Human NPCs [Level 10]
Human Battle Cleric [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +8
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 24, Reflex 19, Will 24
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 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
- +15 vs. AC; 1d10 + 8 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
- +15 vs. Will; 1d10 + 8 damage, and the target is immobilized until the end of the human cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +15 vs. Fortitude; 2d10 + 8 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the human cleric gains regeneration 5, and the human cleric and each ally within
the burst gain a +2 power bonus to AC.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The human cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+1 hit points.
- ○○ 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 +13, Insight +13, Religion +10
Str 20 (+10); Dex 11 (+5); Wis 16 (+8);
Con 12 (+6); Int 10 (+5); Cha 13 (+6)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Devoted Cleric [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +10
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 19, Will 26
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Reflex; 1d6 + 8 radiant damage, and one ally the human cleric can see chooses either to gain 8 temporary
hit points or to make a saving throw.
- ○ [R] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +13 vs. Will; 2d8 + 8 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the human
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +13 vs. Reflex; 2d10 + 8 fire damage, and ongoing 10 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The human cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+3 hit points.
- ○○ 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 +15, History +10, Religion +10
Str 13 (+6); Dex 11 (+5); Wis 20 (+10);
Con 12 (+6); Int 10 (+5); Cha 16 (+8)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Greatweapon Fighter [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +6
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 26, Reflex 20, Will 20
Saving Throws +1
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12). Miss: 5 damage.
- ● [M] Cleave (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 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: +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +15 vs. AC; 2d12 + 8 damage (crit 32 + 1d12), and the human fighter slides the target
1 square. Miss: Half damage.
- ○ Into the Fray (minor)
- The human fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- 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 +15, Endurance +13, Intimidate +10
Str 20 (+10); Dex 13 (+6); Wis 12 (+6);
Con 16 (+8); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Human Guardian Fighter [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +6
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 27; Fortitude 26, Reflex 24, Will 20
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+16 vs. AC; 1d8 + 8 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
- +18 vs. AC; 1d8 + 3 damage.
- ○ [M] Iron Bulwark (standard) ✦ Weapon
- +16 vs. AC; 2d8 + 8 damage. Hit or Miss: The human fighter gains a +2 power bonus to AC until the end of the human
fighter’s next turn.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +16 vs. AC; 3d8 + 8 damage, and the target is slowed (save ends). Miss: The power is not expended.
- □ Stalwart Guard (minor) ✦ Stance
- Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the human fighter. 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 Heal +11, Intimidate +10, Streetwise +10
Str 20 (+10); Dex 16 (+8); Wis 12 (+6);
Con 13 (+6); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Avenging Paladin [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +6
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 25, Reflex 20, Will 23
Saving Throws +1
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +16 vs. AC; 1d10 + 8 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
- +16 vs. AC; 1d10 + 8 damage, with +1 to hit per enemy adjacent to the human paladin.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +16 vs. AC; 2d10 + 8 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.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +11 vs. Will; 2d8 + 6 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ● 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.
- ○ Cleansing Spirit (minor)
- The human paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
- □ Lay on Hands (minor) ✦ Healing
- The human paladin spends a healing surge but regains no hit points. Instead, one creature touched by the human paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Human Perseverance [Feat]
- The human paladin gains a +1 feat bonus to saving throws.
Skills Endurance +9, Intimidate +13, Religion +10
Str 20 (+10); Dex 11 (+5); Wis 13 (+6);
Con 12 (+6); Int 10 (+5); Cha 16 (+8)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Human Protecting Paladin [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +6
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 28; Fortitude 23, Reflex 22, Will 25
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage, and the human paladin gains 1 temporary hit points.
- ● [M] Enfeebling Strike (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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; +13 vs. Will; 2d10 + 8 damage, and the target is pulled 1 square.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +13 vs. Fortitude; 1d10 + 8 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +13 vs. Fortitude; 1d10 + 8 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- □ Turn the Tide (standard)
- The human paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
- ● 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.
- Human Perseverance [Feat]
- The human paladin gains a +1 feat bonus to saving throws.
Skills Endurance +7, Intimidate +15, Religion +10
Str 16 (+8); Dex 11 (+5); Wis 13 (+6);
Con 12 (+6); Int 10 (+5); Cha 20 (+10)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Archer Ranger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +10; Senses Perception +11
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 23, Reflex 25, Will 20
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +15 vs. AC; 1d10 + 8 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +15 vs. AC (twice); 1d10 + 3 damage.
- ● [R] Nimble Strike (standard) ✦ Weapon
- The human ranger can shift 1 square before or after the attack. Ranged 20/40; +15 vs. AC; 1d10 + 8 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +15 vs. AC; 2d10 + 8 damage (first shot) and 1d10 + 8 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The human ranger can move at full speed. At any point during the move, the human ranger can make two attacks.
Longsword:
+14 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +15 vs. AC; 3d10 + 8 damage.
Miss: Half damage
per attack.
- ● Hunter’s Quarry (minor)
- The human ranger can designate the nearest visible enemy as the human ranger’s quarry. Once per round when hitting this quarry,
the human ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the human
ranger designates a different target as the quarry. The human ranger can only designate one enemy as quarry at a time.
- □ Open the Range (immediate interrupt)
- When an enemy moves adjacent to the human ranger.
The human ranger can shift 1 square and then move 2 squares. The human ranger cannot end the move adjacent to the triggering
enemy.
- 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 +11, Perception +11, Stealth +14
Str 16 (+8); Dex 20 (+10); Wis 13 (+6);
Con 12 (+6); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Human Two-Blade Ranger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +11
HP 105; Bloodied 52
Healing Surges (+26 hp) ○
AC 24; Fortitude 25, Reflex 23, Will 20
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +16/+16 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
- ● [M] Hit and Run (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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): +16 vs. AC; 2d8 + 8 damage.
Longsword (off
hand): +16 vs. AC; 1d8 + 8 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +16 vs. AC; 2d8 + 8 damage. Miss: Half damage.
- ● 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.
- ○ Expeditious Stride (minor)
- Until the end of the human ranger’s next turn, the human ranger’s speed increases by 4, and the human ranger can shift 1 additional
square when shifting.
- 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 +11, Perception +11, Stealth +12
Str 20 (+10); Dex 16 (+8); Wis 13 (+6);
Con 12 (+6); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Human Brawny Rogue [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +10; Senses Perception +5
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 22, Reflex 26, Will 20
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +16 vs. AC; 1d6 + 8 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +16 vs. Reflex; 1d6 + 8 damage.
- ● [M] Riposte Strike (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 8 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: +14 vs. AC; 1d6 + 6 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +16 vs. Fortitude; 1d6 + 8 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the human rogue’s
next turn.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +16 vs. Fortitude; 2d6 + 8 damage, and the target takes ongoing 8 damage and grants combat advantage to the human rogue (save
ends both). Miss: Half damage, and no ongoing damage.
- □ Certain Freedom (move)
- The human rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
- 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 +15, Stealth +15, Thievery +15
Str 16 (+8); Dex 20 (+10); Wis 11 (+5);
Con 12 (+6); Int 10 (+5); Cha 13 (+6)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Human Trickster Rogue [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +10; Senses Perception +10
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 26, Will 22
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +12 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
The human rogue can move 2 squares before the attack.
- ● [M/R] Sly Flourish (standard) ✦ Weapon
- Short Sword: +16 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 11 damage.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +16 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +16 vs. Fortitude; 2d6 + 8 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the human rogue’s
next turn.
- ● Shadow Stride (move)
- The human rogue must be hidden to use this power. The human rogue can move at full speed and must end the movement in a space
where the human rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful,
the human rogue remains during the movement, even if the human rogue has no cover or concealment during it.
- 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 +10, Stealth +15, Thievery +15
Str 13 (+6); Dex 20 (+10); Wis 11 (+5);
Con 12 (+6); Int 10 (+5); Cha 16 (+8)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Human Fey-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +6
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 23; Fortitude 20, Reflex 23, Will 25
Saving Throws +1
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +13 vs. Will; 1d6 + 8 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; +9 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 4 damage.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +13 vs. Will; 1d10 + 8 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] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +13 vs. Reflex; 2d8 + 8 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the human warlock can
no longer sustain this power.
- □ Warlock’s Leap (move) ✦ Teleportation
- The human warlock can teleport 6 squares, even without a line of sight to the destination. If the human warlock attempts to
teleport to a space the human warlock can’t occupy, the power fails.
- ● Warlock’s Curse (minor)
- The human warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the human
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The human warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The human warlock can immediately teleport 3 squares.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +13, Bluff +15, Insight +11
Str 10 (+5); Dex 11 (+5); Wis 12 (+6);
Con 13 (+6); Int 16 (+8); Cha 20 (+10)
Equipment leather armor, spear
-1 Level / +1 Level
Human Infernal-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +5
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 23; Fortitude 24, Reflex 23, Will 21
Saving Throws +1
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +13 vs. Reflex; 1d6 + 8 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 1d6 + 8 fire damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 8 damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +13 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +13 vs. Reflex; 3d10 + 8 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ● 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.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The human warlock gains 10 temporary hit points.
- □ Shielding Shades (immediate reaction)
- When the human warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +13, History +13, Intimidate +11
Str 10 (+5); Dex 12 (+6); Wis 11 (+5);
Con 20 (+10); Int 16 (+8); Cha 13 (+6)
Equipment leather armor, mace
-1 Level / +1 Level
Human Star-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +5
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 21; Fortitude 24, Reflex 21, Will 23
Saving Throws +1
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +13 vs. Reflex; 1d6 + 8 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 1d6 + 8 fire damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +11 vs. Will; 2d6 + 6 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.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +13 vs. Will; 2d10 + 8 psychic damage, and the human warlock teleports the target to an unoccupied square within
3 squares of the human warlock. Sustain Minor: Make a +13 vs. Will attack against the target. On a hit, the human
warlock teleports the target to an unoccupied square within 3 squares of the human warlock. On a miss, the effect 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.
- ● 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.
- □ Shielding Shades (immediate reaction)
- When the human warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +11, Insight +10, Religion +11
Str 10 (+5); Dex 12 (+6); Wis 11 (+5);
Con 20 (+10); Int 13 (+6); Cha 16 (+8)
Equipment leather armor, sickle
-1 Level / +1 Level
Human Inspiring Warlord [Level 10 Soldier (Leader)]
Medium natural humanoid [XP 500]
Initiative +7; Senses Perception +5
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 25, Reflex 20, Will 23
Saving Throws +1
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +15 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
- +15 vs. AC; 2d10 + 8 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] White Raven Strike (standard) ✦ Weapon
- +15 vs. AC; 3d10 + 8 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
human warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the human warlord’s
allies gain.
- ● 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.
- □ Defensive Rally (standard) ✦ Healing
- Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end.
In addition, all targets gain a +2 power bonus to all defenses until the end of the human warlord’s next turn.
- ○○ 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.
- Inspiring Presence
- When an ally who can see the human warlord spends an action point to take an extra action, that ally also regains 8 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 +10, History +11, Intimidate +13
Str 20 (+10); Dex 11 (+5); Wis 10 (+5);
Con 12 (+6); Int 13 (+6); Cha 16 (+8)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Human Tactical Warlord [Level 10 Soldier (Leader)]
Medium natural humanoid [XP 500]
Initiative +7; Senses Perception +5
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 25, Reflex 23, Will 21
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 1d8 + 8 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] Knock Them Down (standard) ✦ Weapon
- +16 vs. AC; 3d8 + 8 damage, and the target is knocked prone. Every ally within 10 squares of the human warlord can move 3
squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage
but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ○○ 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.
- □ Tactical Shift (immediate interrupt)
- When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
- 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 +10, History +13, Intimidate +11
Str 20 (+10); Dex 11 (+5); Wis 10 (+5);
Con 12 (+6); Int 16 (+8); Cha 13 (+6)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Human Control Wizard [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +8
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 20, Reflex 24, Will 24
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 cold damage, and the target is slowed until the end of the human wizard’s next turn.
- ● [C] Thunderwave (standard) ✦ Thunder
- Close blast 3; +13 vs. Fortitude; 1d6 + 8 thunder damage, and the target is pushed 3 squares.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +13 vs. Fortitude; 2d10 + 8 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +13 vs. Reflex; 2d12 + 8 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends
both). Miss: Half damage, and the target is slowed (save ends).
- □ Mirror Image (minor) ✦ Illusion
- Three duplicate images appear in the human wizard’s space, and the human wizard gains a +6 power bonus to AC. Each time an
attack misses the human wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2.
When the bonus reaches 0, all the human wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
- ○ 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 +15, Insight +13, Nature +13
Str 10 (+5); Dex 13 (+6); Wis 16 (+8);
Con 12 (+6); Int 20 (+10); Cha 11 (+5)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Human War Wizard [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +6
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 20, Reflex 24, Will 22
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [r] Magic Missile (standard) ✦ Force
- Ranged 20; +13 vs. Reflex; 2d4 + 8 force damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +13 vs. Reflex; 1d6 + 8 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +13 vs. Reflex; 2d6 + 8 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +13 vs. Reflex; 1d6 + 8 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +13 vs. Fortitude; 2d8 + 8 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- □ Blur (minor) ✦ Illusion
- Until the end of the encounter, the human wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away
from the human wizard cannot see the human wizard.
- ○ 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 +15, Dungeoneering +11, History +15
Str 10 (+5); Dex 16 (+8); Wis 13 (+6);
Con 12 (+6); Int 20 (+10); Cha 11 (+5)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Human Isolating Avenger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +10
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 23, Will 25
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 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
- +16 vs. AC; 1d10 + 8 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
- +16 vs. AC; 1d10 + 8 damage, and the human avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +16 vs. AC; 3d10 + 8 damage, and the human avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the
human avenger makes a saving throw.
- ○ [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.
- □ River of Life (minor) ✦ Healing
- The human avenger gains regeneration 5 until the end of the encounter.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the human avenger makes an attack roll against the human avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Censure of Retribution
- When any enemy other than the human avenger’s oath of enmity target hits the human avenger, the human avenger gains a +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 +11, Intimidate +10, Religion +13
Str 13 (+6); Dex 11 (+5); Wis 20 (+10);
Con 12 (+6); Int 16 (+8); Cha 10 (+5)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Human Pursuing Avenger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +10
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 23, Will 25
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 1d8 + 6 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 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; +13 vs. Reflex; 1d8 + 8 radiant damage, and the human avenger gains 5 temporary hit points.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +16 vs. AC; 2d10 + 8 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.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +16 vs. AC; 2d10 + 8 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the human avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The human avenger
must end this movement closer to the target.
- ○ [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.
- □ Avenger’s Readiness (no action)
- When the human avenger rolls initiative at the beginning of an encounter.
The human avenger gains a +5 power bonus to the initiative check. The human avenger shifts 3 squares as a free action when
the first creature in the initiative order starts its turn, even if the human avenger is surprised.
- 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 +13, Religion +10, Stealth +13
Str 13 (+6); Dex 16 (+8); Wis 20 (+10);
Con 12 (+6); Int 11 (+5); Cha 10 (+5)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Human Rageblood Barbarian [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +10
HP 126; Bloodied 63
Healing Surges (+31 hp) ○
AC 23; Fortitude 26, Reflex 21, Will 20
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 1d8 + 8 damage (crit 28 + 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.
+15 vs. AC; 1d12 + 8 damage (crit 20 + 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
- +15 vs. AC; 2d12 + 8 damage (crit 32 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the human
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +15 vs. AC; 3d12 + 8 damage (crit 44 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss:
The human barbarian enters the rage of the oak hammer. Until the rage ends, whenever the human barbarian hits a target with
a melee attack, the human barbarian knocks that target prone. If that target is already prone, the attack instead deals an
extra +3 damage.
- ○ Swift Charge (free)
- When the human barbarian’s attack reduces an enemy to 0 hit points.
The human barbarian charges an enemy.
- □ Deny Death (immediate interrupt)
- When the human barbarian drops to 0 hit points or fewer and doesn’t die.
The human barbarian is dying but don’t fall unconscious because of that condition. At the end of the human barbarian’s next
turn, the human barbarian falls unconscious if the human barbarian is still dying.
- 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 +14, Endurance +12, Perception +10
Str 20 (+10); Dex 12 (+6); Wis 11 (+5);
Con 16 (+8); Int 10 (+5); Cha 13 (+6)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Thaneborn Barbarian [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +10
HP 123; Bloodied 61
Healing Surges (+30 hp) ○
AC 23; Fortitude 26, Reflex 21, Will 22
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 1d6 + 8 damage (crit 26 + 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
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +15 vs. AC; 2d12 + 8 acid damage (crit 32 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit
or Miss: The human barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the human
barbarian’s turns, each enemy adjacent to the human barbarian is blinded until the end of the human barbarian’s turn.
- ○ [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; +18 vs. AC; 3d12 + 8 damage (crit 44 + 1d12).
- □ Mountain Roots (immediate interrupt) ✦ Stance
- When the human barbarian is pulled, pushed, or slid.
The human barbarian negates the forced movement. Until the stance ends, the human barbarian can negate forced movement against
the human barbarian. Stance: This power lasts until the end of the encounter or until the human barbarian uses another stance power.
- 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 +14, Intimidate +13, Perception +10
Str 20 (+10); Dex 12 (+6); Wis 11 (+5);
Con 13 (+6); Int 10 (+5); Cha 16 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Cunning Bard [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +10
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 24, Will 25
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 4 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +13 vs. Will; 1d6 + 8 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; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Will; 2d8 + 8 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the human bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +13 vs. Will; 3d8 + 8 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions until the end of the human bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The human bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 5 hit points. This power
can only be used once per round. The human bard can also slide the target 1 square.
- ○ Illusory Erasure (minor) ✦ Illusion
- One ally within 10 squares becomes invisible until the end of the human bard’s next turn, and the human bard slides the target
2 squares.
- 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 +13, Bluff +15, Perception +10
Str 12 (+6); Dex 11 (+5); Wis 10 (+5);
Con 13 (+6); Int 16 (+8); Cha 20 (+10)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Human Valorous Bard [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +10
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 22, Reflex 22, Will 25
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 4 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 2d8 + 8 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.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +16 vs. AC; 3d8 + 8 thunder damage, and the human bard slides the target 2 squares. Hit or Miss: Until the end of the
encounter, whenever the human bard hits a target with an at-will attack power, the human bard slides the target 2 squares
to a space that must be adjacent to at least one of the human bard’s allies.
- ○○ 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.
- □ Word of Life (immediate reaction) ✦ Healing
- When an enemy attack reduces an ally within 20 squares of the human bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the
human bard’s next turn.
- 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 +11, Athletics +10, Perception +10
Str 12 (+6); Dex 11 (+5); Wis 10 (+5);
Con 16 (+8); Int 13 (+6); Cha 20 (+10)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Human Guardian Druid [Level 10 Controller]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +10
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 25
Saving Throws +1
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +11 vs. AC; 2d4 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +13 vs. Reflex; 1d8 + 8 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; +13 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ● [A] Call of the Beast (standard) ✦ Charm, Psychic
- Area burst 1 within 10; +13 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; +13 vs. Reflex; 1d10 + 8 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] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +13 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 8 radiant
damage. Miss: 1d10 + 8 radiant damage.
- ○ Feywild Sojourn (move) ✦ Teleportation
- The human druid teleports to a safe place in the Feywild. While the human druid is there, the human druid can’t take any actions
other than using the human druid’s second wind and wild shape. At the end of the human druid’s next turn or as a move action
before then, the human druid reappears in an unoccupied space within 10 squares of the space the human druid left.
- ● 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.
- 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 +15, Insight +15, Nature +15
Str 12 (+6); Dex 13 (+6); Wis 20 (+10);
Con 16 (+8); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Predator Druid [Level 10 Controller]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +15
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 23, Will 25
Saving Throws +1
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +11 vs. AC; 2d4 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +13 vs. Reflex; 1d8 + 8 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; +13 vs. Reflex; 1d6 + 3 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
- +13 vs. Reflex; 1d8 + 8 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
- +13 vs. Reflex; 2d10 + 8 damage, and the human druid grabs the target. The target takes a -3 penalty to checks to escape the
grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +13 vs. Reflex; 2d8 + 8 damage, the human druid knocks the target prone, and it can’t stand up (save ends). Miss: Half
damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the human druid gains a +2 bonus
to attack rolls against prone targets. In addition, whenever the human druid hits an enemy with a melee attack while the human
druid is in beast form, the human druid can knock that enemy prone.
- ● 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.
- □ Armor of the Wild (minor) ✦ Beast Form
- Until the end of the encounter, while the human druid is in beast form, the human druid gains resist 1 to all damage.
- 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 +10, Nature +15, Perception +15
Str 12 (+6); Dex 16 (+8); Wis 20 (+10);
Con 13 (+6); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Preserving Invoker [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +10
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 24; Fortitude 21, Reflex 23, Will 25
Saving Throws +1
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Reflex; 1d6 + 8 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; +13 vs. Fortitude; 2d8 + 8 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +13 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the human invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the human invoker takes 5 psychic damage.
- ○ 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the human invoker makes an attack roll against the human invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +13, History +13, Religion +13
Str 10 (+5); Dex 12 (+6); Wis 20 (+10);
Con 13 (+6); Int 16 (+8); Cha 11 (+5)
Equipment hide armor, morningstar
-1 Level / +1 Level
Human Wrathful Invoker [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +10
HP 82; Bloodied 41
Healing Surges (+20 hp) ○
AC 24; Fortitude 23, Reflex 21, Will 25
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +13 vs. Fortitude; 1d10 + 8 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; +13 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; +18 vs. Will; 2d6 + 8 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 3 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +13 vs. Reflex; 3d6 + 8 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the human invoker’s next turn. Any creature that starts its turn within
the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ [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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the human invoker makes an attack roll against the human invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +12, Insight +15, Religion +11
Str 10 (+5); Dex 12 (+6); Wis 20 (+10);
Con 16 (+8); Int 13 (+6); Cha 11 (+5)
Equipment chainmail, morningstar
-1 Level / +1 Level
Human Bear Shaman [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +15
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 21; Fortitude 23, Reflex 20, Will 25
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +13 vs. Will; 1d8 + 8 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; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Fortitude; 1d10 + 8 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] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +13 vs. Will; 2d8 + 8 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ● 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 15 damage to the spirit, the spirit disappears,
and the human shaman takes 10 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.
- □ Rock Shield Spirits (minor) ✦ Zone
- Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While
within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the human shaman can move the zone
5 squares.
- ● [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; +13 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 +13, Nature +15, Perception +15
Str 11 (+5); Dex 12 (+6); Wis 20 (+10);
Con 16 (+8); Int 13 (+6); Cha 10 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Panther Shaman [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +15
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 23; Fortitude 21, Reflex 22, Will 25
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +13 vs. Fortitude; 1d10 + 8 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; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Will; 2d10 + 8 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.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +13 vs. Fortitude; 3d6 + 8 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The human shaman and each ally
within 10 squares of the human shaman regains 5 hit points.
- ● 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 15 damage to the spirit, the spirit disappears,
and the human shaman takes 10 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.
- ● [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; +13 vs. Reflex; 1d10 + 8 damage.
- □ Spirit Summons (free)
- Until the end of the encounter, the human shaman can use the human shaman’s call spirit companion power to conjure a second
spirit companion. When the human shaman attacks with a spirit power, the human shaman chooses which spirit companion to use
for the attack. When an effect applies to creatures adjacent to the human shaman’s spirit companion, that effect applies to
creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
- 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 +10, Nature +15, Perception +15
Str 11 (+5); Dex 12 (+6); Wis 20 (+10);
Con 13 (+6); Int 16 (+8); Cha 10 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Chaos Sorcerer [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +5
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 20, Reflex 22, Will 26
Saving Throws +1
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d4 + 6 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +13 vs. Will; 1d10 + 11 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:
+13 vs. Will; 1d6 + 6 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; +13 vs. Fortitude; 1d8 + 11 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; +13 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The human sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +13 vs. Fortitude; 2d10 + 11 poison damage. Hit or Miss: The human sorcerer slides the target 5 squares.
The target is poisonous to the human sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts
its turn adjacent to the target takes 1d10 + 6 poison damage. If the human sorcerer rolled an even number on the attack roll,
any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 6 poison damage.
- □ Chaos Link (immediate reaction)
- When the human sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
- 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 +10, Bluff +15, Endurance +11
Str 13 (+6); Dex 16 (+8); Wis 10 (+5);
Con 12 (+6); Int 11 (+5); Cha 20 (+10)
Equipment cloth armor, dagger
-1 Level / +1 Level
Human Dragon Sorcerer [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +5
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 21; Fortitude 22, Reflex 20, Will 26
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +13 vs. Reflex; 1d8 + 11 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; +13 vs. Fortitude; 1d8 + 11 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; +13 vs. Fortitude; 2d8 + 11 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] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +13 vs. Fortitude; 2d6 + 11 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The human sorcerer gains a +3 power bonus to AC until the end of the encounter.
- □ Invert Resistance (minor)
- Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance
against (save ends both).
- 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 +10, Athletics +13, History +10
Str 16 (+8); Dex 13 (+6); Wis 10 (+5);
Con 12 (+6); Int 11 (+5); Cha 20 (+10)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Human Earth Warden [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +11
HP 126; Bloodied 63
Healing Surges (+31 hp) ○
AC 26; Fortitude 25, Reflex 22, Will 21
Saving Throws +1
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 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
- +15 vs. AC; 1d10 + 8 damage, and the human warden gains 3 temporary hit points.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +15 vs. Fortitude; 2d10 + 8 damage, and the target takes a –4 penalty to melee attack rolls until the end of the human warden’s
next turn.
- □ Shield of Stone (minor)
- The human warden slides one ally within 5 squares by 5 squares. Until the end of the human warden’s next turn, that ally gains
resist 5 to all damage and a +2 power bonus to all defenses.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The human warden assumes the guardian form of the oak sentinel until the end of the encounter. While the human warden is in
this form, the human warden’s melee reach increases by 1. In addition, any enemy that hits the human warden with a melee attack
takes 5 damage. Once during this encounter, the human warden can make the following attack while the human warden is in this
form as an immediate interrupt when an enemy within the human warden’s reach makes a melee attack against the human warden’s
ally.
Secondary Attack: targets the triggering enemy; +15 vs. AC; 2d10 + 8 damage. Miss: Half damage.
Hit or Miss: The human warden becomes the target of the triggering attack, even if the human warden is not within that
attack’s range.
- ● [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 +12, Nature +11, Perception +11
Str 20 (+10); Dex 12 (+6); Wis 13 (+6);
Con 16 (+8); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Human Wild Warden [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +13
HP 123; Bloodied 61
Healing Surges (+30 hp) ○
AC 24; Fortitude 25, Reflex 20, Will 23
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12), and the target is slowed until the end of the human warden’s next turn.
- ● [M] Thorn Strike (standard) ✦ Weapon
- Reach 2; +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12), and the target is pulled 1 square.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +15 vs. AC; 2d12 + 8 damage (crit 32 + 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.
- □ Returning Strength (minor) ✦ Healing
- The human warden spends a healing surge and regains +5 additional hit points.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The human warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the human warden
is in this form, the human warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage.
In addition, the human warden can use the human warden’s second wind as a minor action. Once during this encounter, the human
warden can make the following attack while the human warden is in this form as a standard action.
Secondary Attack:
+15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12), and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage
(save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the human warden makes an attack that does not include the human warden as a target.
Targets the triggering enemy; +15 vs. Fortitude; 1d12 + 8 damage (crit 20 + 1d12), and the target grants combat advantage
to the human warden and the human warden’s allies until the end of the human warden’s next turn.
- Wildblood
- When the human warden uses the human warden’s second wind, each enemy marked by the human warden takes an additional -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 +14, Nature +13, Perception +13
Str 20 (+10); Dex 12 (+6); Wis 16 (+8);
Con 13 (+6); Int 10 (+5); Cha 11 (+5)
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.