Human NPCs [Level 8]
Human Battle Cleric [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +7
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 22, Reflex 17, Will 22
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage, and one ally within 5 squares gains a +5 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
- +13 vs. AC; 1d10 + 7 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] Awe Strike (standard) ✦ Fear, Weapon
- +13 vs. Will; 1d10 + 7 damage, and the target is immobilized until the end of the human cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The human cleric or one creature touched by the human cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The human cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the human cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an
extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s
next turn.
- ○ 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 +12, Insight +12, Religion +9
Str 20 (+9); Dex 11 (+4); Wis 16 (+7);
Con 12 (+5); Int 10 (+4); Cha 13 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Devoted Cleric [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +9
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 18, Reflex 17, Will 24
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +11 vs. Reflex; 1d8 + 7 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; +11 vs. Reflex; 1d6 + 7 radiant damage, and one ally the human cleric can see chooses either to gain 7 temporary
hit points or to make a saving throw.
- ○ [R] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +11 vs. Will; 2d8 + 7 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the human
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +11 vs. AC; 1d10 + 7 damage. The human cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The human cleric’s allies gain combat advantage against the target. The human cleric can move the weapon
up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the human cleric’s next turn.
Sustain Minor: Repeat the attack. The human cleric’s allies continue to gain combat advantage against the weapon’s
target.
- □ Cure Serious Wounds (standard) ✦ Healing
- The human cleric or one creature touched by the human cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The human cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- ○ 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 +14, History +9, Religion +9
Str 13 (+5); Dex 11 (+4); Wis 20 (+9);
Con 12 (+5); Int 10 (+4); Cha 16 (+7)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Greatweapon Fighter [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +5
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 23; Fortitude 24, Reflex 18, Will 18
Saving Throws +1
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12). Miss: 5 damage.
- ● [M] Cleave (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and an enemy adjacent to the human fighter other than the target takes 5 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the human fighter. A target
that cannot end adjacent to the human fighter is not pulled. The human fighter then makes a close attack targeting each adjacent
enemy: +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +13 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- □ Defensive Training (minor) ✦ Stance
- The human fighter gains a +2 power bonus to the human fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the human fighter uses another stance power.
- 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 +14, Endurance +12, Intimidate +9
Str 20 (+9); Dex 13 (+5); Wis 12 (+5);
Con 16 (+7); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Human Guardian Fighter [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +5
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 25; Fortitude 24, Reflex 22, Will 18
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+14 vs. AC; 1d8 + 7 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
- +16 vs. AC; 1d8 + 2 damage.
- ○ [M] Iron Bulwark (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage. Hit or Miss: The human fighter gains a +2 power bonus to AC until the end of the human
fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +14 vs. AC; 2d8 + 7 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ Unbreakable (immediate reaction)
- When the human fighter is hit by an attack.
Reduce the damage from the attack by 6.
- 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 +10, Intimidate +9, Streetwise +9
Str 20 (+9); Dex 16 (+7); Wis 12 (+5);
Con 13 (+5); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Avenging Paladin [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +5
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 24; Fortitude 23, Reflex 18, Will 21
Saving Throws +1
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +14 vs. AC; 1d10 + 7 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
- +14 vs. AC; 1d10 + 7 damage, with +1 to hit per enemy adjacent to the human paladin.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +14 vs. AC; 2d10 + 7 thunder damage, and the target is knocked prone. If the target is marked by the human paladin, the attack
can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The human paladin must spend a healing surge without regaining any hit points.
+14 vs. AC; 4d10 + 7 radiant damage. Miss: Half damage.
- ● 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 6 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.
- □ Wrath of the Gods (minor)
- The human paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
- Human Perseverance [Feat]
- The human paladin gains a +1 feat bonus to saving throws.
Skills Endurance +8, Intimidate +12, Religion +9
Str 20 (+9); Dex 11 (+4); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 16 (+7)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Human Protecting Paladin [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +5
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 26; Fortitude 21, Reflex 20, Will 23
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 5 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and the human paladin gains 1 temporary hit points.
- ● [M] Enfeebling Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +11 vs. Will; 2d10 + 7 damage, and the target is pulled 1 square.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +11 vs. Reflex; 2d6 + 7 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The human paladin and the human paladin’s allies gain a +1 power bonus to all defenses
while within the zone.
- ● 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 8 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The human paladin takes half that ally’s damage until the end of the encounter or until the
human paladin ends the effect as a free action. No power or effect can reduce the damage the human paladin takes from this
power.
- Human Perseverance [Feat]
- The human paladin gains a +1 feat bonus to saving throws.
Skills Endurance +6, Intimidate +14, Religion +9
Str 16 (+7); Dex 11 (+4); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 20 (+9)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Archer Ranger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +9; Senses Perception +10
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 24; Fortitude 21, Reflex 23, Will 18
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +12 vs. AC; 1d6 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 1d10 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +12/+12 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 2 damage.
- ● [R] Nimble Strike (standard) ✦ Weapon
- The human ranger can shift 1 square before or after the attack. Ranged 20/40; +13 vs. AC; 1d10 + 7 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +13 vs. AC; 2d10 + 7 damage (first shot) and 1d10 + 7 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 3d10 + 7 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the human ranger.
The human ranger can shift 1 square.
- 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 +10, Perception +10, Stealth +13
Str 16 (+7); Dex 20 (+9); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Human Two-Blade Ranger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +10
HP 89; Bloodied 44
Healing Surges (+22 hp) ○
AC 22; Fortitude 23, Reflex 21, Will 18
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +11 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +14/+14 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +11 vs. AC (twice); 1d10 + 2 damage.
- ● [M] Hit and Run (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +14 vs. AC; 2d8 + 7 damage.
Longsword (off
hand): +14 vs. AC; 1d8 + 7 damage.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The human ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+14 vs. AC; 2d8 + 7 damage.
Longsword (off hand): +14 vs. AC; 1d8 + 7 damage.
Hit or Miss: After
attacking the primary target, the human ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +14 vs. AC; 1d8 + 7 damage (off-hand).
- ● 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the human ranger can use this power to allow one ally
to avoid being surprised.
- 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 +10, Perception +10, Stealth +11
Str 20 (+9); Dex 16 (+7); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Human Brawny Rogue [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +9; Senses Perception +4
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 20, Reflex 24, Will 18
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +12 vs. AC; 1d6 + 5 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +14 vs. Reflex; 1d6 + 7 damage.
- ● [M] Riposte Strike (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 7 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: +12 vs. AC; 1d6 + 5 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +14 vs. Fortitude; 1d6 + 7 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the human rogue’s
next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +14 vs. Fortitude; 2d6 + 7 damage, and ongoing 8 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the human rogue is marked, end that condition. The human rogue can shift a number of squares equal to 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 +14, Stealth +14, Thievery +14
Str 16 (+7); Dex 20 (+9); Wis 11 (+4);
Con 12 (+5); Int 10 (+4); Cha 13 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Human Trickster Rogue [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +9; Senses Perception +9
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 18, Reflex 24, Will 20
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
The human rogue can move 2 squares before the attack.
- ● [M/R] Sly Flourish (standard) ✦ Weapon
- Short Sword: +14 vs. AC; 1d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 10 damage.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +14 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +14 vs. Fortitude; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. Fortitude; 2d6 +
7 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Chameleon (immediate interrupt)
- When the human rogue is hidden and loses cover or concealment against an opponent.
The human rogue makes a Stealth check. Until the end of the human rogue’s next turn, the human rogue remains hidden from a
creature with a clear line of sight to the human rogue if that creature does not beat the human rogue’s check result with
its Perception check. If at the end of the human rogue’s next turn, the human rogue is not behind cover or concealment against
a creature, that creature automatically notices the human rogue.
- 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 +9, Stealth +14, Thievery +14
Str 13 (+5); Dex 20 (+9); Wis 11 (+4);
Con 12 (+5); Int 10 (+4); Cha 16 (+7)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Human Fey-Pact Warlock [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +5
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 21; Fortitude 18, Reflex 21, Will 23
Saving Throws +1
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 1d6 + 7 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; +7 vs. Fortitude; 1d6 + 3 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 3 damage.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +11 vs. Will; 1d10 + 7 psychic damage, and the human warlock and all allies in range are invisible to the target
until the end of the human warlock’s next turn. Hit or Miss: The human warlock gains a +3 power bonus to Stealth checks
until the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 2d6 + 7 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the human warlock’s choice (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.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The human warlock can immediately teleport 3 squares.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +12, Bluff +14, Insight +10
Str 10 (+4); Dex 11 (+4); Wis 12 (+5);
Con 13 (+5); Int 16 (+7); Cha 20 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Human Infernal-Pact Warlock [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +4
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 21; Fortitude 22, Reflex 21, Will 19
Saving Throws +1
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +11 vs. Reflex; 1d6 + 7 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 1d6 + 7 fire damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +11 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 7 damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +11 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 4 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +11 vs. Reflex; 2d10 + 7 fire damage. Hit or Miss: The targets take 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The human warlock’s skin changes into living steel. The human warlock gains a +2 power bonus to AC and Fortitude defense but
take a –2 penalty to speed until the end of the encounter. The human warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The human warlock gains 8 temporary hit points.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +12, History +12, Intimidate +10
Str 10 (+4); Dex 12 (+5); Wis 11 (+4);
Con 20 (+9); Int 16 (+7); Cha 13 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Human Star-Pact Warlock [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +4
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 19; Fortitude 22, Reflex 19, Will 21
Saving Throws +1
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +11 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 7 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +11 vs. Reflex; 1d6 + 7 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 1d6 + 7 fire damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +9 vs. Will; 2d6 + 5 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the human warlock’s next turn, blocking line
of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +11 vs. Fortitude; 1d6 + 7 necrotic damage.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +10, Insight +9, Religion +10
Str 10 (+4); Dex 12 (+5); Wis 11 (+4);
Con 20 (+9); Int 13 (+5); Cha 16 (+7)
Equipment leather armor, sickle
-1 Level / +1 Level
Human Inspiring Warlord [Level 8 Soldier (Leader)]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +4
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 23, Reflex 18, Will 21
Saving Throws +1
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +13 vs. Fortitude; 5 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 +3 bonus to the attack roll and the damage roll. If the ally does not attack the target
by the end of his or her next turn, the bonus is lost.
- ○ [M] Sunder Armor (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 7 damage. Until the end of the human warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +13 vs. AC; 3d10 + 7 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
3 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 2d6 hit points. This power
can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The human warlord and each ally within 5 squares regain 13 hit points.
- Inspiring Presence
- When an ally who can see the human warlord spends an action point to take an extra action, that ally also regains 7 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 +9, History +10, Intimidate +12
Str 20 (+9); Dex 11 (+4); Wis 10 (+4);
Con 12 (+5); Int 13 (+5); Cha 16 (+7)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Human Tactical Warlord [Level 8 Soldier (Leader)]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +4
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 23, Reflex 21, Will 19
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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
- +14 vs. AC; 1d8 + 7 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] Surprise Attack (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and an ally within 5 squares of the human warlord makes a basic attack with combat advantage as
a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +14 vs. Reflex; 3d8 + 7 damage. Hit or Miss: Until the end of the encounter, when the human warlord is adjacent to
the target and it walks or runs, the human warlord can cancel that movement as an immediate interrupt.
- ○○ Inspiring Word (minor) ✦ Healing
- The human warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +3 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- Tactical Presence
- When an ally the human warlord can see spends an action point to make an extra attack, the ally gains a +3 bonus to the attack
roll.
- Combat Leader
- The 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 +9, History +12, Intimidate +10
Str 20 (+9); Dex 11 (+4); Wis 10 (+4);
Con 12 (+5); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Human Control Wizard [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +7
HP 66; Bloodied 33
Healing Surges (+16 hp) ○
AC 21; Fortitude 18, Reflex 22, Will 22
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +11 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the human wizard’s next turn.
- ● [C] Thunderwave (standard) ✦ Thunder
- Close blast 3; +11 vs. Fortitude; 1d6 + 7 thunder damage, and the target is pushed 3 squares.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +11 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +11 vs. Fortitude; 1d10 + 7 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the human wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 7 poison damage. As a move action, the human wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The human wizard or one creature with 5 squares becomes invisible until the end of the human wizard’s next turn. If the target
attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the human wizard can sustain
the effect.
- ○ 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 -3 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.
- Human Perseverance [Feat]
- The human wizard gains a +1 feat bonus to saving throws.
Skills Arcana +14, Insight +12, Nature +12
Str 10 (+4); Dex 13 (+5); Wis 16 (+7);
Con 12 (+5); Int 20 (+9); Cha 11 (+4)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Human War Wizard [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +5
HP 66; Bloodied 33
Healing Surges (+16 hp) ○
AC 21; Fortitude 18, Reflex 22, Will 20
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 2 damage.
- ● [r] Magic Missile (standard) ✦ Force
- Ranged 20; +11 vs. Reflex; 2d4 + 7 force damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +11 vs. Reflex; 1d6 + 7 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +11 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +11 vs. Reflex; 1d6 + 7 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +11 vs. Reflex; 3d6 + 7 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The human wizard teleports 10 squares.
- ○ Wand of Accuracy (free)
- The human wizard gains a +3 bonus to a single attack roll.
- Human Perseverance [Feat]
- The human wizard gains a +1 feat bonus to saving throws.
Skills Arcana +14, Dungeoneering +10, History +14
Str 10 (+4); Dex 16 (+7); Wis 13 (+5);
Con 12 (+5); Int 20 (+9); Cha 11 (+4)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Human Isolating Avenger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +9
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 19, Reflex 21, Will 23
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 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
- +14 vs. AC; 1d10 + 7 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 3 radiant damage.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +14 vs. AC; 1d10 + 7 damage, and the human avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +14 vs. AC; 2d10 + 7 damage, and the human avenger is invisible to the target (save ends). Aftereffect: The human avenger
is invisible to the target until the end of the human avenger’s next turn. Miss: Half damage, and the human avenger
is invisible to the target until the end of the human avenger’s next turn.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the human avenger.
If the human avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical hit’s
damage.
- 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 +3 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 +10, Intimidate +9, Religion +12
Str 13 (+5); Dex 11 (+4); Wis 20 (+9);
Con 12 (+5); Int 16 (+7); Cha 10 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Human Pursuing Avenger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +9
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 19, Reflex 21, Will 23
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +11 vs. AC; 1d8 + 5 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage, and if the target doesn’t end its next turn adjacent to the human avenger, the human avenger
can shift 4 squares as a free action. The human avenger must end that shift closer to the target.
- ● [R] Radiant Vengeance (standard) ✦ Radiant
- Ranged 10; +11 vs. Reflex; 1d8 + 7 radiant damage, and the human avenger gains 5 temporary hit points.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +14 vs. AC; 2d10 + 7 damage. Before the attack, the human avenger gains phasing until the end of the human avenger’s turn,
and the human avenger shifts 5 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +11 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the human avenger hits the target with a divine power, the
target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the human avenger hits the target with a divine
power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the human avenger hits the
target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Aspect of Agility (move)
- The human avenger shifts 5 squares, and the human avenger gains a +2 bonus to AC and Reflex until the end of the human avenger’s
next turn.
- ○ [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 +5 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 +12, Religion +9, Stealth +12
Str 13 (+5); Dex 16 (+7); Wis 20 (+9);
Con 12 (+5); Int 11 (+4); Cha 10 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Human Rageblood Barbarian [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +9
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 21; Fortitude 24, Reflex 19, Will 18
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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.
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the human barbarian gains 3 temporary hit points, +5 temporary hit points
if the human barbarian is raging.
- ○ [M] Tide of Blood (standard) ✦ Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the human
barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +13 vs. AC; 2d12 + 7 fire damage (crit 31 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The human barbarian enters the rage of the silver phoenix. Until the rage ends, the human barbarian gains regeneration
3. In addition, the first time the human barbarian drops to 0 hit points or fewer, the human barbarian can spend a healing
surge as an immediate interrupt.
- ○ Swift Charge (free)
- When the human barbarian’s attack reduces an enemy to 0 hit points.
The human barbarian charges an enemy.
- □ Combat Surge (free)
- When the human barbarian misses with an attack.
Must be raging.
The human barbarian rerolls the attack.
- Rageblood Vigor
- Whenever the human barbarian’s attack reduces an enemy to 0 hit points, the human barbarian gains 3 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 +13, Endurance +11, Perception +9
Str 20 (+9); Dex 12 (+5); Wis 11 (+4);
Con 16 (+7); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Thaneborn Barbarian [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +9
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 21; Fortitude 24, Reflex 19, Will 20
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 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] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the human barbarian as a free action. If it does so, the
human barbarian’s attack deals 1d12 damage extra cold damage.
+13 vs. AC; 3d12 + 7 cold damage (crit 43 + 1d12). Miss:
Half damage. Hit or Miss: The human barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that
hits the human barbarian with a melee attack takes 6 cold damage.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the human barbarian hits or misses the human barbarian.
Targets the triggering enemy; +16 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
- □ Instinctive Charge (no action)
- When the human barbarian rolls initiative at the beginning of an encounter.
The human barbarian gains a +5 power bonus to the human barbarian’s initiative. The human barbarian also gains a +2 power
bonus to the human barbarian’s first attack roll during the encounter.
- Thaneborn Triumph
- Whenever the human barbarian bloodies an enemy, the next attack by the human barbarian or an ally against that enemy gains
a +3 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 +13, Intimidate +12, Perception +9
Str 20 (+9); Dex 12 (+5); Wis 11 (+4);
Con 13 (+5); Int 10 (+4); Cha 16 (+7)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Cunning Bard [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +9
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 18, Reflex 22, Will 23
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 1d6 + 7 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; +11 vs. Reflex; 1d8 + 7 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.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +11 vs. Will; 2d8 + 7 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the human bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +11 vs. Will; the target is dominated until the end of the human bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the human bard’s choice as a free action.
- ○○ Majestic Word (minor) ✦ Healing
- The human bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 5 hit points. This power
can only be used once per round. The human bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the human bard.
Each ally within 10 squares missed by the triggering attack regains 7 hit points.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 8 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 +12, Bluff +14, Perception +9
Str 12 (+5); Dex 11 (+4); Wis 10 (+4);
Con 13 (+5); Int 16 (+7); Cha 20 (+9)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Human Valorous Bard [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +9
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 23; Fortitude 20, Reflex 20, Will 23
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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
- +14 vs. AC; 1d8 + 7 damage, and any ally who hits the target before the end of the human bard’s next turn gains 3 temporary
hit points.
- ○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage, and the human bard slides an ally who is adjacent to the target to another space adjacent to it.
Until the end of the human bard’s next turn, the ally also gains a +3 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +11 vs. Will; 2d6 + 7 psychic damage, and the target is affected by the human bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the human bard than
where it started its turn, the target takes 1d6 + 7 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The human bard pushes the target 3 squares.
- ○○ Majestic Word (minor) ✦ Healing
- The human bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 5 hit points. This power
can only be used once per round. The human bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The human bard transfers one effect on the target that a save can end to the human bard
or to another ally with 5 squares. The new subject of the effect gains a +3 power bonus to saving throws against that effect.
- 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 4 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 +10, Athletics +9, Perception +9
Str 12 (+5); Dex 11 (+4); Wis 10 (+4);
Con 16 (+7); Int 13 (+5); Cha 20 (+9)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Human Guardian Druid [Level 8 Controller]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +9
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 22; Fortitude 20, Reflex 19, Will 23
Saving Throws +1
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +9 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ● [A] Call of the Beast (standard) ✦ Charm, Psychic
- Area burst 1 within 10; +11 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 10 psychic damage when it makes any attack that doesn’t include the human druid’s
ally nearest to it as a target.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage, and the human druid pulls each creature within 3 squares of the target 1 square.
If the human druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 3 damage.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The human druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and
must be on a solid surface, and it lasts until the end of the human druid’s next turn. The wall provides cover. A creature’s
line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs
3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 7
damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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.
- ○ Camouflage Cloak (minor)
- The human druid or one ally within 5 squares becomes invisible until moving or 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 +14, Insight +14, Nature +14
Str 12 (+5); Dex 13 (+5); Wis 20 (+9);
Con 16 (+7); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Predator Druid [Level 8 Controller]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +14
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 18, Reflex 21, Will 23
Saving Throws +1
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +9 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +11 vs. Reflex; 1d6 + 2 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 5 fire damage.
- ● [M] Pounce (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 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] Latch On (standard) ✦ Beast Form
- +11 vs. Reflex; 2d10 + 7 damage, and the human druid grabs the target. The target takes a -3 penalty to checks to escape the
grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +11 vs. Will; 2d6 + 7 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Stalker’s Eyes (minor)
- The human druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +9, Nature +14, Perception +14
Str 12 (+5); Dex 16 (+7); Wis 20 (+9);
Con 13 (+5); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Preserving Invoker [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +9
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 22; Fortitude 19, Reflex 21, Will 23
Saving Throws +1
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +11 vs. Reflex; 1d8 + 7 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; +11 vs. Reflex; 1d6 + 7 lightning damage. Whenever the target makes an opportunity attack before the
end of the human invoker’s next turn, the target takes 3 lightning damage.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +11 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +11 vs. Fortitude; 1d8 + 7 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the human invoker’s next turn. Miss: Half damage, and the target is blinded until the end of
the human invoker’s next turn.
- □ Astral Step (move) ✦ Teleportation
- The human invoker and each ally within 5 squares teleports 6 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 +3 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 +12, History +12, Religion +12
Str 10 (+4); Dex 12 (+5); Wis 20 (+9);
Con 13 (+5); Int 16 (+7); Cha 11 (+4)
Equipment hide armor, morningstar
-1 Level / +1 Level
Human Wrathful Invoker [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +9
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 22; Fortitude 21, Reflex 19, Will 23
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The human invoker can use this power as a ranged basic attack.
- ● [A] Grasping Shards (standard) ✦ Radiant
- Area burst 1 within 10; +11 vs. Fortitude; 5 radiant damage, and the target is slowed until the end of the human invoker’s
next turn.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +16 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +11 vs. Will; 2d6 + 7 psychic damage, and the target is pushed 3 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ [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 3 radiant damage and is pushed 2 squares.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the human invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +11, Insight +14, Religion +10
Str 10 (+4); Dex 12 (+5); Wis 20 (+9);
Con 16 (+7); Int 13 (+5); Cha 11 (+4)
Equipment chainmail, morningstar
-1 Level / +1 Level
Human Bear Shaman [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +14
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 19; Fortitude 21, Reflex 18, Will 23
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Will; 1d8 + 7 damage, and each ally adjacent to the human shaman’s spirit companion gains 3 temporary
hit points.
- ● [M] Defending Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Reflex; 1d8 + 7 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.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +11 vs. Fortitude; 1d10 + 7 cold damage, and before the end of the human shaman’s next turn, as an immediate interrupt,
the human shaman can grant an ally adjacent to the human shaman’s spirit companion a +6 bonus to AC against an attack that
hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +11 vs. Will; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
human shaman and the human shaman’s allies gain a +2 bonus to attack rolls against the target.
- ● 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 14 damage to the spirit, the spirit disappears,
and the human shaman takes 9 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the human shaman’s spirit companion doesn’t grant combat advantage.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the human shaman’s spirit companion without shifting.
Targets triggering enemy; +11 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the human shaman’s spirit
companion regains 5 hit points.
- Protector Spirit
- Any ally adjacent to the human shaman’s spirit companion regains 3 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 +12, Nature +14, Perception +14
Str 11 (+4); Dex 12 (+5); Wis 20 (+9);
Con 16 (+7); Int 13 (+5); Cha 10 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Panther Shaman [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +14
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 21; Fortitude 19, Reflex 20, Will 23
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Fortitude; 1d10 + 7 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; +11 vs. Reflex; 1d8 + 7 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Will; 2d10 + 7 damage, and until the end of the human shaman’s next turn, any ally adjacent to the
human shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +11 vs. Reflex; 2d6 + 7 damage, and the human shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● 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 14 damage to the spirit, the spirit disappears,
and the human shaman takes 9 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the human shaman’s spirit companion without shifting.
Targets triggering enemy; +11 vs. Reflex; 1d10 + 7 damage.
- Stalker Spirit
- Any ally adjacent to the human shaman’s spirit companion gains a +3 bonus to damage rolls against bloodied enemies.
- Human Perseverance [Feat]
- The human shaman gains a +1 feat bonus to saving throws.
Skills Athletics +9, Nature +14, Perception +14
Str 11 (+4); Dex 12 (+5); Wis 20 (+9);
Con 13 (+5); Int 16 (+7); Cha 10 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Chaos Sorcerer [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +4
HP 66; Bloodied 33
Healing Surges (+16 hp) ○
AC 19; Fortitude 18, Reflex 20, Will 24
Saving Throws +1
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +12 vs. AC; 1d4 + 5 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +11 vs. Will; 1d10 + 10 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:
+11 vs. Will; 1d6 + 5 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; +11 vs. Fortitude; 1d8 + 10 thunder damage. Before or after the attack, the human sorcerer may shift 1 square.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +11 vs. Reflex; 2d6 + 10 lightning damage. Hit or Miss: The human sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +11 vs. Reflex; 3d10 + 10 lightning damage. Miss: Half damage. The attack ignores cover and concealment,
but not superior cover or total concealment.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the human sorcerer is hit by an area or a close attack.
The human sorcerer teleports 5 squares.
- Chaos Power
- The human sorcerer gains a +3 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 +9, Bluff +14, Endurance +10
Str 13 (+5); Dex 16 (+7); Wis 10 (+4);
Con 12 (+5); Int 11 (+4); Cha 20 (+9)
Equipment cloth armor, dagger
-1 Level / +1 Level
Human Dragon Sorcerer [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +4
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 19; Fortitude 20, Reflex 18, Will 24
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +11 vs. Reflex; 1d8 + 10 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 3 fire damage.
- ● [R] Dragonfrost (standard) ✦ Cold
- Ranged 10; +11 vs. Fortitude; 1d8 + 10 cold damage, and the target is pushed 1 square. This power can be used as a ranged
basic attack.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +11 vs. Fortitude; 2d8 + 10 cold damage, and the human sorcerer knocks the target prone. The
target also takes a –2 penalty to Fortitude until the end of the human sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +11 vs. Fortitude; 2d6 + 10 thunder damage. Hit or Miss: The human sorcerer jumps a number of squares
equal to the human sorcerer’s speed + 5. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +11 vs. Fortitude; 2d6 + 5 thunder damage, and the human sorcerer
pushes the secondary target 1 square.
- ○ Sudden Scales (immediate interrupt)
- When the human sorcerer is hit by an attack.
The human sorcerer gains a +6 bonus to all defenses against the triggering attack.
- Draconic Power
- The human sorcerer gains a +3 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 +9, Athletics +12, History +9
Str 16 (+7); Dex 13 (+5); Wis 10 (+4);
Con 12 (+5); Int 11 (+4); Cha 20 (+9)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Human Earth Warden [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +10
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 24; Fortitude 23, Reflex 20, Will 19
Saving Throws +1
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 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
- +13 vs. AC; 1d10 + 7 damage, and the human warden gains 3 temporary hit points.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +13 vs. Fortitude; 2d10 + 7 damage, and the target takes a –4 penalty to melee attack rolls until the end of the human warden’s
next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the human warden teleports 5 squares. +13 vs. Reflex; 2d10 + 7 thunder damage, and the target is dazed
(save ends). Miss: Half damage, and the target is dazed until the end of the human warden’s next turn.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the human warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the human warden uses another stance power.
- ● [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 +3 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 +11, Nature +10, Perception +10
Str 20 (+9); Dex 12 (+5); Wis 13 (+5);
Con 16 (+7); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Human Wild Warden [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +12
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 22; Fortitude 23, Reflex 18, Will 21
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the target is slowed until the end of the human warden’s next turn.
- ● [M] Thorn Strike (standard) ✦ Weapon
- Reach 2; +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the target is pulled 1 square.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the human warden slides the target 1 square. The human warden can slide
the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature
take 3 psychic damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the human warden can see; +13 vs. Reflex; 1d12 + 7 poison damage (crit 19 + 1d12), and the
target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (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; +13 vs. Fortitude; 1d12 + 7 damage (crit 19 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the human warden drops to 0 hit points or fewer.
The human warden regains hit points as if the human warden had spent a healing surge.
- Wildblood
- When the human warden uses the human warden’s second wind, each enemy marked by the human warden takes an additional -3 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 +13, Nature +12, Perception +12
Str 20 (+9); Dex 12 (+5); Wis 16 (+7);
Con 13 (+5); Int 10 (+4); Cha 11 (+4)
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.