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.