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.