Human NPCs [Level 16]
Human Battle Cleric [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +12
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 31, Reflex 26, Will 31
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 12 damage, and one ally within 5 squares gains a +6 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
- +22 vs. AC; 1d10 + 12 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] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +22 vs. AC; 2d10 + 12 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+22 vs. AC; 1d10 + 12 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +22 vs. Will; 2d10 + 12 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning damage.
- □ Divine Armor (standard) ✦ Healing
- The human cleric gains a +2 power bonus to AC. The human cleric and each ally within 3 squares gain resist 5 to all damage
until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The human cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +17, Insight +17, Religion +13
Str 22 (+14); Dex 12 (+9); Wis 18 (+12);
Con 13 (+9); Int 11 (+8); Cha 14 (+10)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Devoted Cleric [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 26, Will 33
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +20 vs. Reflex; 1d8 + 12 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; +20 vs. Reflex; 1d6 + 12 radiant damage, and one ally the human cleric can see chooses either to gain 12 temporary
hit points or to make a saving throw.
- ○ [R] Plague of Doom (standard)
- Ranged 10; +20 vs. Fortitude; 3d8 + 12 damage, and the target takes a -4 penalty to all defenses until the end of the human
cleric’s next turn.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +20 vs. Will; 4d10 + 12 radiant damage, and the target is slowed until the end of the human
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the human cleric and the human cleric’s allies against ranged attacks until the end
of the human cleric’s next turn. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The human cleric and any allies gain the following benefits while
within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls.
The area remains hallowed until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The human cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +19, History +13, Religion +13
Str 14 (+10); Dex 12 (+9); Wis 22 (+14);
Con 13 (+9); Int 11 (+8); Cha 18 (+12)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Greatweapon Fighter [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +9
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 33, Reflex 27, Will 26
Saving Throws +1
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12). Miss: 6 damage.
- ● [M] Cleave (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and an enemy adjacent to the human fighter other than the target takes 6 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +22 vs. AC; 2d12 + 16 damage (crit 40 + 2d12), and make a secondary attack against each enemy adjacent to the primary target
and within the human fighter’s melee reach. Secondary Attack: +22 vs. AC; 1d12 + 16 damage (crit 28 + 2d12).
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The human fighter gains regeneration 4, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts
its turn adjacent to the human fighter takes 1d12 + 6 damage damage and is slowed until the end of its turn, as long as the
human fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the human fighter uses another stance power.
- □ Iron Warrior (minor) ✦ Healing
- The human fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against one
effect that a save can end.
- 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 +19, Endurance +17, Intimidate +14
Str 22 (+14); Dex 14 (+10); Wis 13 (+9);
Con 18 (+12); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Human Guardian Fighter [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +9
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 33, Reflex 31, Will 26
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+23 vs. AC; 1d8 + 12 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
- +25 vs. AC; 1d8 + 6 damage.
- ○ [M] Storm of Blows (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 16 damage. Hit or Miss: After the attack, the human fighter can shift 1 square and repeat the attack
against another target within reach. The human fighter can then shift 1 square and repeat the attack against a third target
within reach. After the final attack, the human fighter can shift 1 square.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +23 vs. AC; 3d8 + 12 damage. Miss: Half damage.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- 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 +14, Intimidate +14, Streetwise +14
Str 22 (+14); Dex 18 (+12); Wis 13 (+9);
Con 14 (+10); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Avenging Paladin [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +10
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 32, Reflex 27, Will 30
Saving Throws +1
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +23 vs. AC; 1d10 + 12 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
- +23 vs. AC; 1d10 + 12 damage, with +1 to hit per enemy adjacent to the human paladin.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +23 vs. AC; 3d10 + 12 radiant damage, and the target is marked until the end of the human paladin’s next turn. The human paladin
can fly 2 squares and must charge as part of this attack.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+23 vs. AC; 4d10 + 12 damage. Miss: Half damage. Hit or Miss: The human paladin can spend a healing surge.
- ● 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 10 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.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the human paladin is hit by an attack.
The human paladin teleports adjacent to the ally and is hit by the attack instead.
- Human Perseverance [Feat]
- The human paladin gains a +1 feat bonus to saving throws.
Skills Endurance +12, Intimidate +17, Religion +13
Str 22 (+14); Dex 12 (+9); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 18 (+12)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Human Protecting Paladin [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +10
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 34; Fortitude 30, Reflex 29, Will 32
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage, and the human paladin gains 2 temporary hit points.
- ● [M] Enfeebling Strike (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage. If the human paladin has marked the target, it takes a –2 penalty to attack rolls until the end
of the human paladin’s next turn.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +23 vs. AC; 2d8 + 12 damage, and one ally within 5 squares of the human paladin regains 12 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +20 vs. Will; 2d10 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the human paladin and attacks the human paladin or an ally, the human paladin can make a
secondary attack against the target as an immediate reaction. Secondary Attack: +20 vs. Will; 2d10 + 12 damage. Miss:
Half damage.
- □ Death Ward (standard) ✦ Healing
- The human paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target
regains hit points as if it had spent two healing surges. Add +6 to the hit points regained.
- ● 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 12 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 +10, Intimidate +19, Religion +13
Str 18 (+12); Dex 12 (+9); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 22 (+14)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Archer Ranger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +14; Senses Perception +15
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 33; Fortitude 30, Reflex 32, Will 27
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 10 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +22 vs. AC; 1d10 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
- ● [R] Nimble Strike (standard) ✦ Weapon
- The human ranger can shift 1 square before or after the attack. Ranged 20/40; +22 vs. AC; 1d10 + 12 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
Hit: The target is immobilized
until the start of the human ranger’s next turn.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 12 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d10 damage. Miss: The target is dazed (save ends).
- □ Momentary Respite (standard)
- The human ranger shifts 2 squares and makes a saving throw. The human ranger is no longer marked by any enemy.
- ● 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.
- 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 +15, Perception +15, Stealth +18
Str 18 (+12); Dex 22 (+14); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Human Two-Blade Ranger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +15
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 31; Fortitude 32, Reflex 30, Will 27
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +20 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +23/+23 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +20 vs. AC (twice); 1d10 + 6 damage.
- ● [M] Hit and Run (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 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] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +23 vs. AC; 1d8 + 12 damage.
Longsword (off hand):
+23 vs. AC; 1d8 + 12 damage.
If one attack hits, the target takes a -2 penalty to AC until the end of the human ranger’s
next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the human ranger’s next turn.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Longsword (main): +23 vs. AC; 2d8 + 12 damage.
Longsword (off hand):
+23 vs. AC; 2d8 + 12 damage.
Alternate main and off-hand weapon attacks until the human ranger misses or until the
human ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the human ranger with a melee attack.
Shift 1 square away from the enemy.
- 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 +15, Perception +15, Stealth +16
Str 22 (+14); Dex 18 (+12); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Human Brawny Rogue [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +14; Senses Perception +9
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 29, Reflex 33, Will 27
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +23 vs. Reflex; 1d6 + 12 damage.
- ● [M] Riposte Strike (standard) ✦ Weapon
- +23 vs. AC; 1d6 + 12 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: +21 vs. AC; 1d6 + 10 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +23 vs. AC; 3d6 + 12 damage, and the target cannot shift until the end of the human rogue’s next turn. If the target provokes
an opportunity attack from the human rogue before the start of the human rogue’s next turn, the human rogue gains a +4 bonus
to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The human rogue can use this power as a minor action if the human rogue has already grabbed a creature. Doing so requires
no attack roll. +23 vs. Reflex; 2d6 + 12 damage, and the human rogue grabs the target. Until the target escapes, the human
rogue has cover, and any melee attack or ranged attack that misses the human rogue hits the target instead. Sustain Minor:
Sustain the grab for another round. The third time the human rogue sustains the grab after using this power, the target falls
unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the human rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- 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 +19, Stealth +19, Thievery +19
Str 18 (+12); Dex 22 (+14); Wis 12 (+9);
Con 13 (+9); Int 11 (+8); Cha 14 (+10)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Human Trickster Rogue [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +14; Senses Perception +14
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 33, Will 29
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 8 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +23 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
The human rogue can move 2 squares before the attack.
- ● [M/R] Sly Flourish (standard) ✦ Weapon
- Short Sword: +23 vs. AC; 1d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 16 damage.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +23 vs. AC; 2d6 + 12 damage.
Hand
Crossbow: Ranged 10/20; +22 vs. AC; 2d6 + 12 damage.
Hit: The target slides 2 squares. Hit or Miss:
The human rogue can move 3 squares after making the attack.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +23 vs. AC; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 3d6 + 12 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 14 damage (short sword) or
5d6 + 14 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ○ Hide in Plain Sight (minor)
- The human rogue must already be hidden to use this power. The human rogue is invisible until the human rogue leaves the human
rogue’s current square. No other action that the human rogue performs makes the human rogue visible.
- 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 +14, Stealth +19, Thievery +19
Str 14 (+10); Dex 22 (+14); Wis 12 (+9);
Con 13 (+9); Int 11 (+8); Cha 18 (+12)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Human Fey-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +9
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 30, Will 32
Saving Throws +1
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 1d6 + 12 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; +16 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] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +20 vs. Will; until the end of the human warlock’s next turn, the target treats all creatures as enemies for the
purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these
attack rolls.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +20 vs. Will; The target loses its next standard action. Sustain Standard: Make a +20 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The human warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the human warlock’s
next turn.
- ● Warlock’s Curse (minor)
- The human warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the human
warlock can deal an extra 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 +17, Bluff +19, Insight +14
Str 11 (+8); Dex 12 (+9); Wis 13 (+9);
Con 14 (+10); Int 18 (+12); Cha 22 (+14)
Equipment leather armor, spear
-1 Level / +1 Level
Human Infernal-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +9
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 31, Reflex 30, Will 28
Saving Throws +1
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +20 vs. Reflex; 1d6 + 12 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 1d6 + 12 fire damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +20 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 12 damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +20 vs. Will; 2d8 + 16 necrotic damage, and the target is weakened until the end of the human warlock’s next turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +20 vs. Reflex; 4d10 + 12 fire and poison damage. Sustain Standard: Make a +20 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 12 fire and poison damage. On a miss, the human
warlock deals half damage and the power ends.
- ○ Cloak of Shadow (move)
- The human warlock can fly a number of squares equal to the human warlock’s speed + 2. If the human warlock doesn’t land at
the end of this move, the human warlock falls. Until the end of the human warlock’s next turn, the human warlock is insubstantial,
and the human warlock cannot affect, attack, or use powers on creatures or objects.
- ● 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 16 temporary hit points.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +17, History +17, Intimidate +15
Str 11 (+8); Dex 13 (+9); Wis 12 (+9);
Con 22 (+14); Int 18 (+12); Cha 14 (+10)
Equipment leather armor, mace
-1 Level / +1 Level
Human Star-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +9
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 28; Fortitude 31, Reflex 28, Will 30
Saving Throws +1
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +20 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 1d6 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +20 vs. Reflex; 1d6 + 12 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 1d6 + 12 fire damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +20 vs. Fortitude; 2d10 + 12 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +20 vs. Reflex; 1d10 + 14 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +20 vs. Fortitude; 4d10 + 12 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the human warlock’s next turn. Sustain Minor: Make
a +20 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 12 cold damage and is immobilized
(save ends).
- ● Warlock’s Curse (minor)
- The human warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the human
warlock can deal an extra 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.
- □ Eye of the Warlock (minor)
- Ranged 10; the human warlock sees through the target’s eyes. The target is not aware that the human warlock is doing so. The
human warlock has line of sight and line of effect from the target for the human warlock’s attacks. The human warlock’s warlock
powers can originate in the target’s square. Each time the human warlock uses a power through this link, a mystical third
eye briefly appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The human warlock gains a +1 bonus to a single d20 roll the human warlock makes during the human warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +15, Insight +14, Religion +15
Str 11 (+8); Dex 13 (+9); Wis 12 (+9);
Con 22 (+14); Int 14 (+10); Cha 18 (+12)
Equipment leather armor, sickle
-1 Level / +1 Level
Human Inspiring Warlord [Level 16 Soldier (Leader)]
Medium natural humanoid [XP 1400]
Initiative +11; Senses Perception +8
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 32, Reflex 27, Will 30
Saving Throws +1
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +22 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +22 vs. Fortitude; 6 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 +4 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] Bolstering Blow (standard) ✦ Weapon
- +22 vs. AC; 3d10 + 12 damage, and the human warlord grants 14 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +22 vs. AC; 3d10 + 12 damage, and each ally who has line of sight to the human warlord regains hit points as if he or she
had spent a healing surge, regaining an additional +4 extra hit points. Miss: Each ally who has line of sight to the
human warlord regains 14 hit points.
- ● Commander’s Strike (standard) ✦ Weapon
- Choose a target that the human warlord could attack with a melee attack. One of the human warlord’s ally can make a melee
basic attack with a +2 bonus to damage against that target as a free action.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the human warlord’s next turn, each target gains a
+2 power bonus to attack rolls.
- ○○○ Inspiring Word (minor) ✦ Healing
- The human warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 12 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 +13, History +15, Intimidate +17
Str 22 (+14); Dex 12 (+9); Wis 11 (+8);
Con 13 (+9); Int 14 (+10); Cha 18 (+12)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Human Tactical Warlord [Level 16 Soldier (Leader)]
Medium natural humanoid [XP 1400]
Initiative +11; Senses Perception +8
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 32, Reflex 30, Will 28
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 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
- +23 vs. AC; 1d8 + 12 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] Beat Them into the Ground (standard) ✦ Weapon
- +23 vs. Fortitude; 2d8 + 12 damage, the target is knocked prone, and every ally within 5 squares of the human warlord makes
a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone
on a hit. The human warlord’s allies have a +4 power bonus to these attack rolls.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +23 vs. AC; 3d8 + 12 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the
human warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○○○ Inspiring Word (minor) ✦ Healing
- The human warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power
can only be used once per round.
- Tactical Presence
- When an ally the human warlord can see spends an action point to make an extra attack, the ally gains a +4 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 +13, History +17, Intimidate +15
Str 22 (+14); Dex 12 (+9); Wis 11 (+8);
Con 13 (+9); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Human Control Wizard [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +12
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 30; Fortitude 26, Reflex 31, Will 31
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +20 vs. Fortitude; 1d6 + 12 cold damage, and the target is slowed until the end of the human wizard’s next turn.
- ● [C] Thunderwave (standard) ✦ Thunder
- Close blast 3; +20 vs. Fortitude; 1d6 + 12 thunder damage, and the target is pushed 4 squares.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +20 vs. Will; 2d6 + 12 psychic damage, and the target
is immobilized until the end of the human wizard’s next turn. If the human wizard targets only one creature with this power,
the human wizard gains a +4 power bonus to the attack roll.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +20 vs. Fortitude, Reflex, Will. The human wizard makes only one attack per target, but compare
that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 12 poison
damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 12 fire damage, and ongoing
5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any,
all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each
ongoing effect separately.
- ○ 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 -4 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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the human wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
- Human Perseverance [Feat]
- The human wizard gains a +1 feat bonus to saving throws.
Skills Arcana +19, Insight +17, Nature +17
Str 11 (+8); Dex 14 (+10); Wis 18 (+12);
Con 13 (+9); Int 22 (+14); Cha 12 (+9)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Human War Wizard [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +10
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 30; Fortitude 26, Reflex 31, Will 29
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Magic Missile (standard) ✦ Force
- Ranged 20; +20 vs. Reflex; 2d4 + 12 force damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +20 vs. Reflex; 1d6 + 12 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +20 vs. Reflex; 4d6 + 12 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +20 vs. Reflex; 6d6 + 12 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- □ Stoneskin (standard)
- The human wizard or one ally touched by the human wizard gains resist 10 to all damage until the end of the encounter or for
5 minutes.
- ○ Wand of Accuracy (free)
- The human wizard gains a +4 bonus to a single attack roll.
- Human Perseverance [Feat]
- The human wizard gains a +1 feat bonus to saving throws.
Skills Arcana +19, Dungeoneering +15, History +19
Str 11 (+8); Dex 18 (+12); Wis 14 (+10);
Con 13 (+9); Int 22 (+14); Cha 12 (+9)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Human Isolating Avenger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 30, Will 32
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 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
- +23 vs. AC; 1d10 + 12 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 4 radiant damage.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +23 vs. Will; 2d10 + 12 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the human avenger’s next turn or until the human avenger dismisses it as a minor action. Any enemy that enters
the zone is dazed until the end of the human avenger’s next turn. Hit or Miss: Until the end of the human avenger’s
next turn, the human avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Aspect of Fury (standard) ✦ Weapon
- +23 vs. AC; 3d10 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the human avenger or that hits or misses the human avenger with a melee attack takes 5 damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the human avenger can see in within 10 squares. When the human avenger makes a melee attack against the target
and the target is the only enemy adjacent to the human avenger, the human avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the human avenger
regains the use of this power.
- ○ [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.
- ○ Bulwark of Defiance (no action)
- When the human avenger fails a saving throw other than a death saving throw.
Until the end of the human avenger’s next turn, the effect the human avenger failed the saving throw against doesn’t affect
the human avenger, but the human avenger makes saving throws against it as normal.
- 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 +4 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 +15, Intimidate +13, Religion +17
Str 14 (+10); Dex 12 (+9); Wis 22 (+14);
Con 13 (+9); Int 18 (+12); Cha 11 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Human Pursuing Avenger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +14
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 30, Will 32
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 8 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +20 vs. AC; 1d8 + 10 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage, and if the target doesn’t end its next turn adjacent to the human avenger, the human avenger
can shift 5 squares as a free action. The human avenger must end that shift closer to the target.
- ● [R] Radiant Vengeance (standard) ✦ Radiant
- Ranged 10; +20 vs. Reflex; 1d8 + 12 radiant damage, and the human avenger gains 6 temporary hit points.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +20 vs. Will; 2d8 + 12 thunder damage, and the human avenger teleports the target 5 squares. The human avenger
then teleports to a space adjacent to the target. Until the end of the human avenger’s next turn, any enemy that ends its
turn adjacent to the human avenger takes 4 thunder damage.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +20 vs. Fortitude; 2d10 + 12 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the human avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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.
- ○ Astral Cloak (minor) ✦ Illusion
- The human avenger becomes invisible until the end of the human avenger’s turn.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the human avenger makes an attack roll against the human avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Censure of Pursuit
- If the human avenger’s oath of enmity target moves away from the human avenger willingly, the human avenger gains a +8 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 +17, Religion +14, Stealth +17
Str 14 (+10); Dex 18 (+12); Wis 22 (+14);
Con 13 (+9); Int 12 (+9); Cha 11 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Human Rageblood Barbarian [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 30; Fortitude 33, Reflex 28, Will 27
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+22 vs. AC; 1d12 + 2d8 + 12 damage (crit 40 + 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.
+22 vs. AC; 1d12 + 1d6 + 12 damage (crit 30 + 2d12), and the human barbarian gains 4 temporary hit points, +5 temporary hit
points if the human barbarian is raging.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +22 vs. AC; 2d12 + 12 damage (crit 36 + 2d12) and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +22 vs. AC; 4d12 + 12 damage (crit 60 + 2d12). Miss: Half damage. Hit or Miss: The human barbarian enters the
rage of the hunting lion. Until the rage ends, the human barbarian gains a +2 power bonus to attack rolls against any target
that is granting combat advantage to the human barbarian.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the human barbarian gains resist 10 against a damage type of the human barbarian’s choice: acid, cold,
fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the human barbarian uses another stance power.
- ○ Swift Charge (free)
- When the human barbarian’s attack reduces an enemy to 0 hit points.
The human barbarian charges an enemy.
- Rageblood Vigor
- Whenever the human barbarian’s attack reduces an enemy to 0 hit points, the human barbarian gains 9 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 +18, Endurance +16, Perception +14
Str 22 (+14); Dex 13 (+9); Wis 12 (+9);
Con 18 (+12); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Thaneborn Barbarian [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 30; Fortitude 33, Reflex 28, Will 29
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+22 vs. AC; 1d12 + 2d6 + 12 damage (crit 36 + 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
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +22 vs. Fortitude; 3d12 + 12 damage (crit 48 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack:
+20 vs. Will; the secondary target moves 2 squares away from the human barbarian as a free action and takes a –4 penalty to
attack rolls until the end of the human barbarian’s next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +22 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the human barbarian knocks the target prone. Miss: Half damage.
Hit or Miss: The human barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent
to the human barbarian hits or misses the human barbarian, the human barbarian can make a melee basic attack against that
enemy as an immediate reaction.
- ○ [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.
- □ Spur the Cycle (free)
- When the human barbarian reducees an enemy to 0 hit points during the human barbarian’s turn.
The human barbarian takes a standard action.
- Thaneborn Triumph
- Whenever the human barbarian bloodies an enemy, the next attack by the human barbarian or an ally against that enemy gains
a +4 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 +18, Intimidate +17, Perception +14
Str 22 (+14); Dex 13 (+9); Wis 12 (+9);
Con 14 (+10); Int 11 (+8); Cha 18 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Cunning Bard [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +13
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 31, Will 32
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 1d6 + 12 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; +20 vs. Reflex; 1d8 + 12 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] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 1d10 + 12 psychic damage. Until the end of the human bard’s next turn, any attack the target makes
provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 3d6 + 12 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the human bard’s choice as a free action (save ends). Miss: Half damage. As the
first action of the target’s next turn, the target makes a melee basic attack against a creature of the human bard’s choice
as a free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the human bard’s next turn.
While within the zone, the human bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a
move action. Sustain Minor: The zone persists.
- ○○○ Majestic Word (minor) ✦ Healing
- The human bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This power
can only be used once per round. The human bard can also slide the target 1 square.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 9 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 +17, Bluff +19, Perception +13
Str 13 (+9); Dex 12 (+9); Wis 11 (+8);
Con 14 (+10); Int 18 (+12); Cha 22 (+14)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Human Valorous Bard [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +13
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 29, Reflex 29, Will 32
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 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
- +23 vs. AC; 1d8 + 12 damage, and any ally who hits the target before the end of the human bard’s next turn gains 4 temporary
hit points.
- ○ [M] Earthquake Strike (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 12 damage, and the human bard knocks the target prone. Until the end of the human bard’s next turn, each
ally within 10 squares of the human bard can knock prone any creature he or she hits and gains a +4 bonus to damage rolls.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +23 vs. AC; 3d8 + 12 damage, and until the end of the human bard’s next turn, the target is marked by an ally within 10 squares
of the human bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy that is
adjacent to any of the human bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
- ○○○ Majestic Word (minor) ✦ Healing
- The human bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This power
can only be used once per round. The human bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the human bard’s next turn. When the human
bard moves, the zone moves with the human bard, remaining centered on the human bard. Any ally who starts his or her turn
within the zone can make a saving throw. Sustain Minor: The zone persists.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the human bard reduces an enemy to 0 hit points or bloodies an enemy, the
human bard can grant 7 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 +15, Athletics +13, Perception +13
Str 13 (+9); Dex 12 (+9); Wis 11 (+8);
Con 18 (+12); Int 14 (+10); Cha 22 (+14)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Human Guardian Druid [Level 16 Controller]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +14
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 32
Saving Throws +1
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +17 vs. AC; 2d4 + 7 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 12 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; +20 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ● [A] Call of the Beast (standard) ✦ Charm, Psychic
- Area burst 1 within 10; +20 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 11 psychic damage when it makes any attack that doesn’t include the human druid’s
ally nearest to it as a target.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +20 vs. Fortitude; 2d6 + 12 damage, and the human druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +20 vs. Reflex; 2d6 + 12 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the human druid’s next turn. Any creature that enters the zone or starts its turn there
is slowed until the end of the human druid’s next turn. As a move action, the human druid can move the zone 5 squares. Sustain
Minor: The zone persists, and each creature within it takes 5 lightning damage.
- ● Wild Shape (minor) ✦ Polymorph
- The human druid changes from the human druid’s humanoid form to beast form or vice versa. When the human druid changes from
beast form back to the human druid’s humanoid form, the human druid shifts 1 square. While the human druid is in beast form,
the human druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the human druid can sustain
such powers. The human druid can use this power once per round.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The human druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- 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 +19, Insight +19, Nature +19
Str 13 (+9); Dex 14 (+10); Wis 22 (+14);
Con 18 (+12); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Predator Druid [Level 16 Controller]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +19
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 30, Will 32
Saving Throws +1
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +17 vs. AC; 2d4 + 7 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 12 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; +20 vs. Reflex; 1d6 + 6 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 6 fire damage.
- ● [M] Pounce (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 12 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] Claws of Retribution (standard) ✦ Beast Form
- +20 vs. Reflex; 2d6 + 12 damage, and until the end of the human druid’s next turn, the human druid can make a melee basic
attack with a +4 attack bonus as an opportunity action against any enemy adjacent to the human druid that hits or misses with
an attack.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +20 vs. Reflex; 3d8 + 12 damage, and remove from the human druid every effect that a save can end. Miss: Half damage,
and the human druid makes a saving throw against each effect that a save can end.
- ● 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.
- □ Insect Plague (free)
- Until the end of the encounter, the human druid can use wild shape to assume the form of a cloud of insects. In this form,
the human druid gains a fly speed equal to the human druid’s speed, and the human druid can hover. The human druid also becomes
insubstantial. When the human druid squeezes, the human druid can move at full speed instead of half speed and can fit through
any opening large enough to accommodate even a single insect. The human druid can’t attack, pick up anything, or manipulate
objects. Until this power ends, the human druid can use wild shape to change among this form, another beast form, and the
human druid’s humanoid form.
- Primal Predator
- While the human druid is not wearing heavy armor, the human druid gains a +1 bonus to the human druid’s speed.
- Human Perseverance [Feat]
- The human druid gains a +1 feat bonus to saving throws.
Skills Athletics +13, Nature +19, Perception +19
Str 13 (+9); Dex 18 (+12); Wis 22 (+14);
Con 14 (+10); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Preserving Invoker [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 116; Bloodied 58
Healing Surges (+29 hp) ○○
AC 31; Fortitude 28, Reflex 30, Will 32
Saving Throws +1
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 6 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +20 vs. Reflex; 1d8 + 12 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; +20 vs. Reflex; 1d6 + 12 lightning damage. Whenever the target makes an opportunity attack before
the end of the human invoker’s next turn, the target takes 4 lightning damage.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +20 vs. Fortitude; 3d6 + 12 damage, and the human invoker either slides the target
5 squares or the human invoker slides the target 1 square and knocks it prone.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +20 vs. Will; 4d6 + 12 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the human invoker
can teleport a creature within the zone 5 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the human invoker hits the human invoker’s ally.
The human invoker gains a +4 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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the human invoker makes an attack roll against the human invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the human invoker’s next turn, any
attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- 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 +17, History +17, Religion +17
Str 11 (+8); Dex 13 (+9); Wis 22 (+14);
Con 14 (+10); Int 18 (+12); Cha 12 (+9)
Equipment hide armor, morningstar
-1 Level / +1 Level
Human Wrathful Invoker [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 30; Fortitude 30, Reflex 28, Will 32
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 6 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +20 vs. Fortitude; 1d10 + 12 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +4 radiant damage. The human invoker can use this power as a ranged basic attack.
- ● [A] Grasping Shards (standard) ✦ Radiant
- Area burst 1 within 10; +20 vs. Fortitude; 6 radiant damage, and the target is slowed until the end of the human invoker’s
next turn.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +20 vs. Will; 2d8 + 12 damage, or 3d8 + 12 damage if the human invoker targets
only one creature. The target takes a –5 penalty to all saving throws until the end of the human invoker’s next turn.
- □ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the human invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can
be up to 4 squares high, and it lasts until the end of the human invoker’s next turn. The wall provides cover to the human
invoker and the human invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 12 radiant
damage. While the human invoker is within 5 squares of the wall, the human invoker can make the following attack as a standard
action. Secondary Attack: Ranged 10; +20 vs. Reflex; 2d10 + 12 radiant damage. Before the attack, remove a square of
the wall. Sustain Minor: The wall persists.
- □ Walk Between Worlds (minor)
- The human invoker or one ally within 10 squares gains phasing until the end of the human invoker’s next turn. Sustain Minor:
The effect 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+4 radiant damage and is pushed 2 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 +16, Insight +19, Religion +15
Str 11 (+8); Dex 13 (+9); Wis 22 (+14);
Con 18 (+12); Int 14 (+10); Cha 12 (+9)
Equipment chainmail, morningstar
-1 Level / +1 Level
Human Bear Shaman [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +19
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 28; Fortitude 30, Reflex 27, Will 32
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +17 vs. AC; 1d10 + 7 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Will; 1d8 + 12 damage, and each ally adjacent to the human shaman’s spirit companion gains 4 temporary
hit points.
- ● [M] Defending Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Reflex; 1d8 + 12 damage. Until the end of the human shaman’s next turn, the human shaman and the human
shaman’s allies gain a +1 power bonus to AC while adjacent to the human shaman’s spirit companion.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Fortitude; 2d6 + 12 damage. Until the end of the human shaman’s next turn, the human shaman and the
human shaman’s allies gain resist 8 to all damage while adjacent to the human shaman’s spirit companion.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +20 vs. Reflex; 3d10 + 12 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 18 damage to the spirit, the spirit disappears,
and the human shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the human shaman’s next turn or until it attacks.
- ● [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; +20 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the human shaman’s spirit
companion regains 6 hit points.
- Protector Spirit
- Any ally adjacent to the human shaman’s spirit companion regains 4 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 +17, Nature +19, Perception +19
Str 12 (+9); Dex 13 (+9); Wis 22 (+14);
Con 18 (+12); Int 14 (+10); Cha 11 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Panther Shaman [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +19
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 28, Reflex 29, Will 32
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +17 vs. AC; 1d10 + 7 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Fortitude; 1d10 + 12 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 +2 bonus to the attack roll.
- ● [M] Watcher’s Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Reflex; 1d8 + 12 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 Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Reflex; 2d10 + 12 damage. Until the start of the human shaman’s next turn, if an ally adjacent to
the human shaman’s spirit companion misses with an attack, the human shaman can use an immediate interrupt to allow that ally
to reroll the attack with a +4 bonus to the attack roll.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +20 vs. Fortitude; 4d6 + 12 fire damage. Miss: Half damage. Hit or Miss: The
human shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 18 damage to the spirit, the spirit disappears,
and the human shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the human shaman
or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action,
the human shaman can move the zone 5 squares.
- ● [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; +20 vs. Reflex; 1d10 + 12 damage.
- Stalker Spirit
- Any ally adjacent to the human shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.
- Human Perseverance [Feat]
- The human shaman gains a +1 feat bonus to saving throws.
Skills Athletics +14, Nature +19, Perception +19
Str 12 (+9); Dex 13 (+9); Wis 22 (+14);
Con 14 (+10); Int 18 (+12); Cha 11 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Chaos Sorcerer [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +8
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 28; Fortitude 27, Reflex 29, Will 33
Saving Throws +1
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d4 + 10 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +20 vs. Will; 1d10 + 18 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:
+20 vs. Will; 1d6 + 12 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; +20 vs. Fortitude; 1d8 + 18 thunder damage. Before or after the attack, the human sorcerer may shift 1 square.
- ○ [R] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +20 vs. Will; 2d10 + 18 psychic damage, and the human sorcerer knocks the target prone. If the human sorcerer rolled
an even number on the attack roll, the target can’t stand up until the end of the human sorcerer’s next turn. If the human
sorcerer rolled an odd number on the attack roll, the human sorcerer slides the target 4 squares.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 5d6 + 18 psychic damage, and as a free action, the target charges the human sorcerer’s enemy nearest
to it that it can charge and makes a melee basic attack. If the human sorcerer rolled an even number on the attack roll, the
human sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack
that they provoke (save ends). Miss: Half damage.
- □ Chaos Echoes (immediate reaction)
- When the human sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- Chaos Power
- The human sorcerer gains a +6 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 +14, Bluff +19, Endurance +14
Str 14 (+10); Dex 18 (+12); Wis 11 (+8);
Con 13 (+9); Int 12 (+9); Cha 22 (+14)
Equipment cloth armor, dagger
-1 Level / +1 Level
Human Dragon Sorcerer [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +8
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 28; Fortitude 29, Reflex 27, Will 33
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +20 vs. Reflex; 1d8 + 18 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 4 fire damage.
- ● [R] Dragonfrost (standard) ✦ Cold
- Ranged 10; +20 vs. Fortitude; 1d8 + 18 cold damage, and the target is pushed 1 square. This power can be used as a ranged
basic attack.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +20 vs. Fortitude; 2d6 + 18 thunder damage, and the target is dazed and slowed until the end of the human sorcerer’s
next turn.
- □ [C] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +20 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the human sorcerer takes 6 fire damage.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the human sorcerer’s next turn. When the human
sorcerer moves, the zone moves with the human sorcerer, remaining centered on the human sorcerer. The zone is difficult terrain
for the human sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
- Draconic Power
- The human sorcerer gains a +6 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 +14, Athletics +17, History +14
Str 18 (+12); Dex 14 (+10); Wis 11 (+8);
Con 13 (+9); Int 12 (+9); Cha 22 (+14)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Human Earth Warden [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +15
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 33; Fortitude 32, Reflex 28, Will 28
Saving Throws +1
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 12 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
- +22 vs. AC; 1d10 + 12 damage, and the human warden gains 4 temporary hit points.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +22 vs. AC; 3d10 + 12 damage. Hit or Miss: The target provokes an opportunity attack from the human warden if it shifts
before the end of the human warden’s next turn.
- □ Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The human warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the human warden is
in this form, the human warden gains resist 10 lightning, and the human warden’s melee reach increases by 1. In addition,
if any enemy starts its turn within 3 squares of the human warden and the human warden is able to take actions, that enemy
is marked until the end of the human warden’s next turn. 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: +22 vs. AC; 2d10 + 12
lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage,
and the target is dazed until the end of the human warden’s next turn.
- ● [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.
- ○ Cleansing Earth (immediate reaction)
- When the human warden is subjected to an effect that a save can end.
The human warden makes a saving throw against the triggering effect, with a +6 power bonus.
- Earthstrength
- When the human warden uses the human warden’s second wind, the human warden gains an additional +4 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 +16, Nature +15, Perception +15
Str 22 (+14); Dex 13 (+9); Wis 14 (+10);
Con 18 (+12); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Human Wild Warden [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +17
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 31; Fortitude 32, Reflex 26, Will 30
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and the target is slowed until the end of the human warden’s next turn.
- ● [M] Thorn Strike (standard) ✦ Weapon
- Reach 2; +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and the target is pulled 1 square.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +22 vs. AC; 1d12 + 12 radiant damage (crit 24 + 2d12), and the target is blinded until the end of the human warden’s next
turn. If the target is bloodied, the human warden shifts 2 squares.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The human warden assumes the guardian form of the charging boar until the end of the encounter. While the human warden is
in this form, the human warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during this encounter,
the human warden can make the following attack while the human warden is in this form as a standard action.
Secondary
Attack: Before the attack, the human warden moves the human warden’s speed; +22 vs. Reflex; 3d12 + 12 damage (crit 48
+ 2d12), and the human warden slides the target 2 squares. Miss: Half damage, and the human warden slides the target
1 square.
- □ Verdant Life (minor) ✦ Healing
- The human warden can spend two healing surges.
- ● [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; +22 vs. Fortitude; 1d12 + 12 damage (crit 24 + 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 -4 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 +18, Nature +17, Perception +17
Str 22 (+14); Dex 13 (+9); Wis 18 (+12);
Con 14 (+10); Int 11 (+8); Cha 12 (+9)
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.