Human NPCs [Level 21]
Human Battle Cleric [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +15
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 34; Fortitude 36, Reflex 30, Will 36
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 15 damage, and one ally within 5 squares gains a +7 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
- +27 vs. AC; 2d10 + 15 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] Blinding Light (standard) ✦ Radiant, Weapon
- +27 vs. Fortitude; 2d10 + 15 radiant damage, and the target is blinded until the end of the human cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +27 vs. AC; 3d10 + 15 damage. Miss: Half damage. Hit or Miss: The human cleric and each ally within 5 squares
of the human cleric regains hit points as if the human cleric had each spent a healing surge.
- □ 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 15 squares can spend a healing surge and regain an additional 5d6 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 +20, Insight +20, Religion +16
Str 24 (+17); Dex 13 (+11); Wis 20 (+15);
Con 14 (+12); Int 12 (+11); Cha 15 (+12)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Devoted Cleric [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +17
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 34; Fortitude 31, Reflex 30, Will 38
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +22 vs. AC; 2d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 2d6 + 10 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +25 vs. Reflex; 2d8 + 15 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; +25 vs. Reflex; 2d6 + 15 radiant damage, and one ally the human cleric can see chooses either to gain 15 temporary
hit points or to make a saving throw.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +25 vs. Reflex; 3d6 + 15 thunder damage, and the target is pushed 8 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +25 vs. Reflex; 5d10 + 15 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the human cleric’s next turn. Enemies that start their turn in
this zone take 1d10 + 15 fire damage. 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 15 squares can spend a healing surge and regain an additional 5d6 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 +22, History +16, Religion +16
Str 15 (+12); Dex 13 (+11); Wis 24 (+17);
Con 14 (+12); Int 12 (+11); Cha 20 (+15)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Human Greatweapon Fighter [Level 21 Soldier]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +12
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 38, Reflex 31, Will 31
Saving Throws +1
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +27 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 7 damage.
- ● [M] Cleave (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and an enemy adjacent to the human fighter other than the target takes 7 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +27 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
human fighter can shift the same distance the human fighter pushed the target. The human fighter must end the move adjacent
to the target.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +27 vs. AC; 3d12 + 15 damage (crit 51 + 3d12). Miss: Half damage. Hit or
Miss: Until the start of the human fighter’s next turn, the human fighter can make a secondary attack as a free action
against any enemy that starts its turn adjacent to the human fighter. Secondary Attack: +27 vs. AC; 1d12 + 15 damage
(crit 27 + 3d12).
- □ Iron Warrior (minor) ✦ Healing
- The human fighter spends a healing surge, regaining an additional 2d6 + 5 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 +22, Endurance +20, Intimidate +16
Str 24 (+17); Dex 15 (+12); Wis 14 (+12);
Con 20 (+15); Int 12 (+11); Cha 13 (+11)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Human Guardian Fighter [Level 21 Soldier]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +12
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 38, Reflex 36, Will 31
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+28 vs. AC; 2d8 + 15 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
- +30 vs. AC; 2d8 + 8 damage.
- ○ [M] Warrior’s Challenge (standard) ✦ Weapon
- +28 vs. AC; 3d8 + 15 damage, and the target is pushed 2 squares. All of the human fighter’s enemies within 2 squares of the
target are marked until the end of the human fighter’s next turn.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +28 vs. AC; 4d8 + 15 damage. Hit or Miss: Until the end of the encounter, the human fighter can make a melee basic
attack against the target as a free action if the human fighter is adjacent to it and it either shifts or attacks one of the
human fighter’s allies.
- ○ 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 +17, Intimidate +16, Streetwise +16
Str 24 (+17); Dex 20 (+15); Wis 14 (+12);
Con 15 (+12); Int 12 (+11); Cha 13 (+11)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Avenging Paladin [Level 21 Soldier]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +12
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 36; Fortitude 37, Reflex 31, Will 35
Saving Throws +1
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +28 vs. AC; 2d10 + 15 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
- +28 vs. AC; 2d10 + 15 damage, with +1 to hit per enemy adjacent to the human paladin.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +28 vs. AC; 3d10 + 15 damage, and the target is pushed 5 squares. The target can’t move nearer to the human paladin on its
next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +28 vs. AC; 4d10 + 15 damage. Miss: Half damage. Hit or Miss: The human paladin and allies adjacent to the human
paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 14 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 +15, Intimidate +20, Religion +16
Str 24 (+17); Dex 13 (+11); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 20 (+15)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Human Protecting Paladin [Level 21 Soldier]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +12
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 38; Fortitude 35, Reflex 33, Will 37
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 13 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage, and the human paladin gains 2 temporary hit points.
- ● [M] Enfeebling Strike (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 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] Enervating Smite (standard) ✦ Weapon
- +28 vs. Will; 2d8 + 15 damage, and the target is weakened until the end of the human paladin’s next turn.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +25 vs. Reflex; 3d10 + 15 fire damage, and the target grants combat advantage to
the human paladin and the human paladin’s allies until the end of the human paladin’s next turn. Miss: Half damage,
and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the
end of the human paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 8 fire damage and
grant combat advantage to the human paladin and the human paladin’s allies. Sustain Minor: The zone persists.
- □ 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 +7 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 16 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 +13, Intimidate +22, Religion +16
Str 20 (+15); Dex 13 (+11); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 24 (+17)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Human Archer Ranger [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +17; Senses Perception +17
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 38; Fortitude 35, Reflex 37, Will 31
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 13 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 13 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +27 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +26/+26 vs. AC; 2d8 + 8 damage (main)/2d6 + 8 damage
(off-hand).
Longbow: Ranged 20/40; +27 vs. AC (twice); 2d10 + 8 damage.
- ● [R] Nimble Strike (standard) ✦ Weapon
- The human ranger can shift 1 square before or after the attack. Ranged 20/40; +27 vs. AC; 2d10 + 15 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +27 vs. AC; 1d10 + 15 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +27 vs. AC; 2d10 + 15 damage per attack. If the first attack hits, the human
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ 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 3d6 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 +17, Perception +17, Stealth +21
Str 20 (+15); Dex 24 (+17); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Human Two-Blade Ranger [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +17
HP 205; Bloodied 102
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 37, Reflex 35, Will 31
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +25 vs. AC; 2d10 + 13 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +28/+28 vs. AC; 2d8 + 8 damage (main)/2d8 + 8 damage
(off-hand).
Longbow: Ranged 20/40; +25 vs. AC (twice); 2d10 + 8 damage.
- ● [M] Hit and Run (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 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.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +28 vs. AC; 1d8 + 15 damage, and the target is immobilized and knocked prone until
the end of the human ranger’s next turn.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +30 vs. AC; 2d8 + 15 damage.
Longsword (second attack; off hand): +30 vs. AC; 2d8 + 15 damage.
Longsword (third attack; main):
+30 vs. AC; 1d8 + 15 damage.
A target hit once is dazed until the end of the human ranger’s next turn. A target hit
twice is stunned until the end of the human ranger’s next turn. A target hit three times is weakened and stunned until the
end of the human ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened.
Hit or Miss: After the first attack and after the second attack, the human ranger can shift 1 square.
- ● 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 3d6 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 +15 hit points.
Skills Nature +17, Perception +17, Stealth +19
Str 24 (+17); Dex 20 (+15); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Human Brawny Rogue [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +17; Senses Perception +11
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 34, Reflex 38, Will 31
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 13 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +28 vs. Reflex; 2d6 + 15 damage.
- ● [M] Riposte Strike (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 15 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: +26 vs. AC; 2d6 + 13 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +28 vs. Fortitude; 3d6 + 15 damage.
Shuriken: Ranged 6/12; +28 vs. Fortitude; 3d6 + 15 damage.
Hit: If the target attacks the human rogue before the start of the human rogue’s next turn, the human rogue
can attack it again as an immediate interrupt.
Short Sword: +28 vs. Fortitude; 2d6 + 15 damage.
Shuriken:
Ranged 6/12; +28 vs. Fortitude; 2d6 + 15 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +28 vs. Fortitude; 4d6 + 15 damage, and the human rogue slides the target 5 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The human rogue slides the target 5 squares, and no damage from obstacles.
- ○ 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 5d6 damage.
- Human Perseverance [Feat]
- The human rogue gains a +1 feat bonus to saving throws.
Skills Acrobatics +22, Stealth +22, Thievery +22
Str 20 (+15); Dex 24 (+17); Wis 13 (+11);
Con 14 (+12); Int 12 (+11); Cha 15 (+12)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Human Trickster Rogue [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +17; Senses Perception +16
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 31, Reflex 38, Will 34
Saving Throws +1
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +23 vs. AC; 2d6 + 10 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +28 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
The human rogue can move 2 squares before the attack.
- ● [M/R] Sly Flourish (standard) ✦ Weapon
- Short Sword: +28 vs. AC; 2d6 + 20 damage.
Hand Crossbow: Ranged 10/20; +27 vs. AC; 2d6 + 20 damage.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +28 vs. Will; 3d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. Will; 3d6 + 15 damage.
Hit: Until the end of the human rogue’s next turn, the human rogue gains combat advantage against the target
and a +1 power bonus to all defenses against its attacks.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +28 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. Will; 5d6 + 15 damage.
Hit or Miss: Until the end of the human rogue’s next turn, all of the target’s defenses against the human rogue’s
attacks take a -5 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ 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 5d6 damage.
- Human Perseverance [Feat]
- The human rogue gains a +1 feat bonus to saving throws.
Skills Perception +16, Stealth +22, Thievery +22
Str 15 (+12); Dex 24 (+17); Wis 13 (+11);
Con 14 (+12); Int 12 (+11); Cha 20 (+15)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Human Fey-Pact Warlock [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +12
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 35; Fortitude 31, Reflex 35, Will 37
Saving Throws +1
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +25 vs. Will; 2d6 + 15 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; +20 vs. Fortitude; 2d6 + 10 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 2d6 + 10 damage.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +25 vs. Fortitude; 3d6 + 15 damage, and the human warlock can spend a healing surge, regaining an additional +5
hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +25 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the human warlock since the human warlock’s last turn. If no one attacked the human warlock since the human warlock’s
last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When the human
warlock sustains this power, the human warlock can repeat the attack against the target. If the human warlock misses, the
human warlock can no longer sustain the power.
- ○ 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 3d6 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 +20, Bluff +22, Insight +17
Str 12 (+11); Dex 13 (+11); Wis 14 (+12);
Con 15 (+12); Int 20 (+15); Cha 24 (+17)
Equipment leather armor, spear
-1 Level / +1 Level
Human Infernal-Pact Warlock [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +11
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 35; Fortitude 36, Reflex 35, Will 32
Saving Throws +1
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +25 vs. Reflex; 2d6 + 15 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 2d6 + 15 fire damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +25 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 2d6 + 15 damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +25 vs. Fortitude; the human warlock takes 16 damage, and the target takes 3d10 + 25 damage.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The human warlock conjures flames in the shape of diabolic imps that appear at the human warlock’s feet. The human warlock
gains 25 temporary hit points. Any enemy that enters a square adjacent to the human warlock takes 2d10 fire damage and is
pushed 3 squares. This effect applies once per creature per round. It ends when the human warlock has no temporary hit points
remaining.
- ○ 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 3d6 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 21 temporary hit points.
- Human Perseverance [Feat]
- The human warlock gains a +1 feat bonus to saving throws.
Skills Arcana +20, History +20, Intimidate +17
Str 12 (+11); Dex 14 (+12); Wis 13 (+11);
Con 24 (+17); Int 20 (+15); Cha 15 (+12)
Equipment leather armor, mace
-1 Level / +1 Level
Human Star-Pact Warlock [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +11
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 32; Fortitude 36, Reflex 32, Will 35
Saving Throws +1
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +21 vs. AC; 2d6 + 9 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +25 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the human warlock on its next turn, it
takes an extra 2d6 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +25 vs. Reflex; 2d6 + 15 fire damage. If the human warlock takes damage before the end of the human warlock’s next
turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +23 vs. Reflex; 1d8 + 13 damage, and the target gains vulnerability 12 to all attacks until the end of the human
warlock’s next turn.
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +23 vs. Reflex; 4d10 + 13 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 8 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ● 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 3d6 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 +17, Insight +16, Religion +17
Str 12 (+11); Dex 14 (+12); Wis 13 (+11);
Con 24 (+17); Int 15 (+12); Cha 20 (+15)
Equipment leather armor, sickle
-1 Level / +1 Level
Human Inspiring Warlord [Level 21 Soldier (Leader)]
Medium natural humanoid [XP 3200]
Initiative +13; Senses Perception +11
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 34; Fortitude 37, Reflex 31, Will 35
Saving Throws +1
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +27 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +27 vs. Fortitude; 7 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 +5 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] Battle On (standard) ✦ Weapon
- +27 vs. AC; 3d10 + 15 damage, and every ally within 5 squares of the human warlord makes a saving throw with a +5 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 15 damage. Until the start of the human warlord’s next turn, every ally within 10 squares of the human
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the human
warlord’s next turn, one ally of the human warlord’s choice within 10 squares of the human warlord can follow up a standard
action with a basic attack made as a free action. Sustain Minor: Until the start of the human warlord’s next turn,
one ally of the human warlord’s choice within 10 squares of the human warlord can follow up a standard action with a basic
attack made as a free action.
- ● 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 15 squares can spend a healing surge and regain an additional 5d6 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 15 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 +16, History +17, Intimidate +20
Str 24 (+17); Dex 13 (+11); Wis 12 (+11);
Con 14 (+12); Int 15 (+12); Cha 20 (+15)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Human Tactical Warlord [Level 21 Soldier (Leader)]
Medium natural humanoid [XP 3200]
Initiative +13; Senses Perception +11
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 37, Reflex 35, Will 32
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 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
- +28 vs. AC; 2d8 + 15 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] Thunderous Fury (standard) ✦ Weapon
- +28 vs. AC; 3d8 + 15 damage, and the target is dazed until the end of the human warlord’s next turn. Until the end of the
human warlord’s next turn, the human warlord’s allies gain a +5 power bonus to attack rolls against the target.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +28 vs. AC; 4d8 + 15 damage. Hit or Miss: If the target attacks before the end of the human warlord’s next turn, the
human warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If the human
warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The effect continues until the
end of the human warlord’s next turn.
- □ 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 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +16, History +20, Intimidate +17
Str 24 (+17); Dex 13 (+11); Wis 12 (+11);
Con 14 (+12); Int 20 (+15); Cha 15 (+12)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Human Control Wizard [Level 21 Artillery]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +15
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 35; Fortitude 31, Reflex 36, Will 36
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +25 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the human wizard’s next turn.
- ● [C] Thunderwave (standard) ✦ Thunder
- Close blast 3; +25 vs. Fortitude; 2d6 + 15 thunder damage, and the target is pushed 5 squares.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +25 vs. Reflex; 3d8 + 15 force damage, and the target is immobilized until the end of the human wizard’s
next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends
at the end of the human wizard’s next turn, and the human wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +25 vs. Reflex; 2d10 + 15 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the human wizard’s next turn. Sustain Minor:
When the human wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 8 necrotic damage to creatures that are immobilized.
- ○ 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 -5 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 +22, Insight +20, Nature +20
Str 12 (+11); Dex 15 (+12); Wis 20 (+15);
Con 14 (+12); Int 24 (+17); Cha 13 (+11)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Human War Wizard [Level 21 Artillery]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +12
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 35; Fortitude 31, Reflex 36, Will 33
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [r] Magic Missile (standard) ✦ Force
- Ranged 20; +25 vs. Reflex; 4d4 + 15 force damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +25 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +25 vs. Reflex; 3d6 + 15 force damage, and the target
is dazed 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] Acid Wave (standard) ✦ Acid
- Close blast 5; +25 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (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 +5 bonus to a single attack roll.
- Human Perseverance [Feat]
- The human wizard gains a +1 feat bonus to saving throws.
Skills Arcana +22, Dungeoneering +17, History +22
Str 12 (+11); Dex 20 (+15); Wis 15 (+12);
Con 14 (+12); Int 24 (+17); Cha 13 (+11)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Human Isolating Avenger [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +17
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 36; Fortitude 32, Reflex 35, Will 37
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 2d6 + 10 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 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
- +28 vs. AC; 2d10 + 15 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 5 radiant damage.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +28 vs. AC; 2d10 + 15 thunder damage, and the human avenger pushes any enemy within 2 squares of the human avenger, other
than the target, 2 squares. Until the end of the human avenger’s next turn, if any enemy other than the target enters a square
adjacent to the human avenger or hits or misses the human avenger from a square within the human avenger’s reach, the human
avenger can make a melee basic attack against that enemy as an opportunity action. The human avenger gains a +5 power bonus
to the attack roll of the melee basic attack.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +25 vs. Will; 4d8 + 15 psychic damage, and the target is pulled 3 squares. At
the start of each of the human avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and
the target is pulled 2 squares. At the start of the human avenger’s next turn, the target is pulled 3 squares.
- ○ [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 +5 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 +17, Intimidate +16, Religion +20
Str 15 (+12); Dex 13 (+11); Wis 24 (+17);
Con 14 (+12); Int 20 (+15); Cha 12 (+11)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Human Pursuing Avenger [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +17
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 36; Fortitude 32, Reflex 35, Will 37
Saving Throws +1
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +25 vs. AC; 2d8 + 13 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and if the target doesn’t end its next turn adjacent to the human avenger, the human avenger
can shift 6 squares as a free action. The human avenger must end that shift closer to the target.
- ● [R] Radiant Vengeance (standard) ✦ Radiant
- Ranged 10; +25 vs. Reflex; 2d8 + 15 radiant damage, and the human avenger gains 7 temporary hit points.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and the target is immobilized until the end of the human avenger’s next turn. The human avenger
gains a +7 bonus to the human avenger’s next attack roll against the target before the end of the human avenger’s next turn.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +28 vs. AC; 5d10 + 15 damage. Miss: Half damage. The human avenger gains a +5 power bonus to the human avenger’s next
damage roll against the target before the end of the encounter, unless the human avenger attacks another creature first.
- ○ [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 +11 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 +20, Religion +16, Stealth +20
Str 15 (+12); Dex 20 (+15); Wis 24 (+17);
Con 14 (+12); Int 13 (+11); Cha 12 (+11)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Human Rageblood Barbarian [Level 21 Brute]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +16
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 36; Fortitude 38, Reflex 34, Will 31
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+27 vs. AC; 2d12 + 3d8 + 15 damage (crit 63 + 3d12). 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.
+27 vs. AC; 2d12 + 2d6 + 15 damage (crit 51 + 3d12), and the human barbarian gains 5 temporary hit points, +5 temporary hit
points if the human barbarian is raging.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +27 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the human barbarian gains 15 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +27 vs. AC; 4d12 + 15 damage (crit 63 + 3d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The human barbarian enters the rage of the hydra. Until the rage ends, once per round when the human barbarian makes an attack
that misses, the human barbarian can make a melee basic attack as a free action.
- □ 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 15 temporary hit points.
- Barbarian Agility
- While the human barbarian is not wearing heavy armor, the human barbarian gains a +3 bonus to AC and Reflex.
- Human Perseverance [Feat]
- The human barbarian gains a +1 feat bonus to saving throws.
Skills Athletics +21, Endurance +19, Perception +16
Str 24 (+17); Dex 14 (+12); Wis 13 (+11);
Con 20 (+15); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Thaneborn Barbarian [Level 21 Brute]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +16
HP 235; Bloodied 117
Healing Surges (+58 hp) ○○○
AC 36; Fortitude 38, Reflex 34, Will 34
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+27 vs. AC; 2d12 + 3d6 + 15 damage (crit 57 + 3d12). 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
- +27 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), 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] Devastating Blow (standard) ✦ Weapon
- +27 vs. AC; 4d12 + 15 damage (crit 63 + 3d12), and the target takes a –5 penalty to AC until the end of the human barbarian’s
next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +27 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The human barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next
to the human barbarian grants combat advantage to the human barbarian and the human barbarian’s allies until the end of its
next turn.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the human barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the human barbarian’s next turn.
- □ 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 +5 bonus to the attack roll.
- Barbarian Agility
- While the human barbarian is not wearing heavy armor, the human barbarian gains a +3 bonus to AC and Reflex.
- Human Perseverance [Feat]
- The human barbarian gains a +1 feat bonus to saving throws.
Skills Athletics +21, Intimidate +20, Perception +16
Str 24 (+17); Dex 14 (+12); Wis 13 (+11);
Con 15 (+12); Int 12 (+11); Cha 20 (+15)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Human Cunning Bard [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +16
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 31, Reflex 36, Will 37
Saving Throws +1
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +25 vs. Will; 2d6 + 15 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; +25 vs. Reflex; 2d8 + 15 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] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +25 vs. Reflex; 2d8 + 15 thunder damage, and the human bard and each ally within 10 squares of the human bard can
shift 6 squares as a free action.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +25 vs. Reflex; 3d8 + 15 radiant damage. Miss: Half damage. Hit or Miss:
The human bard and each ally within 10 squares of the human bard can shift 5 squares 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 15 squares can spend a healing surge and regain an additional 4d6 + 7 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 10 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 +20, Bluff +22, Perception +16
Str 14 (+12); Dex 13 (+11); Wis 12 (+11);
Con 15 (+12); Int 20 (+15); Cha 24 (+17)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Human Valorous Bard [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +16
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 34, Reflex 33, Will 37
Saving Throws +1
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 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
- +28 vs. AC; 2d8 + 15 damage, and any ally who hits the target before the end of the human bard’s next turn gains 5 temporary
hit points.
- ○ [M] Song of Summons (standard) ✦ Teleportation, Weapon
- +28 vs. AC; 2d8 + 15 damage, and the human bard teleports an ally within 10 squares of the human bard to a space adjacent
to the human bard and gains a +5 power bonus to attack rolls against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○○○ Majestic Word (minor) ✦ Healing
- The human bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 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 10 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 +17, Athletics +16, Perception +16
Str 14 (+12); Dex 13 (+11); Wis 12 (+11);
Con 20 (+15); Int 15 (+12); Cha 24 (+17)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Human Guardian Druid [Level 21 Controller]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +17
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 36; Fortitude 34, Reflex 32, Will 37
Saving Throws +1
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +22 vs. AC; 4d4 + 10 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +25 vs. Reflex; 2d8 + 15 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; +25 vs. Fortitude; 2d6 + 8 cold damage, and the target slides 1 square.
- ● [A] Call of the Beast (standard) ✦ Charm, Psychic
- Area burst 1 within 10; +25 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 17 psychic damage when it makes any attack that doesn’t include the human druid’s
ally nearest to it as a target.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +25 vs. Fortitude; 3d6 + 15 damage, and the target slides 6 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +25 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the human druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The human druid changes from the human druid’s humanoid form to beast form or vice versa. When the human druid changes from
beast form back to the human druid’s humanoid form, the human druid shifts 1 square. While the human druid is in beast form,
the human druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the human druid can sustain
such powers. The human druid can use this power once per round.
- □ 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 3d6 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 +22, Insight +22, Nature +22
Str 14 (+12); Dex 15 (+12); Wis 24 (+17);
Con 20 (+15); Int 13 (+11); Cha 12 (+11)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Predator Druid [Level 21 Controller]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +22
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 36; Fortitude 31, Reflex 35, Will 37
Saving Throws +1
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +22 vs. AC; 4d4 + 10 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +25 vs. Reflex; 2d8 + 15 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; +25 vs. Reflex; 2d6 + 8 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 7 fire damage.
- ● [M] Pounce (standard) ✦ Beast Form
- +25 vs. Reflex; 2d8 + 15 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] Scavenger’s Prize (standard) ✦ Beast Form
- +25 vs. Fortitude; 3d10 + 15 damage, the human druid grabs the target and shifts 5 squares, pulling the target with the human
druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +25 vs. Fortitude; 3d10 + 15 damage, and the human druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the human druid’s turn. Miss: Half damage, and the human druid grabs the target. Hit or Miss:
Until the end of the encounter, while the human druid is in beast form, the human druid gains a +2 bonus to AC and Fortitude.
- ● 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 +16, Nature +22, Perception +22
Str 14 (+12); Dex 20 (+15); Wis 24 (+17);
Con 15 (+12); Int 13 (+11); Cha 12 (+11)
Equipment hide armor, scythe
-1 Level / +1 Level
Human Preserving Invoker [Level 21 Artillery]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +17
HP 147; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 36; Fortitude 32, Reflex 35, Will 37
Saving Throws +1
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 9 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +25 vs. Reflex; 2d8 + 15 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; +25 vs. Reflex; 2d6 + 15 lightning damage. Whenever the target makes an opportunity attack before
the end of the human invoker’s next turn, the target takes 5 lightning damage.
- ○ [A] Glyph of Three Blades (standard)
- Area burst 1 within 10; +25 vs. Reflex; 2d8 + 15 damage. If the target moves more than 1 square before the end of the human
invoker’s next turn, the target takes 10 damage.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +25 vs. Will; 5d6 + 15 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ 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 +5 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 +20, History +20, Religion +20
Str 12 (+11); Dex 14 (+12); Wis 24 (+17);
Con 15 (+12); Int 20 (+15); Cha 13 (+11)
Equipment hide armor, morningstar
-1 Level / +1 Level
Human Wrathful Invoker [Level 21 Artillery]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +17
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○○
AC 34; Fortitude 35, Reflex 32, Will 37
Saving Throws +1
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 9 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +25 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The human invoker can use this power as a ranged basic attack.
- ● [A] Grasping Shards (standard) ✦ Radiant
- Area burst 1 within 10; +25 vs. Fortitude; 1d10 + 15 radiant damage, and the target is slowed until the end of the human invoker’s
next turn.
- ○ [R] Blood Debt (standard) ✦ Radiant
- Ranged 10; +25 vs. Will; 3d10 + 15 radiant damage, and until the end of the human invoker’s next turn, each creature that
the target attacks gains a +6 bonus to its next attack roll against the target.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +25 vs. Fortitude; 7d6 + 15 damage, and the human invoker slides the target 5 squares and knock it
prone. Miss: Half damage, and the human invoker slides the target 3 squares and knock it prone.
- □ 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 2d6+5 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 +19, Insight +22, Religion +17
Str 12 (+11); Dex 14 (+12); Wis 24 (+17);
Con 20 (+15); Int 15 (+12); Cha 13 (+11)
Equipment chainmail, morningstar
-1 Level / +1 Level
Human Bear Shaman [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +22
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 32; Fortitude 35, Reflex 31, Will 37
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +21 vs. AC; 2d10 + 9 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +25 vs. Will; 2d8 + 15 damage, and each ally adjacent to the human shaman’s spirit companion gains 5 temporary
hit points.
- ● [M] Defending Strike (standard) ✦ Spirit
- Spirit melee 1; +25 vs. Reflex; 2d8 + 15 damage. Until the end of the human shaman’s next turn, the human shaman and the human
shaman’s allies gain a +1 power bonus to AC while adjacent to the human shaman’s spirit companion.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +25 vs. Will; 3d6 + 15 damage, and each ally adjacent to the human shaman’s spirit companion can spend a healing
surge and regains an additional 10 hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +25 vs. Fortitude; 2d10 + 15 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The human shaman conjures a bear spirit in an unoccupied square adjacent
to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through
its space, but allies can. As a move action, the human shaman can move the spirit 5 squares.
The spirit can flank enemies
with the human shaman and the human shaman’s allies, and it can make opportunity attacks against the human shaman’s enemies:
+25 vs. Reflex; 2d10 + 15 damage.
- ● 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 20 damage to the spirit, the spirit disappears,
and the human shaman takes 15 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 5d6 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; +25 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the human shaman’s spirit
companion regains 7 hit points.
- Protector Spirit
- Any ally adjacent to the human shaman’s spirit companion regains 5 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 +20, Nature +22, Perception +22
Str 13 (+11); Dex 14 (+12); Wis 24 (+17);
Con 20 (+15); Int 15 (+12); Cha 12 (+11)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Panther Shaman [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +22
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 35; Fortitude 32, Reflex 34, Will 37
Saving Throws +1
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +21 vs. AC; 2d10 + 9 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +25 vs. Fortitude; 2d10 + 15 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; +25 vs. Reflex; 2d8 + 15 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.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +25 vs. Reflex; 2d10 + 15 damage. Until the end of the human shaman’s next turn,
any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the human shaman’s spirit companion.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +25 vs. Reflex; 4d8 + 15 damage. Miss: Half damage. Hit or Miss: Until the end of the human shaman’s
next turn, the human shaman and the human shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against
the target. As a free action before the human shaman’s next turn, each ally within 20 squares of the target can make a saving
throw and shift 3 squares as the first action of his or her turn.
- ● 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 20 damage to the spirit, the spirit disappears,
and the human shaman takes 15 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 5d6 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; +25 vs. Reflex; 2d10 + 15 damage.
- Stalker Spirit
- Any ally adjacent to the human shaman’s spirit companion gains a +5 bonus to damage rolls against bloodied enemies.
- Human Perseverance [Feat]
- The human shaman gains a +1 feat bonus to saving throws.
Skills Athletics +16, Nature +22, Perception +22
Str 13 (+11); Dex 14 (+12); Wis 24 (+17);
Con 15 (+12); Int 20 (+15); Cha 12 (+11)
Equipment leather armor, longspear
-1 Level / +1 Level
Human Chaos Sorcerer [Level 21 Artillery]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +11
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 33; Fortitude 31, Reflex 34, Will 38
Saving Throws +1
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +26 vs. AC; 2d4 + 13 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +25 vs. Will; 2d10 + 24 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:
+25 vs. Will; 1d6 + 17 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; +25 vs. Fortitude; 2d8 + 24 thunder damage. Before or after the attack, the human sorcerer may shift 1 square.
- ○ [R] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +25 vs. Will; 3d8 + 24 thunder damage, and the human sorcerer teleports the
target to a space adjacent to the human sorcerer’s enemy that is nearest to it. If the human sorcerer rolled an even number
on the attack roll, the human sorcerer can teleport the target to a space adjacent to the human sorcerer’s ally, not the human
sorcerer’s enemy, who is nearest to it.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +25 vs. Reflex; 6d6 + 24 lightning damage. If the human sorcerer rolled an even number
on the attack roll, the target is immobilized (save ends). If the human sorcerer rolled an odd number on the attack roll,
the target is dazed (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 +9 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 +16, Bluff +22, Endurance +17
Str 15 (+12); Dex 20 (+15); Wis 12 (+11);
Con 14 (+12); Int 13 (+11); Cha 24 (+17)
Equipment cloth armor, dagger
-1 Level / +1 Level
Human Dragon Sorcerer [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +11
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 33; Fortitude 34, Reflex 31, Will 38
Saving Throws +1
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 13 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +25 vs. Reflex; 2d8 + 24 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 5 fire damage.
- ● [R] Dragonfrost (standard) ✦ Cold
- Ranged 10; +25 vs. Fortitude; 2d8 + 24 cold damage, and the target is pushed 1 square. This power can be used as a ranged
basic attack.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +25 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the human sorcerer
slides the target 5 squares.
- ○ 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 -5 penalty to attack rolls.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the human sorcerer.
Targets the triggering creature; +25 vs. Reflex; 2d10 + 24 lightning damage and the human sorcerer pushes the target 5 squares.
- Draconic Power
- The human sorcerer gains a +9 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 +16, Athletics +20, History +16
Str 20 (+15); Dex 15 (+12); Wis 12 (+11);
Con 14 (+12); Int 13 (+11); Cha 24 (+17)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Human Earth Warden [Level 21 Brute]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +17
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 38; Fortitude 37, Reflex 33, Will 32
Saving Throws +1
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 15 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
- +27 vs. AC; 2d10 + 15 damage, and the human warden gains 5 temporary hit points.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 15 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the human
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +27 vs. AC; 4d10 + 15 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the human warden’s next turn. Hit or Miss: Each enemy within
3 squares of the human warden, other than the target, is slowed 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 +7 power bonus.
- Earthstrength
- When the human warden uses the human warden’s second wind, the human warden gains an additional +5 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 +19, Nature +17, Perception +17
Str 24 (+17); Dex 14 (+12); Wis 15 (+12);
Con 20 (+15); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Human Wild Warden [Level 21 Brute]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +20
HP 235; Bloodied 117
Healing Surges (+58 hp) ○○○
AC 36; Fortitude 37, Reflex 31, Will 35
Saving Throws +1
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is slowed until the end of the human warden’s next turn.
- ● [M] Thorn Strike (standard) ✦ Weapon
- Reach 2; +27 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is pulled 1 square.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +27 vs. Fortitude; 2d12 + 20 damage (crit 44 + 3d12), and the target is weakened until the end of the human warden’s next
turn.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the human warden shifts 1 square. +27 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ 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; +27 vs. Fortitude; 2d12 + 15 damage (crit 39 + 3d12), 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 -5 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 +21, Nature +20, Perception +20
Str 24 (+17); Dex 14 (+12); Wis 20 (+15);
Con 15 (+12); Int 12 (+11); Cha 13 (+11)
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.