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 36, Reflex 34, Will 37
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The halfling invoker can use this power as a ranged basic attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +26 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the halfling invoker’s
next turn, it takes 15 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +26 vs. Fortitude; 7d6 + 15 damage, and the halfling invoker slides the target 5 squares and knock
it prone. Miss: Half damage, and the halfling invoker slides the target 3 squares and knock it prone.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the halfling invoker hits the halfling invoker.
The triggering enemy takes 2d6+5 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 +20, Religion +18
Str 12 (+12); Dex 16 (+14); Wis 22 (+17);
Con 20 (+16); Int 15 (+13); Cha 15 (+13)
Equipment chainmail, mace
-1 Level / +1 Level
Halfling Bear Shaman [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +22
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 35; Fortitude 36, Reflex 33, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Will; 2d8 + 15 damage, and each ally adjacent to the halfling shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Reflex; 2d10 + 15 damage. Until the end of the halfling shaman’s next turn, any ally takes half damage
from any source while adjacent to the halfling shaman’s spirit companion. Each ally adjacent to the halfling shaman’s spirit
companion gains 7 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The halfling shaman conjures a bear spirit in an unoccupied square
adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move
through its space, but allies can. As a move action, the halfling shaman can move the spirit 5 squares.
The spirit
can flank enemies with the halfling shaman and the halfling shaman’s allies, and it can make opportunity attacks against the
halfling shaman’s enemies: +26 vs. Reflex; 2d10 + 15 damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The halfling shaman conjures the halfling shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the halfling shaman falls unconscious or until the halfling shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the halfling shaman takes a move action, the halfling
shaman can also move the spirit a number of squares equal to the halfling shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 21 damage to the spirit,
the spirit disappears, and the halfling shaman takes 16 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 5d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the halfling shaman and the halfling shaman’s allies are insubstantial.
- ● [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; +26 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the halfling shaman’s
spirit companion regains 6 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 5 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 +22, Perception +22
Str 13 (+12); Dex 16 (+14); Wis 22 (+17);
Con 20 (+16); Int 15 (+13); Cha 14 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Panther Shaman [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +22
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 37; Fortitude 33, Reflex 35, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 2d10 + 15 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 Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 4d6 + 15 damage. Until the end of the halfling shaman’s next turn, when any ally adjacent
to the halfling shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5
damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +26 vs. Reflex; 4d8 + 15 damage. Miss: Half damage. Hit or Miss: Until the end of the halfling shaman’s
next turn, the halfling shaman and the halfling shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls
against the target. As a free action before the halfling shaman’s next turn, each ally within 20 squares of the target can
make a saving throw and shift 3 squares as the first action of his or her turn.
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The 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 21 damage to the spirit,
the spirit disappears, and the halfling shaman takes 16 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 5d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the halfling shaman’s spirit companion without shifting.
Targets triggering enemy; +26 vs. Reflex; 2d10 + 15 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +22, Perception +22
Str 13 (+12); Dex 16 (+14); Wis 22 (+17);
Con 15 (+13); Int 20 (+16); Cha 14 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Chaos Sorcerer [Level 23 Artillery]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +12
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 36; Fortitude 32, Reflex 36, Will 39
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 15 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 2d10 + 26 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:
+27 vs. Will; 1d6 + 19 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +27 vs. Fortitude; 4d6 + 26 cold damage, and the target is weakened until the end of the halfling sorcerer’s next
turn. If the halfling sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 +
19 cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 6d6 + 26 lightning damage. If the halfling sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the halfling sorcerer rolled an odd number on the attack
roll, the target is dazed (save ends). Miss: Half damage.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the halfling sorcerer’s next turn, the halfling sorcerer becomes insubstantial, the halfling sorcerer gains
a fly speed equal to the halfling sorcerer’s speed, and the halfling sorcerer can hover.
- ○ Second Chance (immediate interrupt)
- When the halfling sorcerer would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- Nimble Reaction
- The halfling sorcerer gains a +2 racial bonus to AC against opportunity attacks.
- Chaos Power
- The halfling sorcerer gains a +10 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 +17, Bluff +23
Str 15 (+13); Dex 22 (+17); Wis 12 (+12);
Con 14 (+13); Int 13 (+12); Cha 24 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Halfling Dragon Sorcerer [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +12
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 35; Fortitude 35, Reflex 33, Will 39
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d8 + 25 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 5 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +27 vs. Reflex; 5d6 + 25 acid damage. Until the end of the halfling sorcerer’s next turn, the target doesn’t
have line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +27 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the halfling sorcerer
slides the target 5 squares.
- ○ 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.
- □ Platinum Scales (immediate interrupt)
- When the halfling sorcerer is hit by an attack.
Until the end of the encounter, the halfling sorcerer gains a +5 power bonus to all defenses.
- Nimble Reaction
- The halfling sorcerer gains a +2 racial bonus to AC against opportunity attacks.
- Draconic Power
- The halfling sorcerer gains a +9 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 +17, Athletics +21
Str 20 (+16); Dex 17 (+14); Wis 12 (+12);
Con 14 (+13); Int 13 (+12); Cha 24 (+18)
Equipment cloth armor, mace
-1 Level / +1 Level
Halfling Earth Warden [Level 23 Brute]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +18
HP 260; Bloodied 130
Healing Surges (+65 hp) ○○○
AC 40; Fortitude 37, Reflex 35, Will 33
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8), and the halfling warden gains a +1 power bonus to AC until the end of the halfling
warden’s next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +28 vs. Reflex; the halfling warden pulls the target 2 squares to a space that
must be adjacent to the halfling warden. Make a secondary attack against the target. Secondary Attack: +30 vs. AC;
3d8 + 15 damage (crit 39 + 3d8). Special: If either attack hits, the target is also slowed until the start of the halfling
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +28 vs. AC; 4d8 + 15 cold damage (crit 47 + 3d8), and the target is slowed (save ends). First Failed Save: The target
is immobilized instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save
ends). Miss: Half damage, and the target is slowed until the end of the halfling warden’s next turn. Hit or Miss:
Each enemy within 3 squares of the halfling warden, other than the target, is slowed until the end of the halfling warden’s
next turn.
- □ Panacea (minor)
- The halfling warden makes a saving throw with a +4 power bonus. The halfling warden also gains a +4 power bonus to saving
throws until the end of the encounter.
- ● [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 +5 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 +19, Perception +18
Str 22 (+17); Dex 16 (+14); Wis 15 (+13);
Con 20 (+16); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Wild Warden [Level 23 Brute]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +21
HP 255; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 38; Fortitude 37, Reflex 33, Will 36
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and the target is slowed until the end of the halfling warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +28 vs. AC; 3d10 + 15 damage, and the target is dazed until the end of the halfling warden’s next turn. Until the end of the
halfling warden’s next turn, the halfling warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the halfling warden shifts 1 square. +28 vs. AC; 3d10 + 15 damage, and ongoing 10 damage (save
ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ Renewal (minor) ✦ Healing
- The halfling warden spends a healing surge. In addition, the halfling warden regains the use of an encounter attack power
the halfling warden has already used during this encounter.
- ● [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; +28 vs. Fortitude; 2d10 + 15 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
-5 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 +21, Perception +21
Str 22 (+17); Dex 16 (+14); Wis 20 (+16);
Con 15 (+13); Int 12 (+12); Cha 15 (+13)
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.