Human NPCs [Level 3]
Human Battle Cleric [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +3
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 17, Reflex 13, Will 17
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target
until the end of the human cleric’s next turn.
- ● [M] Priest’s Shield (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage, and the human cleric and one adjacent ally gain a +1 power bonus to AC until the end of the human
cleric’s next turn.
- ○ [M] Split the Sky (standard) ✦ Thunder, Weapon
- +8 vs. Fortitude; 1d10 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +8 vs. AC; 2d10 + 5 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- □ Bless (standard)
- The human cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○○ Healing Word (minor) ✦ Healing
- The human cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The human cleric gains a +1 bonus to the human cleric’s next attack roll or saving throw before the end of the human cleric’s
next turn.
- Human Perseverance [Feat]
- The human cleric gains a +1 feat bonus to saving throws.
Skills Heal +8, Insight +8, Religion +6
Str 18 (+5); Dex 11 (+1); Wis 14 (+3);
Con 12 (+2); Int 10 (+1); Cha 13 (+2)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Devoted Cleric [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +5
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 14, Reflex 13, Will 19
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 1d8 + 5 radiant damage, and one ally the human cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ● [R] Sacred Flame (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 1d6 + 5 radiant damage, and one ally the human cleric can see chooses either to gain 3 temporary
hit points or to make a saving throw.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + 5 radiant damage. Hit or Miss: One ally the human cleric can see gains combat advantage
against the target until the end of the human cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Will; 3d8 + 5 radiant damage, and the target gains vulnerability 5 to all the human cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- □ Cure Light Wounds (standard) ✦ Healing
- The human cleric or one creature touched by the human cleric regains hit points as if spending a healing surge.
- ○○ Healing Word (minor) ✦ Healing
- The human cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The human cleric gains a +1 bonus to the human cleric’s next attack roll or saving throw before the end of the human cleric’s
next turn.
- Human Perseverance [Feat]
- The human cleric gains a +1 feat bonus to saving throws.
Skills Heal +10, History +6, Religion +6
Str 13 (+2); Dex 11 (+1); Wis 18 (+5);
Con 12 (+2); Int 10 (+1); Cha 14 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Greatweapon Fighter [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +2
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 19; Fortitude 19, Reflex 14, Will 14
Saving Throws +1
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 4 damage.
- ● [M] Cleave (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and an enemy adjacent to the human fighter other than the target takes 4 damage.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 7 damage (crit 31 + 1d12).
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +8 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Miss: The power is not expended.
- □ Unstoppable (minor) ✦ Healing
- The human fighter gains 2d6 + 2 temporary hit points.
- Combat Challenge
- Every time the human fighter attacks an enemy, the human fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the human fighter’s next turn. If the marked creature makes an attack that doesn’t include
the human fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the human fighter and shifts or makes an attack that does not include the human fighter, the human fighter can make a melee
basic attack against that enemy as an immediate interrupt.
- Human Perseverance [Feat]
- The human fighter gains a +1 feat bonus to saving throws.
Skills Athletics +10, Endurance +8, Intimidate +6
Str 18 (+5); Dex 13 (+2); Wis 12 (+2);
Con 14 (+3); Int 10 (+1); Cha 11 (+1)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Human Guardian Fighter [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +2
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 14
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+9 vs. AC; 1d8 + 5 damage, and the target is pushed 1 square if it is the human fighter’s size, smaller than the human fighter,
or one size category larger. The human fighter can shift into the space that the target occupied.
- ● [M] Sure Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 1 damage.
- ○ [M] Dance of Steel (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 5 damage, and the target is immobilized until the end of the human fighter’s next turn.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +9 vs. AC; 2d8 + 5 damage, and the human fighter can spend a healing surge. Miss: The power is not expended.
- ○ Get Over Here (move)
- The human fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the human fighter.
- Combat Challenge
- Every time the human fighter attacks an enemy, the human fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the human fighter’s next turn. If the marked creature makes an attack that doesn’t include
the human fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the human fighter and shifts or makes an attack that does not include the human fighter, the human fighter can make a melee
basic attack against that enemy as an immediate interrupt.
- Human Perseverance [Feat]
- The human fighter gains a +1 feat bonus to saving throws.
Skills Heal +7, Intimidate +6, Streetwise +6
Str 18 (+5); Dex 14 (+3); Wis 12 (+2);
Con 13 (+2); Int 10 (+1); Cha 11 (+1)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Avenging Paladin [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +2
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 20; Fortitude 18, Reflex 14, Will 16
Saving Throws +1
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +9 vs. AC; 1d10 + 5 radiant damage. If the human paladin has marked the target, the human paladin gains a +1 bonus to the
damage roll.
- ● [M] Valiant Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage, with +1 to hit per enemy adjacent to the human paladin.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +9 vs. AC against one or two targets; 1d10 + 5 damage, and the target is marked until the end of the human paladin’s next
turn.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +9 vs. AC; 3d10 + 5 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the human paladin and allies within it
a +1 power bonus to AC.
- ● Divine Challenge (minor) ✦ Radiant
- The human paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the human
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 5 radiant damage. The human 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 human paladin challenges another target. Divine Challenge can only be used once per
round.
- □ Lay on Hands (minor) ✦ Healing
- The human paladin spends a healing surge but regains no hit points. Instead, one creature touched by the human paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Human Perseverance [Feat]
- The human paladin gains a +1 feat bonus to saving throws.
Skills Endurance +5, Intimidate +8, Religion +6
Str 18 (+5); Dex 11 (+1); Wis 13 (+2);
Con 12 (+2); Int 10 (+1); Cha 14 (+3)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Human Protecting Paladin [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +2
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 22; Fortitude 16, Reflex 16, Will 18
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage, and the human paladin gains 1 temporary hit points.
- ● [M] Enfeebling Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage. If the human paladin has marked the target, it takes a –2 penalty to attack rolls until the end
of the human paladin’s next turn.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +9 vs. Will; 2d8 + 5 damage. If the human paladin is bloodied, the human paladin regains 6 hit points. Bloodied allies within
5 squares of the human paladin also regain 6 hit points.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 3d8 + 5 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the human paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The human paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the human
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 7 radiant damage. The human 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 human paladin challenges another target. Divine Challenge can only be used once per
round.
- □ Lay on Hands (minor) ✦ Healing
- The human paladin spends a healing surge but regains no hit points. Instead, one creature touched by the human paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The human paladin is hit by the attack instead.
- Human Perseverance [Feat]
- The human paladin gains a +1 feat bonus to saving throws.
Skills Endurance +3, Intimidate +10, Religion +6
Str 14 (+3); Dex 11 (+1); Wis 13 (+2);
Con 12 (+2); Int 10 (+1); Cha 18 (+5)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Archer Ranger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +5; Senses Perception +7
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 19; Fortitude 16, Reflex 18, Will 14
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +8 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +7/+7 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
- ● [R] Nimble Strike (standard) ✦ Weapon
- The human ranger can shift 1 square before or after the attack. Ranged 20/40; +8 vs. AC; 1d10 + 5 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +8 vs. AC; 2d10 + 5 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The human ranger can designate the nearest visible enemy as the human ranger’s quarry. Once per round when hitting this quarry,
the human ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the human
ranger designates a different target as the quarry. The human ranger can only designate one enemy as quarry at a time.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the human ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +7 vs. AC; 1d8 + 3 damage.
Longbow: Ranged 20/40; +8
vs. AC; 1d10 + 5 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the human ranger with a melee attack.
The human ranger can shift 1 square. The human ranger gains a +2 power bonus to all defenses until the end of the human ranger’s
next turn.
- Archer Fighting Style
- The human ranger gains Defensive Mobility as a bonus feat.
- Human Perseverance [Feat]
- The human ranger gains a +1 feat bonus to saving throws.
- Defensive Mobility [Feat]
- The human ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +7, Perception +7, Stealth +9
Str 14 (+3); Dex 18 (+5); Wis 13 (+2);
Con 12 (+2); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Human Two-Blade Ranger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +7
HP 49; Bloodied 24
Healing Surges (+12 hp) ○
AC 17; Fortitude 18, Reflex 16, Will 14
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 + 1 damage.
- ● [M] Hit and Run (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage. Hit or Miss: If the human ranger moves in the same turn after this attack, leaving the first
square adjacent to the target does not provoke an opportunity attack from the target.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 + 3 damage.
After the first or the second
attack, the human ranger can shift 2 squares.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +9 vs. AC; 2d8 + 5 damage.
Longsword (off hand):
+9 vs. AC; 2d8 + 5 damage.
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The human ranger can designate the nearest visible enemy as the human ranger’s quarry. Once per round when hitting this quarry,
the human ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the human
ranger designates a different target as the quarry. The human ranger can only designate one enemy as quarry at a time.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the human ranger with a melee attack.
The human ranger slides the enemy into a square adjacent to the human ranger and gain combat advantage against it until the
end of the human ranger’s next turn.
- Two-Blade Fighting Style
- The human ranger can wield a one-handed weapon in the human ranger’s off hand as if it were an off-hand weapon. In addition,
the human ranger gains Toughness as a bonus feat.
- Human Perseverance [Feat]
- The human ranger gains a +1 feat bonus to saving throws.
- Toughness [Feat]
- The human ranger gains an additional +5 hit points.
Skills Nature +7, Perception +7, Stealth +7
Str 18 (+5); Dex 14 (+3); Wis 13 (+2);
Con 12 (+2); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Human Brawny Rogue [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +5; Senses Perception +1
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 15, Reflex 19, Will 14
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 3 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +9 vs. Reflex; 1d6 + 5 damage.
- ● [M] Riposte Strike (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 5 damage, and if the target attacks the human rogue before the start of the human rogue’s next turn, the
human rogue makes a riposte against the target as an immediate interrupt: +7 vs. AC; 1d6 + 3 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +9 vs. AC; 2d6 + 5 damage, and the target grants combat advantage to the human rogue until the end of the human rogue’s next
turn.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 2d6 + 5 damage.
Shuriken: Ranged 6/12; +9 vs. AC; 2d6 + 5 damage.
Hit:
The target is slowed and grants combat advantage to the human rogue (save ends both). Miss: Half damage, and the target
grants combat advantage to the human rogue until the end of the human rogue’s next turn.
- ○ Tumble (move)
- The human rogue can shift a number of squares equal to one-half the human rogue’s speed.
- First Strike
- At the start of an encounter, the human rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the human rogue’s weapon damage die increases by one size. When wielding a dagger, the human rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the human rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the human rogue deals an extra 2d6 damage.
- Human Perseverance [Feat]
- The human rogue gains a +1 feat bonus to saving throws.
Skills Acrobatics +10, Stealth +10, Thievery +10
Str 14 (+3); Dex 18 (+5); Wis 11 (+1);
Con 12 (+2); Int 10 (+1); Cha 13 (+2)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Human Trickster Rogue [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +5; Senses Perception +6
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 14, Reflex 19, Will 15
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
The human rogue can move 2 squares before the attack.
- ● [M/R] Sly Flourish (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 1d6 + 7 damage.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 2d6 + 5 damage.
Hit: Add +2 to the human rogue’s AC until the start of the human rogue’s next turn.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 3d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 3d6 + 5 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the human rogue hits
the target the human rogue slides it 1 square.
- ● Fleeting Ghost (move)
- The human rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- First Strike
- At the start of an encounter, the human rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the human rogue’s weapon damage die increases by one size. When wielding a dagger, the human rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the human rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the human rogue deals an extra 2d6 damage.
- Human Perseverance [Feat]
- The human rogue gains a +1 feat bonus to saving throws.
Skills Perception +6, Stealth +10, Thievery +10
Str 13 (+2); Dex 18 (+5); Wis 11 (+1);
Con 12 (+2); Int 10 (+1); Cha 14 (+3)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Human Fey-Pact Warlock [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +2
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 18
Saving Throws +1
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 5 psychic damage, and the human warlock is invisible to the target until the start of the human
warlock’s next turn.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Fortitude; 1d6 + 2 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 2 damage.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +6 vs. Fortitude; 1d8 + 5 damage, and the target is immobilized until the end of the human warlock’s next turn.
Hit or Miss: The human warlock teleports 7 squares.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 3d8 + 5 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The human warlock can teleport 3 squares, and the human warlock gains a +2 power bonus to all defenses until the end of the
human warlock’s next turn.
- ● Warlock’s Curse (minor)
- The human warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the human
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The human warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The human warlock can immediately teleport 3 squares.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +8, Bluff +10, Insight +7
Str 10 (+1); Dex 11 (+1); Wis 12 (+2);
Con 13 (+2); Int 14 (+3); Cha 18 (+5)
Equipment leather armor, spear
-1 Level / +1 Level
Human Infernal-Pact Warlock [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +1
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 17, Reflex 16, Will 15
Saving Throws +1
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 1d6 + 5 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 1d6 + 5 fire damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +6 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 5 damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 3d10 + 5 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The human warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the human
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The human warlock can only curse one target per turn.
- □ Fiendish Resilience (minor)
- The human warlock gains 6 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The human warlock gains 3 temporary hit points.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +8, History +8, Intimidate +7
Str 10 (+1); Dex 12 (+2); Wis 11 (+1);
Con 18 (+5); Int 14 (+3); Cha 13 (+2)
Equipment leather armor, mace
-1 Level / +1 Level
Human Star-Pact Warlock [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +1
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 15; Fortitude 17, Reflex 15, Will 16
Saving Throws +1
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +4 vs. AC; 1d6 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +6 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 1d6 + 5 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 1d6 + 5 fire damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +6 vs. Fortitude; 2d8 + 5 cold damage, and the target grants combat advantage to the human warlock and any allies
until the end of the human warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of
the human warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Will; 3d6 + 3 radiant damage, and the target is immobilized until the end of the human warlock’s next turn.
Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The human warlock can teleport 3 squares, and the human warlock gains a +2 power bonus to all defenses until the end of the
human warlock’s next turn.
- ● Warlock’s Curse (minor)
- The human warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the human
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The human warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The human warlock gains a +1 bonus to a single d20 roll the human warlock makes during the human warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +7, Insight +6, Religion +7
Str 10 (+1); Dex 12 (+2); Wis 11 (+1);
Con 18 (+5); Int 13 (+2); Cha 14 (+3)
Equipment leather armor, sickle
-1 Level / +1 Level
Human Inspiring Warlord [Level 3 Soldier (Leader)]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +1
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 18, Reflex 14, Will 16
Saving Throws +1
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +8 vs. Fortitude; 4 damage, and choose one ally adjacent to either the human warlord or the target. On his or her next attack
against the target, this ally gains a +2 bonus to the attack roll and the damage roll. If the ally does not attack the target
by the end of his or her next turn, the bonus is lost.
- ○ [M] Warlord’s Strike (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 5 damage, and all of the human warlord’s allies gain a +3 bonus to damage rolls against the target until
the end of the human warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +8 vs. AC; 3d10 + 5 damage, and allies within 5 squares of the human warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the human warlord gains 7 temporary hit points.
- ● Commander’s Strike (standard) ✦ Weapon
- Choose a target that the human warlord could attack with a melee attack. One of the human warlord’s ally can make a melee
basic attack with a +1 bonus to damage against that target as a free action.
- ○○ Inspiring Word (minor) ✦ Healing
- The human warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Shake It Off (minor)
- The human warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
- Inspiring Presence
- When an ally who can see the human warlord spends an action point to take an extra action, that ally also regains 3 lost hit
points.
- Combat Leader
- The human warlord and each ally within 10 squares who can see and hear the human warlord gains a +2 power bonus to initiative.
- Human Perseverance [Feat]
- The human warlord gains a +1 feat bonus to saving throws.
Skills Heal +6, History +7, Intimidate +8
Str 18 (+5); Dex 11 (+1); Wis 10 (+1);
Con 12 (+2); Int 13 (+2); Cha 14 (+3)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Human Tactical Warlord [Level 3 Soldier (Leader)]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +1
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 18, Reflex 16, Will 15
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage. Before the human warlord attacks, one ally adjacent to either the human warlord or the target may
shift 1 square as a free action.
- ● [M] Viper’s Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage. If the target shifts before the start of the human warlord’s next turn, it provokes an opportunity
attack from an ally of the human warlord’s choice.
- ○ [M] Steel Monsoon (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 5 damage, and 2 allies within 5 squares of the human warlord can shift 1 square.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +9 vs. AC; 3d8 + 5 damage, and the human warlord and allies within 5 squares gain a +3 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ Inspiring Word (minor) ✦ Healing
- The human warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Tactical Presence
- When an ally the human warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack
roll.
- Combat Leader
- The human warlord and each ally within 10 squares who can see and hear the human warlord gains a +2 power bonus to initiative.
- Human Perseverance [Feat]
- The human warlord gains a +1 feat bonus to saving throws.
Skills Heal +6, History +8, Intimidate +7
Str 18 (+5); Dex 11 (+1); Wis 10 (+1);
Con 12 (+2); Int 14 (+3); Cha 13 (+2)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Human Control Wizard [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +3
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 17, Will 17
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +6 vs. Fortitude; 1d6 + 5 cold damage, and the target is slowed until the end of the human wizard’s next turn.
- ● [C] Thunderwave (standard) ✦ Thunder
- Close blast 3; +6 vs. Fortitude; 1d6 + 5 thunder damage, and the target is pushed 2 squares.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +6 vs. Will; 1d6 + 5 radiant damage, and the target is dazed until the end of the human wizard’s next turn.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +6 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Orb of Imposition (free)
- The human wizard can choose one creature suffering from one of the human wizard’s wizard spells whose effect ends on a saving
throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the human wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the human wizard’s current turn, so that it lasts
instead until the end of the human wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the human wizard is hit by an attack.
The human wizard gains a +4 power bonus to AC and Reflex defense until the end of the human wizard’s next turn.
- Human Perseverance [Feat]
- The human wizard gains a +1 feat bonus to saving throws.
Skills Arcana +10, Insight +8, Nature +8
Str 10 (+1); Dex 13 (+2); Wis 14 (+3);
Con 12 (+2); Int 18 (+5); Cha 11 (+1)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Human War Wizard [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +2
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 17, Will 16
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Magic Missile (standard) ✦ Force
- Ranged 20; +6 vs. Reflex; 2d4 + 5 force damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +6 vs. Reflex; 1d6 + 5 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +6 vs. Reflex; 2d6 + 5 lightning damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +6 vs. Reflex; 2d8 + 5 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +6 vs. Reflex; 1d8 + 5 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Wand of Accuracy (free)
- The human wizard gains a +2 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the human wizard is hit by an attack.
The human wizard gains a +4 power bonus to AC and Reflex defense until the end of the human wizard’s next turn.
- Human Perseverance [Feat]
- The human wizard gains a +1 feat bonus to saving throws.
Skills Arcana +10, Dungeoneering +7, History +10
Str 10 (+1); Dex 14 (+3); Wis 13 (+2);
Con 12 (+2); Int 18 (+5); Cha 11 (+1)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Human Isolating Avenger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +5
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 17; Fortitude 15, Reflex 16, Will 18
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage, and the human avenger shifts 1 square, sliding the target 1 square into the space the human avenger
occupied.
- ● [M] Bond of Retribution (standard) ✦ Radiant, Weapon
- +9 vs. AC; 1d10 + 5 damage, and the first time an enemy other than the target hits or misses the human avenger before the
end of the human avenger’s next turn, the target takes 2 radiant damage.
- ○ [M] Halo of Fire (standard) ✦ Fire, Weapon
- +9 vs. AC; 2d10 + 5 fire damage, and until the end of the human avenger’s next turn, any enemy that ends its turn adjacent
to the target takes 7 fire damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +9 vs. AC; 2d10 + 5 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the human avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the human avenger can see in within 10 squares. When the human avenger makes a melee attack against the target
and the target is the only enemy adjacent to the human avenger, the human 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 human avenger
regains the use of this power.
- ○ Refocus Enmity (minor)
- Choose one creature the human avenger can see within 10 squares. The target becomes the target of the human avenger’s oath
of enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the human avenger makes an attack roll against the human avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Censure of Retribution
- When any enemy other than the human avenger’s oath of enmity target hits the human avenger, the human avenger gains a +2 bonus
to damage rolls against the human avenger’s oath of enmity target until the end of the human avenger’s next turn. This bonus
is cumulative.
- Armor of Faith
- The favor of the human avenger’s deity wards the human avenger from harm. While the human avenger is neither wearing heavy
armor nor using a shield, the human avenger gains a +3 bonus to AC.
- Human Perseverance [Feat]
- The human avenger gains a +1 feat bonus to saving throws.
Skills Athletics +7, Intimidate +6, Religion +8
Str 13 (+2); Dex 11 (+1); Wis 18 (+5);
Con 12 (+2); Int 14 (+3); Cha 10 (+1)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Human Pursuing Avenger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +5
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 17; Fortitude 15, Reflex 16, Will 18
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +6 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage, and if the target doesn’t end its next turn adjacent to the human avenger, the human avenger can
shift 3 squares as a free action. The human avenger must end that shift closer to the target.
- ● [R] Radiant Vengeance (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 1d8 + 5 radiant damage, and the human avenger gains 4 temporary hit points.
- ○ [M] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +9 vs. AC; 2d10 + 5 damage, and the human avenger teleports the target 3 squares. The human avenger then teleports to a space
adjacent to the target.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +9 vs. AC; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the human avenger at the start of the human avenger’s turn, the human avenger can teleport to
a space within 3 squares of it as a minor action. This effect ends if the human avenger ends the human avenger’s turn more
than 3 squares away from the target.
- ○ Distracting Flare (move)
- The human avenger becomes invisible and moves the human avenger’s speed. The human avenger is invisible until the end of the
movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the human avenger can see in within 10 squares. When the human avenger makes a melee attack against the target
and the target is the only enemy adjacent to the human avenger, the human 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 human avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the human avenger makes an attack roll against the human avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Censure of Pursuit
- If the human avenger’s oath of enmity target moves away from the human avenger willingly, the human avenger gains a +4 bonus
to damage rolls against the target until the end of the human avenger’s next turn.
- Armor of Faith
- The favor of the human avenger’s deity wards the human avenger from harm. While the human avenger is neither wearing heavy
armor nor using a shield, the human avenger gains a +3 bonus to AC.
- Human Perseverance [Feat]
- The human avenger gains a +1 feat bonus to saving throws.
Skills Acrobatics +8, Religion +6, Stealth +8
Str 13 (+2); Dex 14 (+3); Wis 18 (+5);
Con 12 (+2); Int 11 (+1); Cha 10 (+1)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Human Rageblood Barbarian [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +6
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 19, Reflex 15, Will 14
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 1d12). Hit or Miss: Until the start of the human barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the human barbarian. If the human barbarian is raging, attackers do
not gain this bonus.
- ● [M] Recuperating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the human barbarian gains 2 temporary hit points, +5 temporary hit points
if the human barbarian is raging.
- ○ [M] Blade Sweep (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and each enemy adjacent to the human barbarian takes 2 damage.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +8 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Miss: Half damage. Hit or Miss: The human barbarian enters the
rage of the bloodhunt. Until the rage ends, the human barbarian gains a +2 bonus to melee damage rolls if either the human
barbarian or the human barbarian’s target is bloodied.
- □ Primal Vitality (minor)
- The human barbarian gains 3 temporary hit points. If the human barbarian is raging, the human barbarian instead gains 5 temporary
hit points.
- ○ Swift Charge (free)
- When the human barbarian’s attack reduces an enemy to 0 hit points.
The human barbarian charges an enemy.
- Rageblood Vigor
- Whenever the human barbarian’s attack reduces an enemy to 0 hit points, the human barbarian gains 2 temporary hit points.
- Barbarian Agility
- While the human barbarian is not wearing heavy armor, the human barbarian gains a +1 bonus to AC and Reflex.
- Human Perseverance [Feat]
- The human barbarian gains a +1 feat bonus to saving throws.
Skills Athletics +9, Endurance +7, Perception +6
Str 18 (+5); Dex 12 (+2); Wis 11 (+1);
Con 14 (+3); Int 10 (+1); Cha 13 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Thaneborn Barbarian [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +6
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 17; Fortitude 19, Reflex 15, Will 15
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 1d12). When charging, the human barbarian can use this power in place of a melee
basic attack. If the human barbarian is raging, the human barbarian can move 2 extra squares as part of the charge.
- ● [M] Pressing Strike (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is pushed 1 square. If the human barbarian is raging, the attack
deals 1d6 extra damage. Before the attack, the human barbarian shifts 2 squares. The human barbarian can move through an enemy’s
space during the shift, but the human barbarian can’t end there.
- ○ [M] Daring Charge (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). When charging, the human barbarian can use this power in place of a melee basic
attack. If the human barbarian charges, the human barbarian gains a +2 bonus to the attack roll and the damage roll for each
opportunity attack made against the human barbarian while the human barbarian charges. The human barbarian gains a +2 bonus
to AC against any opportunity attack the human barbarian provokes during the human barbarian’s charge.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +8 vs. Reflex; 1d12 + 5 damage (crit 17 + 1d12), and the human barbarian knocks the
target prone. Miss: Half damage. Hit or Miss: The human barbarian enters the rage of the macetail behemoth.
Until the rage ends, whenever the human barbarian hits, the human barbarian gains 4 temporary hit points.
- ○ Combat Sprint (move)
- The human barbarian moves the human barbarian’s speed + 4. The human barbarian gains a +4 bonus to all defenses against any
opportunity attack the human barbarian provoke with this movement.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the human 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 human barbarian’s next turn.
- Thaneborn Triumph
- Whenever the human barbarian bloodies an enemy, the next attack by the human barbarian or an ally against that enemy gains
a +2 bonus to the attack roll.
- Barbarian Agility
- While the human barbarian is not wearing heavy armor, the human barbarian gains a +1 bonus to AC and Reflex.
- Human Perseverance [Feat]
- The human barbarian gains a +1 feat bonus to saving throws.
Skills Athletics +9, Intimidate +8, Perception +6
Str 18 (+5); Dex 12 (+2); Wis 11 (+1);
Con 13 (+2); Int 10 (+1); Cha 14 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Cunning Bard [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +6
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 14, Reflex 17, Will 18
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the human
bard’s next turn.
- ● [R] Misdirected Mark (standard)
- Ranged 10; +6 vs. Reflex; 1d8 + 5 damage, and the target is marked by an ally within 5 squares of the human bard until the
end of the human bard’s next turn.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +9 vs. Reflex; 1d8 + 5 damage, and each ally within 5 squares of the human bard gains a +3 bonus to damage rolls against the
target until the end of the human bard’s next turn.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +6 vs. Will; 2d6 + 5 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 4 hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The human bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power can
only be used once per round. The human bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the human bard’s next turn. When the
human bard moves, the zone moves with the human bard, remaining centered on the human bard. While within the zone, any ally
gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the human bard, the human bard can slide that ally
1 square as a free action.
- Skill Versatility
- The human bard gains a +1 bonus to untrained skill checks.
- Human Perseverance [Feat]
- The human bard gains a +1 feat bonus to saving throws.
Skills Arcana +8, Bluff +10, Perception +6
Str 12 (+2); Dex 11 (+1); Wis 10 (+1);
Con 13 (+2); Int 14 (+3); Cha 18 (+5)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Human Valorous Bard [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +6
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 19; Fortitude 15, Reflex 16, Will 18
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage, and the target takes a –2 penalty to the defense of the human bard’s choice until the end of the
human bard’s next turn.
- ● [M] War Song Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage, and any ally who hits the target before the end of the human bard’s next turn gains 2 temporary
hit points.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 5 damage, and each ally within 5 squares of the human bard gains a +3 bonus to attack rolls while charging
until the end of the human bard’s next turn.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 5 damage, and the target grants combat advantage to the human bard and the human bard’s allies (save ends).
Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the human bard hits an enemy, that
enemy grants combat advantage to the human bard and the human bard’s allies until the end of the human bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The human bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power can
only be used once per round. The human bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the human bard’s next turn. When
the human bard moves, the zone moves with the human bard, remaining centered on the human bard. While within the zone, any
ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the human bard reduces an enemy to 0 hit points or bloodies an enemy, the
human bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The human bard gains a +1 bonus to untrained skill checks.
- Human Perseverance [Feat]
- The human bard gains a +1 feat bonus to saving throws.
Skills Arcana +7, Athletics +6, Perception +6
Str 12 (+2); Dex 11 (+1); Wis 10 (+1);
Con 14 (+3); Int 13 (+2); Cha 18 (+5)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Human Guardian Druid [Level 3 Controller]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +5
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 18
Saving Throws +1
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +5 vs. AC; 2d4 + 2 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 5 damage, and the target is slowed until the end of the human druid’s next turn. This power can be used
as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ● [A] Call of the Beast (standard) ✦ Charm, Psychic
- Area burst 1 within 10; +6 vs. Will; the target can’t gain combat advantage until the end of the human druid’s next turn.
In addition, on its next turn the target takes 9 psychic damage when it makes any attack that doesn’t include the human druid’s
ally nearest to it as a target.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +6 vs. Fortitude; 2d6 + 5 cold damage, the target is pushed 2 squares and is knocked prone.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +6 vs. Reflex; 1d6 + 5 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the human druid’s choice within 5
squares of the target regains 7 hit points. Aftereffect: One creature of the human druid’s choice within 5 squares
of the target regains 2 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The human druid changes from the human druid’s humanoid form to beast form or vice versa. When the human druid changes from
beast form back to the human druid’s humanoid form, the human druid shifts 1 square. While the human druid is in beast form,
the human druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the human druid can sustain
such powers. The human druid can use this power once per round.
- ○ Barkskin (minor)
- The human druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the human druid’s next turn.
- Primal Guardian
- While the human druid is not wearing heavy armor, the human druid can use the human druid’s Constitution modifier in place
of the human druid’s Dexterity or Intelligence modifier to determine the human druid’s AC.
- Human Perseverance [Feat]
- The human druid gains a +1 feat bonus to saving throws.
Skills Heal +10, Insight +10, Nature +10
Str 12 (+2); Dex 13 (+2); Wis 18 (+5);
Con 14 (+3); Int 11 (+1); Cha 10 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Predator Druid [Level 3 Controller]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +10
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 17; Fortitude 14, Reflex 16, Will 18
Saving Throws +1
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +5 vs. AC; 2d4 + 2 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 5 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +6 vs. Reflex; 1d6 + 1 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the human druid’s next turn. Any enemy that enters the zone or starts its turn there takes 4 fire damage.
- ● [M] Pounce (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 5 damage, and the target grants combat advantage to the next creature that attacks it before the end
of the human druid’s next turn. When charging, the human druid can use this power in place of a melee basic attack.
- ○ [M] Predator’s Flurry (standard) ✦ Beast Form
- +6 vs. Reflex; 1d6 + 5 damage, and the primary target is dazed until the end of the human druid’s next turn. Hit or Miss:
The human druid shifts 2 squares and then make a secondary attack against one creature other than the primary target. Secondary
Attack: +6 vs. Reflex; 1d6 + 5 damage, and the secondary target is dazed until the end of the human druid’s next turn.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +6 vs. Reflex; 1d6 + 5 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the human druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The human druid changes from the human druid’s humanoid form to beast form or vice versa. When the human druid changes from
beast form back to the human druid’s humanoid form, the human druid shifts 1 square. While the human druid is in beast form,
the human druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the human druid can sustain
such powers. The human druid can use this power once per round.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the human druid gains a +2 power bonus to the human druid’s speed while the human druid is
in beast form.
- Primal Predator
- While the human druid is not wearing heavy armor, the human druid gains a +1 bonus to the human druid’s speed.
- Human Perseverance [Feat]
- The human druid gains a +1 feat bonus to saving throws.
Skills Athletics +6, Nature +10, Perception +10
Str 12 (+2); Dex 14 (+3); Wis 18 (+5);
Con 13 (+2); Int 11 (+1); Cha 10 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Preserving Invoker [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +5
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 16, Will 18
Saving Throws +1
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 1d8 + 5 radiant damage, and the human invoker slides the target 1 square. The human invoker can
use this power as a ranged basic attack.
- ● [A] Vanguard’s Lightning (standard) ✦ Lightning
- Area burst 1 within 10; +6 vs. Reflex; 1d6 + 5 lightning damage. Whenever the target makes an opportunity attack before the
end of the human invoker’s next turn, the target takes 2 lightning damage.
- ○ [R] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the human invoker or the human invoker’s allies before the end of its next turn, the target
takes 2d10 + 5 radiant damage at the end of that turn. If the target doesn’t attack the human invoker or the human invoker’s
allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +6 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the human invoker’s next turn.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the human invoker hits the human invoker’s ally.
The human invoker gains a +2 bonus to the human invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the human invoker’s next turn.
- Covenant of Preservation
- When the human invoker uses a divine encounter or daily attack power on the human invoker’s turn, the human invoker can slide
an ally within 10 squares of the human invoker 1 square.
- Human Perseverance [Feat]
- The human invoker gains a +1 feat bonus to saving throws.
Skills Arcana +8, History +8, Religion +8
Str 10 (+1); Dex 12 (+2); Wis 18 (+5);
Con 13 (+2); Int 14 (+3); Cha 11 (+1)
Equipment hide armor, morningstar
-1 Level / +1 Level
Human Wrathful Invoker [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +5
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 16, Reflex 15, Will 18
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Fortitude; 1d10 + 5 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The human invoker can use this power as a ranged basic attack.
- ● [A] Grasping Shards (standard) ✦ Radiant
- Area burst 1 within 10; +6 vs. Fortitude; 4 radiant damage, and the target is slowed until the end of the human invoker’s
next turn.
- ○ [A] Chains of Carceri (standard)
- Area burst 1 within 10; +6 vs. Reflex; 2d8 + 5 damage, and the target is slowed until the end of the human invoker’s next
turn.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 1d10 + 5 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the human invoker hits the human invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- □ Shroud of Warning (no action)
- When the human invoker and the human invoker’s allies roll initiative at the beginning of an encounter.
The human invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
- Covenant of Wrath
- When the human invoker uses a divine encounter or daily attack power on the human invoker’s turn, the human invoker gains
a bonus to the damage roll equal to 1 for each enemy the human invoker attacks with the power.
- Human Perseverance [Feat]
- The human invoker gains a +1 feat bonus to saving throws.
Skills Endurance +7, Insight +10, Religion +7
Str 10 (+1); Dex 12 (+2); Wis 18 (+5);
Con 14 (+3); Int 13 (+2); Cha 11 (+1)
Equipment chainmail, morningstar
-1 Level / +1 Level
Human Bear Shaman [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +10
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 15; Fortitude 16, Reflex 14, Will 18
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +4 vs. AC; 1d10 + 1 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Will; 1d8 + 5 damage, and each ally adjacent to the human shaman’s spirit companion gains 2 temporary
hit points.
- ● [M] Defending Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Reflex; 1d8 + 5 damage. Until the end of the human shaman’s next turn, the human shaman and the human
shaman’s allies gain a +1 power bonus to AC while adjacent to the human shaman’s spirit companion.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +6 vs. Fortitude; 2d8 + 5 damage, and one ally adjacent to the human shaman’s spirit companion can spend a
healing surge and regains 2 additional hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +6 vs. Fortitude; 1d8 + 5 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the human shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a
character can end this effect on himself or herself to regain 10 hit points.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The human shaman conjures the human shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the human shaman falls unconscious or until the human shaman dismisses it as a minor action. The spirit occupies 1 square.
Enemies cannot move through its space, but allies can. When the human shaman takes a move action, the human shaman can also
move the spirit a number of squares equal to the human 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 11 damage to the spirit, the spirit disappears,
and the human shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The human shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the human
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the human shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the human shaman’s spirit
companion regains 4 hit points.
- Protector Spirit
- Any ally adjacent to the human shaman’s spirit companion regains 2 additional hit points when he or she uses second wind or
when the human shaman uses a healing power on him or her.
- Human Perseverance [Feat]
- The human shaman gains a +1 feat bonus to saving throws.
Skills Endurance +8, Nature +10, Perception +10
Str 11 (+1); Dex 12 (+2); Wis 18 (+5);
Con 14 (+3); Int 13 (+2); Cha 10 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Panther Shaman [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +10
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 15, Reflex 15, Will 18
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +4 vs. AC; 1d10 + 1 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Fortitude; 1d10 + 5 damage, and until the end of the human shaman’s next turn, the human shaman’s spirit
companion can flank with the human shaman and the human shaman’s allies. If the target is bloodied, the human shaman gains
a +1 bonus to the attack roll.
- ● [M] Watcher’s Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Reflex; 1d8 + 5 damage, and until the end of the human shaman’s next turn, the human shaman and the
human shaman’s allies gain a +1 bonus to attack rolls and a +5 bonus to Perception checks while adjacent to the human shaman’s
spirit companion.
- ○ [R] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +6 vs. Reflex; 1d10 + 5 lightning damage, until the end of the human shaman’s next turn, any ally adjacent to the
human shaman’s spirit companion can shift as a minor action. In addition, until the end of the human shaman’s next turn, any
ally ignores difficult terrain in the human shaman’s spirit companion’s space and in squares adjacent to it.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the human shaman’s spirit companion; +6 vs. Will; 3d6 +
5 psychic damage, and the human shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The human shaman conjures the human shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the human shaman falls unconscious or until the human shaman dismisses it as a minor action. The spirit occupies 1 square.
Enemies cannot move through its space, but allies can. When the human shaman takes a move action, the human shaman can also
move the spirit a number of squares equal to the human 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 11 damage to the spirit, the spirit disappears,
and the human shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The human shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the human
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the human shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the human shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 1d10 + 5 damage.
- Stalker Spirit
- Any ally adjacent to the human shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
- Human Perseverance [Feat]
- The human shaman gains a +1 feat bonus to saving throws.
Skills Athletics +6, Nature +10, Perception +10
Str 11 (+1); Dex 12 (+2); Wis 18 (+5);
Con 13 (+2); Int 14 (+3); Cha 10 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Chaos Sorcerer [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +1
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 14; Fortitude 14, Reflex 15, Will 19
Saving Throws +1
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +7 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +6 vs. Will; 1d10 + 7 psychic damage and if the human 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:
+6 vs. Will; 1d6 + 3 psychic damage. If the human sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The human sorcerer can attack a creature only once with a single use of this power.
- ● [R] Storm Walk (standard) ✦ Thunder
- Ranged 10; +6 vs. Fortitude; 1d8 + 7 thunder damage. Before or after the attack, the human sorcerer may shift 1 square.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +6 vs. Fortitude; 1d8 + 7 force damage, and the target is immobilized until the end of the human sorcerer’s next
turn. If the human sorcerer rolled an even number on the attack roll, the human sorcerer slides the target 2 squares.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +6 vs. Will; 6d6 + 7 radiant damage and if the human sorcerer rolled an even number on the attack roll, the target
takes a -2 penalty to attack rolls against the human sorcerer (save ends). Miss: Half damage.
- ○ Stretch Spell (minor)
- Until the end of the human sorcerer’s turn, add +2 to the range of the human sorcerer’s ranged arcane powers.
- Chaos Power
- The human sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the human sorcerer rolls a natural 20 on an attack roll for an arcane power, the human sorcerer slides the target 1 square
and knock it prone after applying the attack’s other effects. When the human sorcerer rolls a natural 1 on an attack roll
for an arcane power, the human sorcerer must push each creature within 5 squares of the human sorcerer 1 square.
- Human Perseverance [Feat]
- The human sorcerer gains a +1 feat bonus to saving throws.
Skills Arcana +6, Bluff +10, Endurance +7
Str 13 (+2); Dex 14 (+3); Wis 10 (+1);
Con 12 (+2); Int 11 (+1); Cha 18 (+5)
Equipment cloth armor, dagger
-1 Level / +1 Level
Human Dragon Sorcerer [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +1
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 14; Fortitude 15, Reflex 14, Will 19
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +6 vs. Reflex; 1d8 + 7 fire damage. The next enemy that hits the human sorcerer with a melee attack before
the end of the human sorcerer’s next turn takes 2 fire damage.
- ● [R] Dragonfrost (standard) ✦ Cold
- Ranged 10; +6 vs. Fortitude; 1d8 + 7 cold damage, and the target is pushed 1 square. This power can be used as a ranged basic
attack.
- ○ [C] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +6 vs. Fortitude; 2d8 + 7 poison damage, and the target takes a –2 penalty to Fortitude until the end of the
human sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +6 vs. Reflex; 3d8 + 7 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
human sorcerer’s next turn, whenever an enemy hits the human sorcerer with a melee attack, the human sorcerer pushes that
enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the human sorcerer is hit by an attack.
Until the end of the human sorcerer’s next turn, the human sorcerer gains a +1 power bonus to all defenses, and any creature
that hits the human sorcerer with a melee attack takes 1d6 + 3 fire damage.
- Draconic Power
- The human sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the human sorcerer is not wearing heavy armor, the human sorcerer can use the human sorcerer’s Strength modifier in
place of the human sorcerer’s Dexterity or Intelligence modifier to determine the human sorcerer’s AC.
- Human Perseverance [Feat]
- The human sorcerer gains a +1 feat bonus to saving throws.
Skills Arcana +6, Athletics +8, History +6
Str 14 (+3); Dex 13 (+2); Wis 10 (+1);
Con 12 (+2); Int 11 (+1); Cha 18 (+5)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Human Earth Warden [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +7
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 15
Saving Throws +1
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage, and the human warden gains a +1 power bonus to AC until the end of the human warden’s next turn.
- ● [M] Strength of Stone (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage, and the human warden gains 2 temporary hit points.
- ○ [M] Earthgrasp Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage, and the human warden knocks the target prone. The target can’t stand up until the end of the human
warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 5 damage.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The human warden and the human
warden’s allies have cover while within the zone.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The human warden assumes the guardian form of the willow sentinel until the end of the encounter. While the human warden is
in this form, the human warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude
while adjacent to the human warden. Once during this encounter, the human warden can make the following attack while the human
warden is in this form as an immediate interrupt when an enemy adjacent to the human warden makes an attack roll against the
human warden’s ally.
Secondary Attack: Targets the triggering enemy; +8 vs. AC; 1d10 + 5 damage, and the target
takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering
attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the human warden that is within 5 squares of the human warden makes an attack that does not include
the human warden as a target.
Targets the triggering enemy; The human warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Earthstrength
- When the human warden uses the human warden’s second wind, the human warden gains an additional +2 bonus to AC. The bonus
lasts until the end of the human warden’s next turn.
- Font of Life
- At the start of the human warden’s turn, the human 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 human warden on the human warden’s current turn.
If the human warden fails the saving throw, the human warden still makes a saving throw against the effect at the end of the
human warden’s turn.
- Nature’s Wrath
- Once during each of the human warden’s turns, the human warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the human warden’s next turn.
- Human Perseverance [Feat]
- The human warden gains a +1 feat bonus to saving throws.
Skills Athletics +7, Nature +7, Perception +7
Str 18 (+5); Dex 12 (+2); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Human Wild Warden [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +8
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 17; Fortitude 18, Reflex 14, Will 16
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the human warden’s next turn.
- ● [M] Thorn Strike (standard) ✦ Weapon
- Reach 2; +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is pulled 1 square.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). If the target shifts before the start of the human warden’s next turn, the human
warden shifts 3 squares as an immediate reaction.
- ○ Eyes of the Hawk (minor)
- The human warden makes a Perception check with a +10 power bonus.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The human warden assumes the guardian form of the relentless panther until the end of the encounter. While the human warden
is in this form, the human warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the
human warden. In addition, the human warden can shift 2 squares as a move action. Once during this encounter, the human warden
can make the following attack while the human warden is in this form as a standard action.
Secondary Attack:
Before the attack, the human warden shifts the human warden’s speed; +8 vs. Reflex; 2d12 + 5 damage (crit 29 + 1d12), and
ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the human warden makes an attack that does not include the human warden as a target.
Targets the triggering enemy; +8 vs. Fortitude; 1d12 + 5 damage (crit 17 + 1d12), and the target grants combat advantage to
the human warden and the human warden’s allies until the end of the human warden’s next turn.
- Wildblood
- When the human warden uses the human warden’s second wind, each enemy marked by the human warden takes an additional -2 penalty
to attack rolls for attacks that don’t include the human warden as a target, until the end of the human warden’s next turn.
- Font of Life
- At the start of the human warden’s turn, the human 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 human warden on the human warden’s current turn.
If the human warden fails the saving throw, the human warden still makes a saving throw against the effect at the end of the
human warden’s turn.
- Nature’s Wrath
- Once during each of the human warden’s turns, the human warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the human warden’s next turn.
- Human Perseverance [Feat]
- The human warden gains a +1 feat bonus to saving throws.
Skills Athletics +9, Nature +8, Perception +8
Str 18 (+5); Dex 12 (+2); Wis 14 (+3);
Con 13 (+2); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, greataxe, 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.