Human NPCs [Level 11]

Human Battle Cleric [Level 11 Controller (Leader)]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +8
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 25, Reflex 21, Will 25
Saving Throws +1
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+16 vs. AC; 1d10 + 9 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
+16 vs. AC; 1d10 + 9 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
+16 vs. Will; 1d10 + 9 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; +16 vs. Fortitude; 2d10 + 9 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 +2 hit points.
○○ Healing Word (minor) ✦ Healing
The human cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 21 (+10); Dex 12 (+6); Wis 17 (+8);
Con 13 (+6); Int 11 (+5); Cha 14 (+7)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Human Devoted Cleric [Level 11 Controller (Leader)]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +10
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 22, Reflex 21, Will 27
Saving Throws +1
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+13 vs. AC; 1d10 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +14 vs. Reflex; 1d8 + 9 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; +14 vs. Reflex; 1d6 + 9 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; +14 vs. Will; 2d8 + 9 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; +14 vs. Reflex; 2d10 + 9 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 10 squares can spend a healing surge and regain an additional 3d6 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 14 (+7); Dex 12 (+6); Wis 21 (+10);
Con 13 (+6); Int 11 (+5); Cha 17 (+8)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Human Greatweapon Fighter [Level 11 Soldier]

Medium natural humanoid [XP 600]

Initiative +7; Senses Perception +6
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 26; Fortitude 27, Reflex 22, Will 21
Saving Throws +1
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +16 vs. AC; 1d6 + 9 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12). Miss: 5 damage.
● [M] Cleave (standard) ✦ Weapon
+16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12), 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: +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +16 vs. AC; 2d12 + 9 damage (crit 33 + 2d12), 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 +11
Str 21 (+10); Dex 14 (+7); Wis 13 (+6);
Con 17 (+8); Int 11 (+5); Cha 12 (+6)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Human Guardian Fighter [Level 11 Soldier]

Medium natural humanoid [XP 600]

Initiative +8; Senses Perception +6
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 28; Fortitude 27, Reflex 25, Will 21
Saving Throws +1
Speed 5

● [m] Longsword (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+17 vs. AC; 1d8 + 9 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
+19 vs. AC; 1d8 + 4 damage.
○ [M] Iron Bulwark (standard) ✦ Weapon
+17 vs. AC; 2d8 + 9 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; +17 vs. AC; 3d8 + 9 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 +11, Streetwise +11
Str 21 (+10); Dex 17 (+8); Wis 13 (+6);
Con 14 (+7); Int 11 (+5); Cha 12 (+6)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Human Avenging Paladin [Level 11 Soldier]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +7
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 27; Fortitude 26, Reflex 22, Will 24
Saving Throws +1
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+17 vs. AC; 1d10 + 9 radiant damage. If the human paladin has marked the target, the human paladin gains a +2 bonus to the damage roll.
● [M] Valiant Strike (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 damage, with +1 to hit per enemy adjacent to the human paladin.
○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
+17 vs. AC; 2d10 + 9 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; +12 vs. Will; 2d8 + 7 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 9 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 21 (+10); Dex 12 (+6); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 17 (+8)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Human Protecting Paladin [Level 11 Soldier]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +7
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 29; Fortitude 24, Reflex 24, Will 26
Saving Throws +1
Speed 5

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage, and the human paladin gains 2 temporary hit points.
● [M] Enfeebling Strike (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 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; +14 vs. Will; 2d10 + 9 damage, and the target is pulled 2 squares.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +14 vs. Fortitude; 1d10 + 9 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +14 vs. Fortitude; 1d10 + 9 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 11 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 17 (+8); Dex 12 (+6); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 21 (+10)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Human Archer Ranger [Level 11 Skirmisher]

Medium natural humanoid [XP 600]

Initiative +10; Senses Perception +12
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 27; Fortitude 24, Reflex 26, Will 22
Saving Throws +1
Speed 6

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+15 vs. AC; 1d6 + 7 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +16 vs. AC; 1d10 + 9 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +15/+15 vs. AC; 1d8 + 4 damage (main)/1d6 + 4 damage (off-hand).
Longbow: Ranged 20/40; +16 vs. AC (twice); 1d10 + 4 damage.
● [R] Nimble Strike (standard) ✦ Weapon
The human ranger can shift 1 square before or after the attack. Ranged 20/40; +16 vs. AC; 1d10 + 9 damage.
○ [R] Spikes of the Manticore (standard) ✦ Weapon
Ranged 20/40; one attack each on one or two creatures; +16 vs. AC; 2d10 + 9 damage (first shot) and 1d10 + 9 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: +15 vs. AC; 3d8 + 7 damage.
Longbow: Ranged 20/40; +16 vs. AC; 3d10 + 9 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 2d6 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 3 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 +12, Perception +12, Stealth +14
Str 17 (+8); Dex 21 (+10); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 12 (+6)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Human Two-Blade Ranger [Level 11 Skirmisher]

Medium natural humanoid [XP 600]

Initiative +8; Senses Perception +12
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 25; Fortitude 26, Reflex 24, Will 22
Saving Throws +1
Speed 6

● [m] Longsword (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +14 vs. AC; 1d10 + 7 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +17/+17 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage (off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 4 damage.
● [M] Hit and Run (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 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): +17 vs. AC; 2d8 + 9 damage.
Longsword (off hand): +17 vs. AC; 1d8 + 9 damage.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +17 vs. AC; 2d8 + 9 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 2d6 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 +10 hit points.

Skills Nature +12, Perception +12, Stealth +12
Str 21 (+10); Dex 17 (+8); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 12 (+6)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Human Brawny Rogue [Level 11 Skirmisher]

Medium natural humanoid [XP 600]

Initiative +10; Senses Perception +6
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 23, Reflex 27, Will 22
Saving Throws +1
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+15 vs. AC; 1d6 + 7 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +17 vs. AC; 1d6 + 9 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+17 vs. Reflex; 1d6 + 9 damage.
● [M] Riposte Strike (standard) ✦ Weapon
+17 vs. AC; 1d6 + 9 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: +15 vs. AC; 1d6 + 7 damage.
○ [M] Imperiling Strike (standard) ✦ Weapon
+17 vs. Fortitude; 1d6 + 9 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
+17 vs. Fortitude; 2d6 + 9 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 3d6 damage.
Human Perseverance [Feat]
The human rogue gains a +1 feat bonus to saving throws.

Skills Acrobatics +15, Stealth +15, Thievery +15
Str 17 (+8); Dex 21 (+10); Wis 12 (+6);
Con 13 (+6); Int 11 (+5); Cha 14 (+7)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Human Trickster Rogue [Level 11 Skirmisher]

Medium natural humanoid [XP 600]

Initiative +10; Senses Perception +11
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 22, Reflex 27, Will 23
Saving Throws +1
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d6 + 6 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +17 vs. AC; 1d6 + 9 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
The human rogue can move 2 squares before the attack.
● [M/R] Sly Flourish (standard) ✦ Weapon
Short Sword: +17 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 1d6 + 12 damage.
○ [M/R] Rogue’s Luck (standard) ✦ Weapon
Short Sword: +17 vs. AC; 2d6 + 9 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 2d6 + 9 damage.
Miss: Make a secondary attack against the target.
Short Sword: +17 vs. AC; 1d6 + 9 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
□ [M] Knockout (standard) ✦ Weapon
+17 vs. Fortitude; 2d6 + 9 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 3d6 damage.
Human Perseverance [Feat]
The human rogue gains a +1 feat bonus to saving throws.

Skills Perception +11, Stealth +15, Thievery +15
Str 14 (+7); Dex 21 (+10); Wis 12 (+6);
Con 13 (+6); Int 11 (+5); Cha 17 (+8)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Human Fey-Pact Warlock [Level 11 Skirmisher]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +6
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 24; Fortitude 22, Reflex 24, Will 26
Saving Throws +1
Speed 6

● [m] Spear (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +14 vs. Reflex; 1d10 + 9 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +14 vs. Will; 1d6 + 9 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; +11 vs. Fortitude; 1d6 + 6 radiant damage. If the target moves nearer to the human warlock on its next turn, it takes an extra 1d6 + 6 damage.
○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
Ranged 10; +14 vs. Will; 1d10 + 9 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; +14 vs. Reflex; 2d8 + 9 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 4 cold damage (save ends). Sustain Minor: The target takes 2d8 + 4 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 2d6 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 11 (+5); Dex 12 (+6); Wis 13 (+6);
Con 14 (+7); Int 17 (+8); Cha 21 (+10)
Equipment leather armor, spear

-1 Level / +1 Level

Human Infernal-Pact Warlock [Level 11 Skirmisher]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +6
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 24; Fortitude 25, Reflex 24, Will 23
Saving Throws +1
Speed 6

● [m] Mace (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +14 vs. Reflex; 1d10 + 9 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +14 vs. Reflex; 1d6 + 9 fire damage. If the human warlock takes damage before the end of the human warlock’s next turn, the target takes an extra 1d6 + 9 fire damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +14 vs. Fortitude; 1d6 + 9 radiant damage. If the target moves nearer to the human warlock on its next turn, it takes an extra 1d6 + 9 damage.
○ [C] Howl of Doom (standard) ✦ Fear, Thunder
Close blast 3; +14 vs. Fortitude; 2d6 + 9 thunder damage, and the target is pushed 4 squares.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +14 vs. Reflex; 3d10 + 9 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 2d6 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 11 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 +12
Str 11 (+5); Dex 13 (+6); Wis 12 (+6);
Con 21 (+10); Int 17 (+8); Cha 14 (+7)
Equipment leather armor, mace

-1 Level / +1 Level

Human Star-Pact Warlock [Level 11 Skirmisher]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +6
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 23; Fortitude 25, Reflex 23, Will 24
Saving Throws +1
Speed 6

● [m] Sickle (standard) ✦ Weapon
+11 vs. AC; 1d6 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +14 vs. Reflex; 1d10 + 9 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +14 vs. Fortitude; 1d6 + 9 radiant damage. If the target moves nearer to the human warlock on its next turn, it takes an extra 1d6 + 9 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +14 vs. Reflex; 1d6 + 9 fire damage. If the human warlock takes damage before the end of the human warlock’s next turn, the target takes an extra 1d6 + 9 fire damage.
○ [R] Sign of Ill Omen (standard)
Ranged 10; +12 vs. Will; 2d6 + 7 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 -2 penalty to both rolls.
□ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
Ranged 10; +14 vs. Will; 2d10 + 9 psychic damage, and the human warlock teleports the target to an unoccupied square within 3 squares of the human warlock. Sustain Minor: Make a +14 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 2d6 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 +12, Insight +11, Religion +12
Str 11 (+5); Dex 13 (+6); Wis 12 (+6);
Con 21 (+10); Int 14 (+7); Cha 17 (+8)
Equipment leather armor, sickle

-1 Level / +1 Level

Human Inspiring Warlord [Level 11 Soldier (Leader)]

Medium natural humanoid [XP 600]

Initiative +8; Senses Perception +5
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 26, Reflex 22, Will 24
Saving Throws +1
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +16 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
● [M] Furious Smash (standard) ✦ Weapon
+16 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
+16 vs. AC; 2d10 + 9 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
+16 vs. AC; 3d10 + 9 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 +2 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 10 squares can spend a healing surge and regain an additional 3d6 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 +12, Intimidate +13
Str 21 (+10); Dex 12 (+6); Wis 11 (+5);
Con 13 (+6); Int 14 (+7); Cha 17 (+8)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Human Tactical Warlord [Level 11 Soldier (Leader)]

Medium natural humanoid [XP 600]

Initiative +8; Senses Perception +5
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 26, Reflex 24, Will 23
Saving Throws +1
Speed 6

● [m] Longsword (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 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
+17 vs. AC; 1d8 + 9 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
+17 vs. AC; 1d8 + 9 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
+17 vs. AC; 3d8 + 9 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 10 squares can spend a healing surge and regain an additional 3d6 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 +12
Str 21 (+10); Dex 12 (+6); Wis 11 (+5);
Con 13 (+6); Int 17 (+8); Cha 14 (+7)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Human Control Wizard [Level 11 Artillery]

Medium natural humanoid [XP 600]

Initiative +7; Senses Perception +8
HP 85; Bloodied 42
Healing Surges (+21 hp) ○○
AC 24; Fortitude 21, Reflex 25, Will 25
Saving Throws +1
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +14 vs. Fortitude; 1d6 + 9 cold damage, and the target is slowed until the end of the human wizard’s next turn.
● [C] Thunderwave (standard) ✦ Thunder
Close blast 3; +14 vs. Fortitude; 1d6 + 9 thunder damage, and the target is pushed 3 squares.
○ [R] Spectral Ram (standard) ✦ Force
Ranged 10; +14 vs. Fortitude; 2d10 + 9 force damage, and the target is pushed 3 squares and it is knocked prone.
□ [R] Lightning Serpent (standard) ✦ Lightning, Poison
Ranged 10; +14 vs. Reflex; 2d12 + 9 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 11 (+5); Dex 14 (+7); Wis 17 (+8);
Con 13 (+6); Int 21 (+10); Cha 12 (+6)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Human War Wizard [Level 11 Artillery]

Medium natural humanoid [XP 600]

Initiative +8; Senses Perception +7
HP 85; Bloodied 42
Healing Surges (+21 hp) ○○
AC 24; Fortitude 21, Reflex 25, Will 24
Saving Throws +1
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [r] Magic Missile (standard) ✦ Force
Ranged 20; +14 vs. Reflex; 2d4 + 9 force damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +14 vs. Reflex; 1d6 + 9 fire damage.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +14 vs. Reflex; 2d6 + 9 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +14 vs. Reflex; 1d6 + 9 lightning damage.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +14 vs. Fortitude; 2d8 + 9 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 +12, History +15
Str 11 (+5); Dex 17 (+8); Wis 14 (+7);
Con 13 (+6); Int 21 (+10); Cha 12 (+6)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Human Isolating Avenger [Level 11 Skirmisher]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +10
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 23, Reflex 24, Will 26
Saving Throws +1
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+14 vs. AC; 1d10 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 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
+17 vs. AC; 1d10 + 9 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
+17 vs. AC; 1d10 + 9 damage, and the human avenger teleports each enemy within 2 squares of the target 4 squares.
□ [M] Enduring Strike (standard) ✦ Weapon
+17 vs. AC; 3d10 + 9 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 +12, Intimidate +10, Religion +13
Str 14 (+7); Dex 12 (+6); Wis 21 (+10);
Con 13 (+6); Int 17 (+8); Cha 11 (+5)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Human Pursuing Avenger [Level 11 Skirmisher]

Medium natural humanoid [XP 600]

Initiative +8; Senses Perception +10
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 23, Reflex 24, Will 26
Saving Throws +1
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+14 vs. AC; 1d10 + 6 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +14 vs. AC; 1d8 + 7 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 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; +14 vs. Reflex; 1d8 + 9 radiant damage, and the human avenger gains 5 temporary hit points.
○ [M] Inexorable Pursuit (standard) ✦ Weapon
+17 vs. AC; 2d10 + 9 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
+17 vs. AC; 2d10 + 9 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 +7 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 +11, Stealth +13
Str 14 (+7); Dex 17 (+8); Wis 21 (+10);
Con 13 (+6); Int 12 (+6); Cha 11 (+5)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Human Rageblood Barbarian [Level 11 Brute]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +11
HP 137; Bloodied 68
Healing Surges (+34 hp) ○○
AC 25; Fortitude 27, Reflex 23, Will 22
Saving Throws +1
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+16 vs. AC; 1d12 + 2d8 + 9 damage (crit 37 + 2d12). 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.
+16 vs. AC; 1d12 + 1d6 + 9 damage (crit 27 + 2d12), 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
+16 vs. AC; 2d12 + 9 damage (crit 33 + 2d12). The attack deals 1 extra damage for each enemy within 3 squares of the human barbarian.
□ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
+16 vs. AC; 3d12 + 9 damage (crit 45 + 2d12), 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 8 temporary hit points.
Barbarian Agility
While the human barbarian is not wearing heavy armor, the human barbarian gains a +2 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 +11
Str 21 (+10); Dex 13 (+6); Wis 12 (+6);
Con 17 (+8); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Human Thaneborn Barbarian [Level 11 Brute]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +11
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 25; Fortitude 27, Reflex 23, Will 23
Saving Throws +1
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+16 vs. AC; 1d12 + 2d6 + 9 damage (crit 33 + 2d12). 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
+16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12), 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
+16 vs. AC; 2d12 + 9 acid damage (crit 33 + 2d12), 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; +19 vs. AC; 3d12 + 9 damage (crit 45 + 2d12).
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 +2 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 +11
Str 21 (+10); Dex 13 (+6); Wis 12 (+6);
Con 14 (+7); Int 11 (+5); Cha 17 (+8)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Human Cunning Bard [Level 11 Controller (Leader)]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +10
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 26; Fortitude 22, Reflex 25, Will 26
Saving Throws +1
Speed 6

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 5 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +14 vs. Will; 1d6 + 9 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; +14 vs. Reflex; 1d8 + 9 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; +14 vs. Will; 2d8 + 9 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; +14 vs. Will; 3d8 + 9 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 10 squares can spend a healing surge and regain an additional 2d6 + 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 13 (+6); Dex 12 (+6); Wis 11 (+5);
Con 14 (+7); Int 17 (+8); Cha 21 (+10)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Human Valorous Bard [Level 11 Controller (Leader)]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +10
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 26; Fortitude 23, Reflex 24, Will 26
Saving Throws +1
Speed 5

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 5 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 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
+17 vs. AC; 1d8 + 9 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
+17 vs. AC; 2d8 + 9 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
+17 vs. AC; 3d8 + 9 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 10 squares can spend a healing surge and regain an additional 2d6 + 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 6 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 +12, Athletics +10, Perception +10
Str 13 (+6); Dex 12 (+6); Wis 11 (+5);
Con 17 (+8); Int 14 (+7); Cha 21 (+10)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Human Guardian Druid [Level 11 Controller]

Medium natural humanoid [XP 600]

Initiative +7; Senses Perception +10
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 25; Fortitude 23, Reflex 23, Will 26
Saving Throws +1
Speed 6

● [m] Scythe (standard) ✦ Weapon
+12 vs. AC; 2d4 + 5 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+14 vs. Reflex; 1d8 + 9 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; +14 vs. Fortitude; 1d6 + 4 cold damage, and the target slides 1 square.
● [A] Call of the Beast (standard) ✦ Charm, Psychic
Area burst 1 within 10; +14 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; +14 vs. Reflex; 1d10 + 9 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; +14 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 9 radiant damage. Miss: 1d10 + 9 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 13 (+6); Dex 14 (+7); Wis 21 (+10);
Con 17 (+8); Int 12 (+6); Cha 11 (+5)
Equipment hide armor, scythe

-1 Level / +1 Level

Human Predator Druid [Level 11 Controller]

Medium natural humanoid [XP 600]

Initiative +8; Senses Perception +15
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 25; Fortitude 22, Reflex 24, Will 26
Saving Throws +1
Speed 7

● [m] Scythe (standard) ✦ Weapon
+12 vs. AC; 2d4 + 5 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+14 vs. Reflex; 1d8 + 9 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; +14 vs. Reflex; 1d6 + 4 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
+14 vs. Reflex; 1d8 + 9 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
+14 vs. Reflex; 2d10 + 9 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
+14 vs. Reflex; 2d8 + 9 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 2 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 13 (+6); Dex 17 (+8); Wis 21 (+10);
Con 14 (+7); Int 12 (+6); Cha 11 (+5)
Equipment hide armor, scythe

-1 Level / +1 Level

Human Preserving Invoker [Level 11 Artillery]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +10
HP 86; Bloodied 43
Healing Surges (+21 hp) ○○
AC 25; Fortitude 23, Reflex 24, Will 26
Saving Throws +1
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +14 vs. Reflex; 1d8 + 9 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; +14 vs. Reflex; 1d6 + 9 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; +14 vs. Fortitude; 2d8 + 9 thunder damage, and the target is pushed 4 squares.
□ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
Close burst 10; targets enemies; +14 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 11 (+5); Dex 13 (+6); Wis 21 (+10);
Con 14 (+7); Int 17 (+8); Cha 12 (+6)
Equipment hide armor, morningstar

-1 Level / +1 Level

Human Wrathful Invoker [Level 11 Artillery]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +10
HP 89; Bloodied 44
Healing Surges (+22 hp) ○○
AC 25; Fortitude 24, Reflex 23, Will 26
Saving Throws +1
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +14 vs. Fortitude; 1d10 + 9 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; +14 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; +19 vs. Will; 2d6 + 9 psychic damage. Before the attack, each target can fall prone as a free action. Each prone target takes 1d6 + 4 psychic damage.
□ [A] Cerulean Flames (standard) ✦ Radiant, Zone
Area burst 1 within 10; +14 vs. Reflex; 3d6 + 9 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 1d6+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 +12
Str 11 (+5); Dex 13 (+6); Wis 21 (+10);
Con 17 (+8); Int 14 (+7); Cha 12 (+6)
Equipment chainmail, morningstar

-1 Level / +1 Level

Human Bear Shaman [Level 11 Controller (Leader)]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +15
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 23; Fortitude 24, Reflex 22, Will 26
Saving Throws +1
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +12 vs. AC; 1d10 + 5 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +14 vs. Will; 1d8 + 9 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; +14 vs. Reflex; 1d8 + 9 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; +14 vs. Fortitude; 1d10 + 9 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; +14 vs. Will; 2d8 + 9 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 3d6 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; +14 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 12 (+6); Dex 13 (+6); Wis 21 (+10);
Con 17 (+8); Int 14 (+7); Cha 11 (+5)
Equipment leather armor, longspear

-1 Level / +1 Level

Human Panther Shaman [Level 11 Controller (Leader)]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +15
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 24; Fortitude 23, Reflex 23, Will 26
Saving Throws +1
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +12 vs. AC; 1d10 + 5 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +14 vs. Fortitude; 1d10 + 9 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; +14 vs. Reflex; 1d8 + 9 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; +14 vs. Will; 2d10 + 9 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; +14 vs. Fortitude; 3d6 + 9 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 3d6 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; +14 vs. Reflex; 1d10 + 9 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 +11, Nature +15, Perception +15
Str 12 (+6); Dex 13 (+6); Wis 21 (+10);
Con 14 (+7); Int 17 (+8); Cha 11 (+5)
Equipment leather armor, longspear

-1 Level / +1 Level

Human Chaos Sorcerer [Level 11 Artillery]

Medium natural humanoid [XP 600]

Initiative +8; Senses Perception +5
HP 85; Bloodied 42
Healing Surges (+21 hp) ○○
AC 22; Fortitude 22, Reflex 23, Will 27
Saving Throws +1
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +15 vs. AC; 1d4 + 7 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +14 vs. Will; 1d10 + 14 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: +14 vs. Will; 1d6 + 9 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; +14 vs. Fortitude; 1d8 + 14 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; +14 vs. Reflex; 2d6 + 14 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; +14 vs. Fortitude; 2d10 + 14 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 + 9 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 + 9 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 +5 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 +11, Bluff +15, Endurance +11
Str 14 (+7); Dex 17 (+8); Wis 11 (+5);
Con 13 (+6); Int 12 (+6); Cha 21 (+10)
Equipment cloth armor, dagger

-1 Level / +1 Level

Human Dragon Sorcerer [Level 11 Skirmisher]

Medium natural humanoid [XP 600]

Initiative +7; Senses Perception +5
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 22; Fortitude 23, Reflex 22, Will 27
Saving Throws +1
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +14 vs. Reflex; 1d8 + 14 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; +14 vs. Fortitude; 1d8 + 14 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; +14 vs. Fortitude; 2d8 + 14 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; +14 vs. Fortitude; 2d6 + 14 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 +5 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 +11, Athletics +13, History +11
Str 17 (+8); Dex 14 (+7); Wis 11 (+5);
Con 13 (+6); Int 12 (+6); Cha 21 (+10)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Human Earth Warden [Level 11 Brute]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +12
HP 137; Bloodied 68
Healing Surges (+34 hp) ○○
AC 27; Fortitude 26, Reflex 23, Will 23
Saving Throws +1
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+16 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+16 vs. AC; 1d10 + 9 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
+16 vs. AC; 1d10 + 9 damage, and the human warden gains 3 temporary hit points.
○ [M] Mountain Hammer (standard) ✦ Weapon
+16 vs. Fortitude; 2d10 + 9 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; +16 vs. AC; 2d10 + 9 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 +12, Perception +12
Str 21 (+10); Dex 13 (+6); Wis 14 (+7);
Con 17 (+8); Int 11 (+5); Cha 12 (+6)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Human Wild Warden [Level 11 Brute]

Medium natural humanoid [XP 600]

Initiative +6; Senses Perception +13
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 25; Fortitude 26, Reflex 21, Will 24
Saving Throws +1
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12), and the target is slowed until the end of the human warden’s next turn.
● [M] Thorn Strike (standard) ✦ Weapon
Reach 2; +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12), and the target is pulled 1 square.
○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
+16 vs. AC; 2d12 + 9 damage (crit 33 + 2d12), 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: +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12), 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; +16 vs. Fortitude; 1d12 + 9 damage (crit 21 + 2d12), 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 21 (+10); Dex 13 (+6); Wis 17 (+8);
Con 14 (+7); Int 11 (+5); Cha 12 (+6)
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.