Halfling NPCs [Level 25]
Halfling Battle Cleric [Level 25 Controller (Leader)]
Small natural humanoid [XP 7000]
Initiative +14; Senses Perception +17
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 37, Reflex 33, Will 38
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +29 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
- +31 vs. AC; 4d8 + 15 damage. The next attack roll the halfling cleric makes against the target gains a +2 power bonus.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +29 vs. AC; 6d8 + 15 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ 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 +22, Religion +18
Str 23 (+18); Dex 15 (+14); Wis 21 (+17);
Con 14 (+14); Int 12 (+13); Cha 17 (+15)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Devoted Cleric [Level 25 Controller (Leader)]
Small natural humanoid [XP 7000]
Initiative +14; Senses Perception +18
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 33, Reflex 33, Will 39
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +27 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; +27 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.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +27 vs. Fortitude; 4d10 + 15 psychic damage, and the target is stunned until the end of the
halfling cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ 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 +23, Religion +18
Str 15 (+14); Dex 15 (+14); Wis 23 (+18);
Con 14 (+14); Int 12 (+13); Cha 23 (+18)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Halfling Greatweapon Fighter [Level 25 Soldier]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +14
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 39, Reflex 34, Will 33
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage. Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +29 vs. AC; 4d10 + 20 damage.
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +29 vs. AC; 6d10 + 15 damage, and all of the halfling fighter’s enemies that the halfling fighter can see are marked until
the end of the halfling fighter’s next turn. Miss: The power is not expended.
- ○ Second Chance (immediate interrupt)
- When the halfling fighter would be hit by an attack.
Force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
- □ 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 +23, Intimidate +19
Str 23 (+18); Dex 17 (+15); Wis 14 (+14);
Con 21 (+17); Int 12 (+13); Cha 15 (+14)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Halfling Guardian Fighter [Level 25 Soldier]
Small natural humanoid [XP 7000]
Initiative +18; Senses Perception +14
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 39, Reflex 39, Will 33
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+29 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
- +29 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: +29 vs. AC; 2d8 + 21 damage (crit 37 + 3d8).
- □ 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.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the halfling fighter uses a fighter power, the halfling fighter can score a critical hit on a roll of 19–20, and
the halfling fighter gains a +6 power bonus to damage rolls. Any enemy that starts its turn adjacent to the halfling fighter
takes 1d8 + 9 damage damage and ongoing 10 damage (save ends), 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.
- ○ 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 +19, Intimidate +19
Str 23 (+18); Dex 23 (+18); Wis 14 (+14);
Con 15 (+14); Int 12 (+13); Cha 15 (+14)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Avenging Paladin [Level 25 Soldier]
Small natural humanoid [XP 7000]
Initiative +14; Senses Perception +14
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 38, Reflex 34, Will 38
Saving Throws +5 against fear effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +30 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
- +30 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: +30 vs. AC; 1d8 + 15 thunder damage, and the
target is knocked prone.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +30 vs. AC; 4d8 + 15 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the halfling paladin when it attacks (save ends). The halfling paladin gains a +2 bonus to the opportunity attack roll and
deals an extra 1d8 damage.
- ● Divine Challenge (minor) ✦ Radiant
- The halfling paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
halfling paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 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 +23, Religion +18
Str 23 (+18); Dex 15 (+14); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 23 (+18)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Halfling Protecting Paladin [Level 25 Soldier]
Small natural humanoid [XP 7000]
Initiative +14; Senses Perception +14
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 37, Reflex 36, Will 39
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +30 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; +28 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +28 vs. Will; 6d6 + 16 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the halfling paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The halfling paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
halfling paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 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 +24, Religion +18
Str 21 (+17); Dex 15 (+14); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 25 (+19)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Archer Ranger [Level 25 Skirmisher]
Small natural humanoid [XP 7000]
Initiative +19; Senses Perception +19
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 33
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +30 vs. AC; 2d8 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +28/+29 vs. AC; 2d8 + 9 damage (crit 25 + 3d8) (main)/2d6
+ 9 damage (off-hand).
Shortbow: Ranged 15/30; +30 vs. AC (twice); 2d8 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 15/30; +30 vs. Fortitude; 4d8 + 16 damage, and the target is pushed 4 squares.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +30 vs. AC; 3d8 + 16 damage. Miss: Half damage.
- □ 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 +19, Stealth +23
Str 21 (+17); Dex 25 (+19); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Halfling Two-Blade Ranger [Level 25 Skirmisher]
Small natural humanoid [XP 7000]
Initiative +18; Senses Perception +19
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 38, Reflex 38, Will 33
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +29 vs. AC; 2d8 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +29/+29 vs. AC; 2d8 + 9 damage (crit 25 + 3d8) (main)/2d8
+ 9 damage (crit 25 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +29 vs. AC (twice); 2d8 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Scimitar (main): +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
Scimitar (off hand): +29 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/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar/Scimitar: +29/+29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8) (main)/2d8 +
15 damage (crit 31 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +29 vs. AC (twice); 2d8 + 15 damage.
Miss:
Half damage per attack. Hit or Miss: After making these attacks, the halfling ranger can shift 2 squares.
- ● 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 +19, Perception +19
Str 23 (+18); Dex 23 (+18); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Halfling Brawny Rogue [Level 25 Skirmisher]
Small natural humanoid [XP 7000]
Initiative +19; Senses Perception +13
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 36, Reflex 40, Will 34
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +31 vs. Reflex; 2d6 + 16 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +31 vs. Will; 6d6 + 16 damage, and the halfling rogue becomes invisible. The halfling rogue shifts into any square adjacent
to the target and reappear at the start of the halfling rogue’s next turn. The halfling rogue has combat advantage against
the target until the end of the halfling rogue’s next turn. Miss: Half damage, the halfling rogue can shift 1 square
to another square adjacent to the target, and the halfling rogue has combat advantage against the target until the end of
the halfling rogue’s next turn.
- ○ 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; +31 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 +26, Thievery +26
Str 21 (+17); Dex 25 (+19); Wis 13 (+13);
Con 14 (+14); Int 12 (+13); Cha 17 (+15)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Halfling Trickster Rogue [Level 25 Skirmisher]
Small natural humanoid [XP 7000]
Initiative +19; Senses Perception +18
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 33, Reflex 40, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
The halfling rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 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] Hamstring (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 vs. AC; 4d6 + 16 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- □ 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 +24, Thievery +26
Str 15 (+14); Dex 25 (+19); Wis 13 (+13);
Con 14 (+14); Int 12 (+13); Cha 23 (+18)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Halfling Fey-Pact Warlock [Level 25 Skirmisher]
Small natural humanoid [XP 7000]
Initiative +14; Senses Perception +14
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 33, Reflex 37, Will 39
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +28 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; +28 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] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +28 vs. Will; 4d10 + 16 psychic damage. Until the end of the encounter, every time the halfling warlock takes damage,
the halfling warlock makes a +28 vs. Will attack against the target; if the attack hits, the halfling warlock takes half damage
and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the halfling warlock is
adjacent to the target, the images of the halfling warlock both begin to flow together, such that anyone who attacks one has
a 50% chance of accidentally hitting the other instead.
- □ 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 +22, Bluff +24
Str 12 (+13); Dex 15 (+14); Wis 14 (+14);
Con 15 (+14); Int 21 (+17); Cha 25 (+19)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Infernal-Pact Warlock [Level 25 Skirmisher]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +13
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 37, Reflex 37, Will 35
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +27 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; +27 vs. Reflex; 4d8 + 15 damage, and the target is pushed 8 squares.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +27 vs. Reflex; 5d10 + 15 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the halfling warlock cannot
gain line of sight or line of effect to the target. Miss: Half damage, and the target 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 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 25 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 +22, Intimidate +20
Str 12 (+13); Dex 16 (+15); Wis 13 (+13);
Con 23 (+18); Int 21 (+17); Cha 17 (+15)
Equipment leather armor, mace
-1 Level / +1 Level
Halfling Star-Pact Warlock [Level 25 Skirmisher]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +13
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 36; Fortitude 37, Reflex 35, Will 38
Saving Throws +5 against fear effects
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +24 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +27 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; +27 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] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +27 vs. Will; 5d10 + 15 fire and psychic damage, and the target is stunned until the end of the halfling warlock’s
next turn. Miss: Half damage, and the target is dazed until the end 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 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 +19, Insight +18
Str 12 (+13); Dex 16 (+15); Wis 13 (+13);
Con 23 (+18); Int 15 (+14); Cha 23 (+18)
Equipment leather armor, sickle
-1 Level / +1 Level
Halfling Inspiring Warlord [Level 25 Soldier (Leader)]
Small natural humanoid [XP 7000]
Initiative +16; Senses Perception +13
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 38, Reflex 33, Will 38
Saving Throws +5 against fear effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +29 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
- +29 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] White Raven’s Call (standard) ✦ Weapon
- +29 vs. AC; 6d10 + 15 damage, and the halfling warlord and all of the halfling warlord’s allies within 10 squares of the halfling
warlord makes saving throws against any single effect that a save can end. Miss: Each of the halfling warlord’s allies
within 10 squares of the halfling warlord makes a saving throw against any effect that the target caused and that a save can
end.
- □ 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 18 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 +18, History +19
Str 23 (+18); Dex 15 (+14); Wis 12 (+13);
Con 14 (+14); Int 15 (+14); Cha 23 (+18)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Halfling Tactical Warlord [Level 25 Soldier (Leader)]
Small natural humanoid [XP 7000]
Initiative +16; Senses Perception +13
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 38, Reflex 37, Will 35
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +29 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
- +29 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.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +29 vs. AC; 6d6 + 15 damage. Until the end of the encounter, the halfling warlord’s allies add +5 to attack
rolls and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +5 bonus to the attack roll and the damage.
- □ 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 +18, History +22
Str 23 (+18); Dex 15 (+14); Wis 12 (+13);
Con 14 (+14); Int 21 (+17); Cha 17 (+15)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Halfling Control Wizard [Level 25 Artillery]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +17
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 37; Fortitude 33, Reflex 37, Will 38
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +27 vs. AC; 2d4 + 12 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +27 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; +27 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] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +27 vs. Reflex; 4d6 + 15 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- □ 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 +23, Insight +22
Str 12 (+13); Dex 17 (+15); Wis 21 (+17);
Con 14 (+14); Int 23 (+18); Cha 15 (+14)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Halfling War Wizard [Level 25 Artillery]
Small natural humanoid [XP 7000]
Initiative +18; Senses Perception +14
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 37; Fortitude 33, Reflex 37, Will 35
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +30 vs. AC; 2d4 + 15 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +27 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +27 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: +27
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +27 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +27 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 3d6 +
15 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 15 fire damage, and ongoing 15 fire
damage (save ends).
Will: The target is stunned (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.
- □ 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 +23, History +23
Str 12 (+13); Dex 23 (+18); Wis 15 (+14);
Con 14 (+14); Int 23 (+18); Cha 15 (+14)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Halfling Isolating Avenger [Level 25 Skirmisher]
Small natural humanoid [XP 7000]
Initiative +14; Senses Perception +18
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 38
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +30 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
- +30 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.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +30 vs. Fortitude; 6d8 + 15 damage, and the target takes 10 damage at the start of its turn if the halfling avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the halfling
avenger is within 5 squares of it (save ends).
- ○ [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 +19, Religion +22
Str 15 (+14); Dex 15 (+14); Wis 23 (+18);
Con 14 (+14); Int 21 (+17); Cha 14 (+14)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Halfling Pursuing Avenger [Level 25 Skirmisher]
Small natural humanoid [XP 7000]
Initiative +18; Senses Perception +18
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 38
Saving Throws +5 against fear effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +29 vs. AC; 2d8 + 15 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +30 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
- +30 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.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +27 vs. Will; 6d8 + 15 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the halfling avenger can teleport to a space adjacent to the target as a minor
action. The halfling avenger doesn’t need line of sight to the destination space. Aftereffect: The halfling avenger
can teleport to a space adjacent to the target as a free action once. The halfling avenger doesn’t need line of sight to the
destination space.
- ○ [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 +18, Stealth +23
Str 15 (+14); Dex 23 (+18); Wis 23 (+18);
Con 14 (+14); Int 13 (+13); Cha 14 (+14)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Halfling Rageblood Barbarian [Level 25 Brute]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +18
HP 281; Bloodied 140
Healing Surges (+70 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 34
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 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
- +29 vs. AC; 4d10 + 20 damage, and the target cannot regain hit points until the start of the halfling barbarian’s next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +29 vs. AC; 7d10 + 15 damage, and the target is pushed 5 squares. Miss: Half damage, and the target is pushed 1 square.
Hit or Miss: The halfling barbarian enters the rage of the ash hammer. Until the rage ends, whenever the halfling barbarian
hits with an attack, the halfling barbarian gains 13 temporary hit points. If that attack already grants temporary hit points
to the halfling barbarian, add +3 to the number of temporary hit points the halfling barbarian gains.
- ○ 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 17 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 +22, Perception +18
Str 23 (+18); Dex 16 (+15); Wis 13 (+13);
Con 21 (+17); Int 12 (+13); Cha 17 (+15)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Thaneborn Barbarian [Level 25 Brute]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +18
HP 275; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 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
- +29 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] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +29 vs. AC; 7d10 + 15 thunder damage, and the halfling barbarian knocks the target prone. Miss: Half damage. Hit
or Miss: The halfling barbarian enters the rage of the stone tempest. Until the rage ends, the halfling barbarian can
score a critical hit on a roll of 18–20.
- □ 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 +22, Perception +18
Str 23 (+18); Dex 16 (+15); Wis 13 (+13);
Con 15 (+14); Int 12 (+13); Cha 23 (+18)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Halfling Cunning Bard [Level 25 Controller (Leader)]
Small natural humanoid [XP 7000]
Initiative +14; Senses Perception +18
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 33, Reflex 38, Will 39
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage (crit 27 + 3d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +28 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; +28 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.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +28 vs. Will; the halfling bard slides the target 5 squares, the target makes a basic attack
as a free action against a creature of the halfling bard’s choice, and the target is then stunned until the end of the halfling
bard’s next turn. Miss: The target is dazed until the end of the halfling bard’s next turn.
- ○○○ 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 +22, Bluff +24
Str 14 (+14); Dex 15 (+14); Wis 12 (+13);
Con 15 (+14); Int 21 (+17); Cha 25 (+19)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Halfling Valorous Bard [Level 25 Controller (Leader)]
Small natural humanoid [XP 7000]
Initiative +14; Senses Perception +18
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 36, Reflex 35, Will 39
Saving Throws +5 against fear effects
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage (crit 27 + 3d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +30 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
- +30 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.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 3d10 + 16 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the halfling bard. The target deals half damage to any of the halfling bard’s allies except the chosen ally (save
ends). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○○○ 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 +19, Athletics +18
Str 14 (+14); Dex 15 (+14); Wis 12 (+13);
Con 21 (+17); Int 15 (+14); Cha 25 (+19)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Halfling Guardian Druid [Level 25 Controller]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +18
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 36, Reflex 35, Will 38
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +27 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; +27 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +27 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] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +27 vs. Fortitude; 4d6 + 15 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the halfling druid’s next turn. While the zone persists, the halfling druid can make the following secondary attack,
using a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +27 vs. Reflex; the
target cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor:
The zone persists.
- □ 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 +23, Nature +23
Str 14 (+14); Dex 17 (+15); Wis 23 (+18);
Con 21 (+17); Int 13 (+13); Cha 14 (+14)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Predator Druid [Level 25 Controller]
Small natural humanoid [XP 7000]
Initiative +18; Senses Perception +23
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 33, Reflex 38, Will 38
Saving Throws +5 against fear effects
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +27 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; +27 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; +27 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the halfling druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +27 vs. Reflex; 6d6 + 15 damage. If the attack hits at least once, the halfling druid
shifts 6 squares. Hit or Miss: Until the end of the encounter, while the halfling druid is in beast form the halfling
druid can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the halfling
druid.
- ● 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 +23, Perception +23
Str 14 (+14); Dex 23 (+18); Wis 23 (+18);
Con 15 (+14); Int 13 (+13); Cha 14 (+14)
Equipment hide armor, spear
-1 Level / +1 Level
Halfling Preserving Invoker [Level 25 Artillery]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +18
HP 171; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 38
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +27 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; +27 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.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +27 vs. Will; 6d6 + 15 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- □ 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 +22, Religion +22
Str 12 (+13); Dex 16 (+15); Wis 23 (+18);
Con 15 (+14); Int 21 (+17); Cha 15 (+14)
Equipment hide armor, mace
-1 Level / +1 Level
Halfling Wrathful Invoker [Level 25 Artillery]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +18
HP 177; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 37; Fortitude 37, Reflex 35, Will 38
Saving Throws +5 against fear effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +27 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; +27 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] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +27 vs. Fortitude; 4d8 + 15 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- □ 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 +21, Religion +19
Str 12 (+13); Dex 16 (+15); Wis 23 (+18);
Con 21 (+17); Int 15 (+14); Cha 15 (+14)
Equipment chainmail, mace
-1 Level / +1 Level
Halfling Bear Shaman [Level 25 Controller (Leader)]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +23
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 36; Fortitude 37, Reflex 34, Will 38
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +27 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; +27 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.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +27 vs. Reflex; 3d6 + 15 lightning damage, and the halfling shaman teleports the target 10
squares. Miss: Half damage, and the halfling shaman teleports the target 5 squares. Hit or Miss: The halfling
shaman teleports each ally in the blast 10 squares.
- ● 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 22 damage to the spirit,
the spirit disappears, and the halfling shaman takes 17 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; +27 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 +23, Perception +23
Str 13 (+13); Dex 16 (+15); Wis 23 (+18);
Con 21 (+17); Int 15 (+14); Cha 14 (+14)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Panther Shaman [Level 25 Controller (Leader)]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +23
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 38
Saving Throws +5 against fear effects
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +27 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; +27 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] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 3d10 + 15 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ 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 22 damage to the spirit,
the spirit disappears, and the halfling shaman takes 17 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; +27 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 +23, Perception +23
Str 13 (+13); Dex 16 (+15); Wis 23 (+18);
Con 15 (+14); Int 21 (+17); Cha 14 (+14)
Equipment leather armor, spear
-1 Level / +1 Level
Halfling Chaos Sorcerer [Level 25 Artillery]
Small natural humanoid [XP 7000]
Initiative +18; Senses Perception +13
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 37; Fortitude 33, Reflex 37, Will 40
Saving Throws +5 against fear effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +30 vs. AC; 2d4 + 15 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +28 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:
+28 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; +28 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] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 4d12 + 26 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the halfling sorcerer can make a secondary attack against the target if it is within 10 squares of the halfling
sorcerer (save ends): +28 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise,
its attack is unaffected by this secondary attack. If the halfling sorcerer rolled an even number on the secondary attack
roll, the halfling sorcerer chooses the creature that the target attacks.
- ○ 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 +18, Bluff +24
Str 15 (+14); Dex 23 (+18); Wis 12 (+13);
Con 14 (+14); Int 13 (+13); Cha 25 (+19)
Equipment cloth armor, dagger
-1 Level / +1 Level
Halfling Dragon Sorcerer [Level 25 Skirmisher]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +13
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 36; Fortitude 36, Reflex 34, Will 40
Saving Throws +5 against fear effects
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +28 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; +28 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.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +28 vs. Reflex; 7d6 + 25 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the halfling sorcerer’s turns, the halfling sorcerer can slide one enemy within 3 squares of the halfling
sorcerer 2 squares as a free action.
- ○ 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 +18, Athletics +22
Str 21 (+17); Dex 17 (+15); Wis 12 (+13);
Con 14 (+14); Int 13 (+13); Cha 25 (+19)
Equipment cloth armor, mace
-1 Level / +1 Level
Halfling Earth Warden [Level 25 Brute]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +19
HP 281; Bloodied 140
Healing Surges (+70 hp) ○○○
AC 41; Fortitude 38, Reflex 36, Will 34
Saving Throws +5 against fear effects
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +29 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; +29 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: +31 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.
- □ 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.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The halfling warden assumes the guardian form of the jungle lord until the end of the encounter. While the halfling warden
is in this form, the halfling warden gains a climb speed equal to the halfling warden’s speed and a +2 bonus to Reflex. In
addition, whenever the halfling warden hits a target with a melee attack, the halfling warden slides the target 2 squares.
If that attack already pulls, pushes, or slides the target, the halfling warden slides the target 2 squares after that forced
movement. 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: +29 vs. AC; 4d8 + 15 damage (crit 47 + 3d8), and the halfling warden
slides the target 1 square. Miss: Half damage.
- ● [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 +20, Perception +19
Str 23 (+18); Dex 16 (+15); Wis 15 (+14);
Con 21 (+17); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Halfling Wild Warden [Level 25 Brute]
Small natural humanoid [XP 7000]
Initiative +15; Senses Perception +22
HP 275; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 39; Fortitude 38, Reflex 34, Will 37
Saving Throws +5 against fear effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +29 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
- +29 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.
- □ 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.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The halfling warden assumes the guardian form of the blood wolf until the end of the encounter. While the halfling warden
is in this form, the halfling warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied
targets. In addition, if the halfling warden has combat advantage against a target that the halfling warden hits with a melee
attack, the halfling warden can knock that target prone. 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: +29 vs. AC; 5d10 +
15 damage, and the target grants combat advantage to the halfling warden (save ends). Miss: Half damage, and the target
grants combat advantage to the halfling warden until the end of the halfling warden’s next turn.
- ● [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; +29 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 +22, Perception +22
Str 23 (+18); Dex 16 (+15); Wis 21 (+17);
Con 15 (+14); Int 12 (+13); Cha 15 (+14)
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.